================================================================
Title : Spooky Doom : The Deathmatch 3.0
Filename : 2spook30.wad
Author : Adam Williamson
Email Address :
[email protected]
Misc. Author Info : Doom 1 Master, Doomie, and couldn't have made
these wads without the following CDs
playing in the background :
Crank Crank Crank, by The Almighty
Dookie, by Green Day, and
Incesticide, by Nirvana
:). Pet hates: People who play, and like,
other people's levels but NEVER SEND THEM
A SINGLE BLOODY E-MAIL TO TELL THEM SO!
You know who you are (ie, everyone who
flipping well gets this wad!, except Neil
Bonner - what a guy :>)
Description : 17 small deathmatch wads, main idea was
to create a set of levels for fast, but
skilled, action.
Additional Credits to : The author of stars.wad, from which I
drew inspiration, the author of A41_MUS.WAD,
from which most of the music in this .wad
came, the author of CPHOBOS5.WAD, from
which four music tracks came, and the author
of NIN.WAD, from which 2 tracks came.
================================================================
* Play Information *
Episode and Level # : Maps 01 - 16 inclusive and map 31.
Single Player : Nah, but you can look around if you want
Cooperative 2-4 Player : No - most levels have no player 2 3 4 starts
Deathmatch 2-4 Player : Yes!
Difficulty Settings : Not implemented
New Sounds : No
New Graphics : Yes - details later
New Music : Yes, all levels and the interlude. Music from
Nirvana, Green Day, Nine Inch Nails and others.
Demos Replaced : Sorry, the demos have been removed from this
archive - for whatever reason, they don't
playback properly any more.
* Construction *
Base : New levels from scratch, but drew ideas from
various sources. If you recognize any features,
feel touched :)
Editor(s) used : Edmap 1.40, IDBSP 1.1, WARM, NWT 1.03, Neopaint,
Edmap 1.31.
Known Bugs : You may see the error due to too many 2 sided
linedefs in view whilst looking through the
window into the dark Super Shotgun room in
level 15. This is due to the extremely complex
lighting effects in this area, and since it will
never be noticed in the heat of a deathmatch,
I decided to leave it in and keep the very nice
lighting. Also, obviously, you will see some slight
slowdown in that area.
* Copyright / Permissions *
Authors (MAY use these levels as a base to build additional
levels, but BLOODY WELL GIVE ME CREDIT!
You MAY distribute this WAD, provided you include this file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact, and tell me - I like to know.
And, of course, iD will NOT provide technical support for Doom while
this .wad is running :).
* Where to get this WAD *
FTP sites: ftp.cdrom.com
BBS numbers: Both in England. London Connection : 0171 460 0515
This is a great Sirdoom BBS too!
Pharaoh's Curse : 01432 271 638 (Oh yeah,
Osiris asked me to give it a plug - this
is a great BBS!....can I have my fiver now?)
* Revision history *
This WAD is an ongoing project. This is release 3.0. 1.0 had no text
file, 4 levels, and was converted from Doom 1 and put together in 45
minutes. It was released to a local BBS for testing. 1.1 added level 5,
and corrected some fairly major (in my mind - you probably never noticed
'em) texture bugs. 1.2 put Super Shotguns in the 1st 3 levels. It was
never released publicly. 1.3 added level 6 - unfortunately with 3 misplaced
textures. These were noticed just as I was about to upload it, so v1.4
was hastily written. 1.5 adds level 7. 1.6 adds levels 8 and 31, a new title
screen, and some new textures. 1.7 added level 9. 1.8 added levels 10 and
11 and 2 more new textures. 1.9 added level 12. 2.0 rebuilt the entire .wad
with idbsp 1.1 so the levels were very slightly faster and they all have
maps! It also added level 13. 2.1 added level 14 and a new texture that
you will not even _notice_, because iD should have included it - a
switch on a STARGR1 background. 2.2 added level 15. 2.3 added level 16
and a funky green light texture that will be used in maps 17 onwards.
Version 3.0 adds exit signs to all levels that didn't have them, adds 17
new musics, and makes small map changes to level 10 and a fairly major
designed change to level 3.
Later releases will include more levels, a new credits screen,
and a *few* new textures.
The first three levels are straight Doom 1 - 2 conversions. They
now have Super Shotguns!
* Playing Hints *
Level 1
-------
DO NOT spend much time in the dark middle section. TRY not to get chased
down there. Early on, try and do the "weapon run" - running through the
middle layer of the level that has all the meaty weapons. Look for long
distance sniping oppurtunities - due to the large amounts of windows you
can see right through the level.
Level 2
-------
When chased, head for the outer layer and try to lose your opponent. Get
a meaty weapon and turn the tables! The lite-amp glasses are valuable -
try to get to 'em first!
Level 3
-------
KEEP TELEPORTING! Grab the guns, grab the ammo, and grab a few telefrags.
And DON'T stand still when you leeave a teleport...
Level 4
-------
GET THAT SSG! But watch for campers coming out. Try and sneak shots on
firefights through windows, giving yourself a bit of space. Be careful
going for the BFG - on that narrow path you are a sitting duck. Also, go
for the plasma rifle, but don't run too far into the corner - if you
are in the corner of the room when the platform goes back up, you're
trapped :). Osiris doesn't like this, but I do...heehee.
