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? DooM2 * DoomsDay level by Helioth (Francois Coppex) and Andre Christen ?
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? * Official Original DoomsDay'95 DooM2 Level * ?
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Title : DoomsDay'95
Filename : DOOMSDAY.WAD
Author : Helioth (Francois Coppex)
Andre Christen (World of Games / 031 941 37 47)
Email Address :
[email protected]
Misc. Author Info : Helioth:
Author of The Spring Ballad (TNTSPRNG.ZIP)
Author of The Imp Fiesta (TNTFSTA.ZIP)
Author of Cleaning Of All Kind (COAK.ZIP)
Description : t Official original DoomsDay'95 DooM2 level.
t This is a DEATHMATCH level ONLY!
t This is a small level without monsters. It
was designed for the DooM2 Swiss Championship
that was held in Bern the 19th March 1995.
t The WADfile is really huge because we had to
avoid restarting DooM.exe everytime a player
exits the first level. That's why the 6 first
levels were replaced, as well as for the
music.
t The design of the level was studied for 4
player deathmatches only.
t There are some secret rooms.
Additional Credits to : t ID Software, Brendon J Wyber, Rapha%l Quinet,
Colin Reed.
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?* Play Information * ?
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Level # : 1,2,3,4,5,6
Single Player : No
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : Yes
Difficulty Settings : No
New Sounds : No
New Graphics : No
New Music : Yes (Taken from DooM2 level 18)
Demos Replaced : No
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?* Construction * ?
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Base : New level from scratch
Build Time : Approximately 20 hours
Wad. size : 717'756 bytes
(445k map + 273k music)
Editor(s) used : DEU2 5.21, BSP 1.2x, NWT 1.2
Known Bugs : None
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?* Copyright / Permissions * ?
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You may distribute this WAD, provided you include this file, with no
modifications.
You may not use this level as a base to build additional levels unless a
special agreement exists with its author.
You may not use this file in any commercial purpose unless a special
agreement exists with its author.
If you need one of the copyright points to be modified or removed, just
let it know to me by E-Mail.
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?* Where to get this WAD * ?
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FTP sites: n/a
BBS numbers: Lycaeum: +41 41 76 29 89 (ZyXEL)
+41 41 76 32 89 (USR)
Dark Severity: +41 37 46 24 77
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?* Other * ?
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t This time two people were needed for building this level.
Andre Christen did all the creative work: he designed the map on paper
including brightness, textures, deathmatch starts, things...
Then I translated the map onto computer using DEU2, adding some
restrictions following from my knowledges of DooM level editing.
It wasn't a piece of cake... We discovered, when testing it, that I had
made a level that was at least two times too big for a thrilling play.
So I kept the large version for releasing it as a normal one player/
cooperative PWAD, and I scaled down very much (two and a half times)
the deathmatch version.
t I had already build 3 normal huge levels before I started this one. I
thought it wouldn't be very different from what I already did, excepted
that it had to be a bit smaller...
I was really very wrong, there are lots of big differences in deathmatch
level editing. I'll try to make a synthesis of what I learned:
3 One Player 3 Deathmatch 3
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Size 3tNo restriction. 3tFor 4 players, 40kb (fighting 3
3tWith normal editors the 3 area) is the upper limit of a 3
3 memory limit is of app. 3 PWAD. 3
3 170k for the map. 3tFor 2 players, 25kb (fighting 3
3 3 area) is the upper limit of a 3
3 3 PWAD. 3
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Rooms 3tNo restriction apart: 3tVery little rooms, with a few 3
Structure 3 1)Hall of Mirror 3 places where the player can 3
3 2)Computer MHZ 3 protect himself from the other 3
3tIn addition of the 3 player. 3
3 difficulty in outliving 3tA main corridor that links all 3
3 all the monsters, you 3 the rooms together. 3
3 may add the difficulty 3tThe structure should be 3
3 in getting out of a 3 extremely simple so that the 3
3 real maze. 3 players have the level map in 3
3 3 mind. 3
3 3tPlaces where corridors go in 3
3 3 3 different ways (AAA) become 3
3 3 very interesting. 3
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Taglines 3tUse a lot of sector tags3tUse as less as possible taglines3
3 because it should give 3 (raising stairs, mooving things,3
3 the level a lot more 3 brightness go to zero...) 3
3 interest. 3 because it disturbs a lot the 3
3 3 players and they should only 3
3 3 think at where the other players3
3 3 are and how to trap them. 3
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Textures 3tNo restriction. Your 3tThey have to be very special, 3
3 aim is to make that 3 specific. It helps the players 3
3 the player gets totally 3 to learn by heart the map. 3
3 lost in an unknown and 3 Examples: A strongly lit WHITE 3
3 hostile world, so that 3 room / A BLUE computer room... 3
3 the game gains some 3tNever do 2 rooms that have 3
3 suspense. 3 ressemblant textures. 3
3 3tUse simple textures so that 3
3 3 the players are very visible 3
3 3 to each other. 3
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Things 3tDo not make a BFG9000 3tThe BFG9000 isn't to most 3
3 available for killing 3 powerful weapon. You have to 3
3 imps, demons, cacodemons3 redefine the weapon's power: 3
3 because it becomes far 3 1.Plasma Gun 3
3 too easy. 3 2.Super Shootgun 3
3tGive the player enough 3 3.Rocket Launcher 3
3 weapons so that he does 3 4.Shootgun 3
3 not have to kill Barons 3 5.Chaingun 3
3 with his fists... 3 6.BFG9000 3
3 3 7.Pistol 3
3 3 Some minor changes are possible,3
3 3 it depends of the different WADS3
3 3tNot too many weapons/health 3
3 3tNever put good weapons and 3
3 3 health bonuses at the same 3
3 3 place: this place would become 3
3 3 impregnable. 3
3 3tDo not put too many weapons at 3
3 3 the deathmatch starts. The 3
3 3 players should not stay at one 3
3 3 place; they should moove to 3
3 3 another place to find better 3
3 3 weapons, so that they have more 3
3 3 chances to run into each other. 3
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Brightness 3tThe average light level 3tIt should be strongly lit in 3
3 should be of app.150. If3 nearly all parts of the level, 3
3 your sectors are too 3 so that the players are easily 3
3 strongly lit, you loose 3 visible to each other. 3
3 a lot of suspense. 3 3
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Height 3tTry to change the 3tNo big differences in floor 3
3 ceiling and floor height3 height because it slows the 3
3 as often as possible. It3 movements. 3
3 looks a lot better. 3 3
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Conclusion 3tLevel's perspective 3tPlayer's perspective 3
3 (The player has to adapt3 (The structure of the level has 3
3 itself to the structure 3 to be adapted for the players.) 3
3 of the level.) 3 3
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t As I said before, I had to shorten the level. The unshortened version
of DOOMSDAY.WAD will be released very soon. It won't be a deathmatch
level, but a classical one player/cooperative level full of ugly and
starving monsters.
t This is my first level for DooM2, as well as my first deathmatch level.
t If you do not know how to play this level, just type this command line
after you put DOOMSDAY.WAD in your DooM2 directory:
DooM2 -file DOOMSDAY.WAD
(Don't ask me for network or modem play...)