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Primary purpose : Single play
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Title : GOTTAGOFAST
Filename : GGFAST01.WAD
Release date : 06/01/2021
Author : E.M.
Email Address : [redacted]
Other Files By Author : RAMRANCH.WAD, GAWRGURA.WAD
Misc. Author Info : Some autist who likes to make Doom maps.
Description : Here's a wad that I've been working on since
February 2020. It was essentially completed back in
October of that year, but I procrastinated and
didn't bother to upload it to idgames until now.
This wad is called GOTTAGOFAST. My goal with this
project was to create a set of maps that one could
UV MAX in a reasonable amount of time, hence the
name. Scythe was my main source of influence,
although I also got inspiration from other wads.
Most maps can be UV MAX'd in less than 5 minutes,
although the more slaughter-y maps will take
longer. In terms of combat, I focused on making
encounters that were both fun and challenging. I
also challenged myself to make something that was
vanilla compatible. The whole thing is playable in
Chocolate Doom with no visplane overflows or
anything gamebreaking, but if you want a more fun
experience without the randomly disappearing
sprites in the slaughter-y maps, then I recommend
playing it with Crispy Doom or higher.
Additional Credits to : Egg Boy, Doomkid, and all the people who playtested
the wad and gave me feedback.
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* What is included *
New levels : 32
Sounds : No
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : Yes
Demos : No
Other : No
Other files required : None
* Play Information *
Game : Doom 2
Map # : 01-32
Single Player : Designed for
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : No
Other game styles : None
Difficulty Settings : Yes
* Construction *
Base : New from scratch
Build Time : About a year, I guess
Editor(s) used : GZDoom Builder, SLADE, WhackEd4
Known Bugs : In Chocolate/Vanilla, there are savegame buffer
overflows in the slaughter-y maps.
May Not Run With : Should be vanilla compatible
Tested With : Chocolate Doom, Crispy Doom, GZDoom
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The "Story":
One day you're at home watching TV when you suddenly need to take a shit.
You go to the bathroom to discover that you're out of toilet paper, so you
decide to go to the store to get some. When you get to the store, you find
out that it's crawling with demons. Looks like Hell has invaded. Again.
You grab your pistol and go on yet another ridiculous adventure.
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Custom Textures:
d1gfxd2.wad and PatchTex.wad
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Level Details:
MAP01: go2store
Music: "Intermission" from DOOM
Description: This is a "teehee funny" map. It's an homage to Scythe's MAP01
but with a silly premise where Doomguy goes to the store. It's short and
simple. That's about all I can say about it.
MAP02: Watersports
Music: unchanged
Description: This takes place in some sort of water treatment plant,
I guess. The main texture used here is STONE, which I like because of how
versatile it is. Features lots of berserk punching action.
MAP03: Chocolate Rain
Music: "More" from TNT: Evilution
Description: Are any of you old enough to remember Chocolate Rain? This map
is called such because the dominant color is brown. There are also lots of
shotgunners.
MAP04: Perdiddy
Music: Track from MAP03 of Perdition's Gate
Description: The title is a reference to Perdition's Gate, which is one of
my favorite wads. The style of the map is an homage to Tom Mustaine's work.
MAP05: Three Shouting Men
Music: "Kitchen Ace (And Taking Names)" from DOOM
Description: The reason why the map is called this is because the entrances
to the three buildings on the upper floor look like three shouting men.
The combat is pretty straightforward. Hitscanners on high, surprise pinkies
and specters, good stuf.
MAP06: Salt Mine
Music: unchanged
Description: This map has a lot of white rock textures, so I called it
Salt Mine. It also has a Crusher homage, and the fight near the end is an
homage to Scythe's MAP06.
MAP07: Geocities
Music: unchanged
Description: I'd like to thank Egg Boy for helping me make this map not shit.
It's pretty simple. Gun down a bunch of hitscanners and kill the mancubi
hiding in the computers to lower the exit teleporter.