Level 5
-------
Careful on the BFG! Try pulling the lift down, running away and going
back. For a laff, get on the lift, and wait for some poor sod to activate
it :)
Level 6
-------
Oh boy. I went to town on this one. Go for the rocket launcher - it's the
easiest "meat" weapon to get. Watch for the BFG trap. And get ready for
EVERYONE playing to know where you are when you get the SSG (thanx to
Peter Meredith are due here...)
Level 7
-------
If this level seems to have a slightly different spirit (and it does) it's
because Gary Barton designed it. If you are careful, you _can_ get the
weapons without teleporting - it's hard, though. When you hear a weapon
grab followed by a teleport sound, peg it thru the plasma teleport and
prepare to kill :)
Level 8
-------
Oh God. Carnage, carnage, carnage. A small level with no doors = frag a
second action. Always be tooled up with a super-shotty or plasma. Try and
make your opponent hit walls with his rocket launcher. And to get the plasma,
WALK off the ledge - running will take you right over the platform!
Level 9
-------
Get the Super Shotgun or rocket launcher - the two best weapons in the .wad.
There are 2 difficult jumps that CAN be made - from the SSG to the box
of shells, and in the stairs bit, you CAN jump over the gap. For both, you
have to do the strafe+run trick.
Level 10
--------
The decent weapons are teleport-to weapons, but beware - everyone will know
where you are when you grab 'em! Do some main room ambushes from the dark
corridor.
Level 11
--------
This level introduces a new feature into Spooky Doom. It also changes the
main texture - it becomes GRAY1. This makes it into a Doom 1 Episode 1
style, this will be the style for levels 11-20. THe new feature is the ECA.
Throughout the level you will see little features - a bridge and two lifts -
marked UNDER ECA CONTROL. In the middle of the level is the ECA. ECA stands
for Environment Control Area. It is a room of switches which control various
features of the environment throughout the level. You can see "ridges"
running through the level from the various switches in the ECA - these
run directly to the feature that switch controls. They carry the electronics
that make the feature move, and give the player the added bonus of seeing
what the switch will affect. (NB this is for the sake of the game - these
do not have to be in for the switch to work or anything, it's just a nice
touch).
Level 12
--------
Oho, still an Episode 1 style but not the same textures as 11. The feature
in this level is lights and toxic waste - you'll see lots of different light
levels. NOTE: There are occasional blue textures near doors - these are
LIGHTS, and do not denote a door needing a blue keycard. Get the plasma
if you've got a lot of health, otherwise...it ain't worth it :).
Level 31
--------
This is level 31 because a) It is a Wolf3D level, and b) It is the
"Easter Egg" level. Play it and see why ;)
IMPORTANT : This is not a deathmatch level! It is a complete Easter Egg
level! There are NO DEATHMATCH SPAWNSPOTS! You can put some in and play it
if ya like, but...nah.
Level 13
--------
Tool up on the weapons - try and get the super-shotgun, shotgun, chaingun
and rocket launcher - these are all easily gettable. Only get the plasma
if you have the supercharge, because it takes up to 70% health off you!
Try and do some ambushes into the area surrounding the plasma's pit - it
has no less than 4 entrances!
Level 14
--------
Grab the super-shotgun or rocket launcher early on. Watch both doors
in the corridors. The dark crate-filled room is perfect for ambushes!
Level 15
--------
Be careful of the lighting while grabbing the super shotgun. To get the
rocket launcher on the crate, jump from the ledge. Be very, very careful
here. EVERY single area has more than one entrance, so you are never
safe...
Level 16
--------
Don't get carried away and run straight into the toxic. Use the light levels
carefully.
* New Stuff!*
Graphics
--------
Yes, Spooky Doom 3.0 has new graphics! It has a new title screen with
the wad's name in a funky font, two Spooky screenshots, and a disclaimer
in shadowed size 13 Helga font - maybe now everyone will get the tech
support message :). It also has 6 new textures - a door, four walls and
an unused (as yet) green light.
* Credits *
Name Comments Role
---- -------- ----
Adam Williamson Me. If you see a Lemming Design, and
on a UK BBS or Compuserve, construction.
then it's probably me :)
Osiris Sysop of Pharaoh's Curse
and bloody good doomer. Playtesting.
Jiffy Bag Regular on The Games BBS. Playtesting (and
being bad enough
for me and Osiris
to frag him a lot)
Gary Barton Short, and has two annoying Playtesting. (Also
brothers. designed level 7.)
* And finally... *
PLEASE PLEASE PLEASE PLEASE PLEASE send me comments and demos on this wad.
I MEAN THAT. I want overall comments, bug reports (arrrggghhh!),
congratulations if it's good, REASONS if it's not good, and frantic 4 or
3 way action! Please, it'll help improve this wad.
SPECIAL NOTE : TIMinator, please get your lot together and record me an
lmp? Your igor9 lmps are just cool (suck suck).
BYE FOR NOW, folks...