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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
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA?
 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
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA?
 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
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA?
 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
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA?
 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
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA?
 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
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA?
 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
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA?
 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
 UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUY
 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
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAU

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...)