MAP08: Green Hills
Music: "Green Hill Zone" from Sonic the Hedgehog
Description: It's Sanic tiem! I used ZIMMER textures to create the titular
green hills. There's also a green techbase in the middle. Did I also mention
that this level is really green?
MAP09: Allen Bandito
Music: unchanged
Description: The title is an obvious pun of Alien Vendetta. The map itself
is an homage to Alien Vendetta's MAP01. It has a lot of hitscan.
MAP10: Stinky Pete
Music: unchanged
Description: This map takes place in a sewer type location, so I called it
Stinky Pete. It also has a small room that's an homage to MAP10 from Doom 2.
MAP11: Cybersphincter
Music: "Boss Theme" from Sonic the Hedgehog 2
Description: Here's an homage to Circle of Death. This one has a cyberdemon
in the center that you have to kill by telefragging.
MAP12: Emeral Base
Music: "Emerald Hill Zone" from Sonic the Hedgehog 2
Description: It's a level mainly composed of green brick, so I felt the
Emeral Hill Zone music was appropriate.
MAP13: Autozone
Music: "Soldier of Chaos" from TNT: Evilution
Description: The level takes place in an industrial location, so I called it
Autozone. It has a nasty trap at the end. It used to have chaingunners, but
that made things way too hard, so I replaced them with shotgunners.
MAP14: The Inmost Diner
Music: unchanged
Description: This level is an obvious homage to The Inmost Dens from Doom 2.
The demons put a diner in one of the stone buildings.
MAP15: Sonic Team HQ
Music: "Metropolis Zone" from Sonic the Hedgehog 2
Description: The Sonic Team HQ is infested with demons. It's no wonder
they've been making so many shitty games in recent years. Go in and clear
them out. Make sure you find the secret level exit.
MAP31: New Doom
Music: "Overworld" from Super Mario World
Description: "Hey Mario! It's the New Doom! Everything's different! There's
water in the sky, Mario! And there's blocks everywhere! Blue bottles!" This
one is mostly an homage to Scythe's MAP31, but it has some more unorthodox
design choices, the most notable one being the water in the sky.
MAP32: Blue
Music: "Special Stage" from Sonic the Hedgehog
Description: This map is dominated by the color blue. It's also punishing.
It actually used to be way harder, but I enlarge the rooms so that way the
fights weren't so RNG-based.
MAP16: Scoot The Burbs
Music: Midi rendition of "Scoot the Burbs" from Vinny Vinesauce
Description: This is one my personal favorite maps in this wad. The title is
a reference to a song made by Vinny Vinesauce. It also uses a midi rendition
of that song. It also happens to be a slaughter map inspired by MAP16 from
Doom 2.
MAP17: Mountain Dew
Music: "Chemical Plant Zone" from Sonic the Hedgehog 2
Description: It's called Mountain Dew because of all the nukage. I know the
green stuff's technical name is nukage, but I like to call it Mountain Dew.
My favorite part is the big fight at the end.
MAP18: Rattle Me Bones
Music: "The Magic House" from Final Fantasy VI
Description: I didn't know what to call this map, so I called it Rattle Me
Bones. It turned out to be pretty appropriate. This is a mean map that forces
you to fight hard-hitting enemies in tight spaces. Be glad that I'm generous
with the health in this level because I could have been much more cruel.
MAP19: Dead Demon Storage
Music: "Into the Beast's Belly" from TNT: Evilution
Description: The title is a reference to that one infamous scene from Pulp
Fiction. As for the flow of the map, you go inside the titular Dead Demon
Storage, flip a switch, then have a big fight at the end.
MAP20: Cyberpipes
Music:"Boss Theme" from Sonic the Hedgehog 2
Description: This is like Cyberden from Plutonia, but it goes by much faster.
You also get attacked by other monsters while fighting the cyberdemons, each
wave being harder than the last.
MAP21: Underworld
Music: "Underworld" from Super Mario Bros. 3
Description: This level is mostly an homage to the various Hell levels in
Scythe. It's short, but still a challenge. Watch out for that archvile at
the beginning.
MAP22: Fireproof Wood
Music: "Donna to the Rescue" from DOOM
Description: For this one I decided to make an Episode 4-inspired level. I
always thought it was strange how Hell was full of wood that never caught on
fire, hence the name. It's also pretty hard.
MAP23: Kablamo!
Music: unchanged
Description: This is, without a doubt, the most evil map in the entire wad.
This also just might be the most evil map I've made to date. It combines
Doom II's MAP23 with Scythe's MAP28. You have exactly 28 seconds to beat the
level. If you don't, then an off-screen crusher will blow up a bunch of
barrels that will gib a voodoo doll and thus kill you. It's possible to
UV MAX this map, but it's really hard. If Dean of Doom ever plays this wad,
then I know for a fact that he will absolutely hate this level.
MAP24: Flesh Mall
Music: unchanged
Description: The name of this level is a reference to a Paul Blart meme. It
takes place in a mall made of flesh. The top floor is guarded by Mancubi
mall cops and the shoppers are hostile. You then go inside the stomach of
the mall demon and fight a cyberdemon in a small arena. It's pretty typical
except for all of the imps that are teleporting in and blocking you. The
fight is fast and chaotic but still beatable.
MAP25: Sweet Sweet Fluids
Music: unchanged
Description: "I want your sweet sweet fluids!" For this map I decided to make
an homage to E4M1. It was also for this reason that I made the map really
hard. Some of these traps are downright cruel. I came dangerously close to
getting visplane overflows on this map, so if certain parts look underdetailed,
that's why. I sacrificed a lot of detail just to make that Slayer logo.
MAP26: Super Sanic:
Music: "Gruntilda's Lair" Metal MIDI Remix
Description: It's slaughter time! My goal with this level was to create a
slaughter map that was fun to play. The design isn't all that fancy. It just
focuses entirely on the slaughter. Not only that, but the only weapon it gives
you is the BFG. That tells you everything you need to know. My UV MAX time for
this map is 3:12. See if you can beat it.
MAP27: Monster Condom
Music: unchanged
Description: You probably already knew this joke was coming. This level is
like Doom 2's Monster Condo, but way harder. Punch the Cyberdemon in the butt
to get the red key. Claustrophobic fights occur after that.
MAP28: Detroit
Music: unchange
Description: This is probably the hardest level in the entire wad. Or at
least, the one that killed me the most during playtesting. As soon as you
press that switch at the beginning, you're gonna be faced with a bunch of
monsters. You'll have to be quick on your feet if you want to survive. Once
you get over the initial onslaught, the rest of the map isn't as difficult,
but it's still a challenge. It used to be harder, but I put a megasphere at
the beginning to make the experience less frustrating.
MAP29: Heck On Earth
Music: unchanged
Description: My main source of inspiration for this map was Plutonia's MAP29.
It's a city level whose streets are packed full of monsters. The rocket
launcher is your best friend here. There's also a secret BFG and invulnerability
in the Archvile House. There's a reason why it's called the Archvile House.
MAP30: Zap to the Extreme
Music: "Final Boss Theme" from Sonic the Hedgehog 2
Description: Here it is, the final level. It's loosely based on Hell Revealed's
MAP24. It has 666 enemies on UV. Haha, one of the edgy numbers. The exit is
right in front of you, but you need all three keys which are at the ends of
three branching paths. You can complete the paths in any order you want,
although some orders are easier than others.
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* Copyright / Permissions *
This work is licensed under the Creative Commons Attribution-NonCommercial
4.0 International License. To view a copy of this license, visit
http://creativecommons.org/licenses/by-nc/4.0/
You are free to copy and redistribute the material in any medium or format;
and remix, transform, and build upon the material. If you do so, you must
give appropriate credit, provide a link to the license, and indicate if
changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use. You may not use the
material for commercial purposes.
* Where to get the file that this text file describes *
The Usual:
ftp://archives.gamers.org/pub/idgames/ and mirrors