Doom WAD file reviews Compiled by DJ SKI skibone@ripco.com Note: All files were run on a 486/66 with 8 megs RAM using OS/2 2.11 and Doom v1.1 Doom v1.2 was not used because the SoundBlaster crashes Doom in OS/2 using v1.2 These reviews are the opinion of one person - me. If I don't like your WAD, I'm sorry, but don't waste your time sending me hate mail. I do this as a service mainly for my users and for anyone else in the Doom community who doesn't want to sort through the growing number of WADs. All the WADs were reviewed only for single player mode. All these WADs can be found at Bitstream of the Eschaton Located in notorius Palatine, IL (708) 705-7749 Hayes OPTIMA 28.8 v.FC (708) 705-7741 USR 21.6 Dual Standard 800 megs of quality Doom files, games, demos, OS/2 files and other merriment. Full access on first call. No fees required. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ ************* *11BONES.WAD* ************* --------------------------- Text included with WAD file --------------------------- Yet another DOOM level.... 11BONES.WAD Created with DEU 5.0 and BSP 1.0. FEATURES: - A completely new level. - Deathmatch ready. (Each warp in spot has a weapon) - Varying skill levels enabled. - All the textures match. This pwad is meant to be used as one of the lower levels. Some other levels feature 10 Barons/room, not so here. Feel free to include it in an episode compilation. Have fun... Damon Brodie m0t3@unb.ca ------ Review ------ The layout is well done and as he said, it's one of the lower levels - not much challenge here. The only problem is I'm not sure if it's finished. I could not find a way to get into one room and also could not access the exit. ************** *23CASTLE.WAD* ************** --------------------------- Text included with WAD file --------------------------- HEY! It's an original level. Thanks to DEU5 beta4. This is reminicent of a castle with moat and all. There still a few problems. Some of the walls are paper thin, which should NOT be done (I wish I'd known that earlier). Bitmaps don't all line up either. Please be kind, this is my first original level. Aaron Auseth (aaron@clark.edu) ------ Review ------ A small level, nicely done but very short and easy. An extreme amount of weapons for just a few monsters. Probably better as a deathmatch level. ********** *666.WAD * ********** --------------------------- Text included with WAD file --------------------------- Yet another new Doom level. This level replaces e1m1 but uses textures/monsters/weapons from the registered version. It is my first 'complete' new level. As such it wasn't entirely planned out first, but I think you'll think it is worth the download anyway. It was created using DEU 5.0 and BSP 1.0. Many congrats to the authors of those programs. It has all skill levels and it is set up for multiplayer. It was designed for ultra-violence and is fairly challenging I think (so I've been told by others who played it), but it is definitely possible in UV. A reasonable 'par' time for 100% on everything is about 9-10 minutes. I'm sure it can be done faster (but not much). Please email me with any comments/problems/suggestions. My address is stimson@leland.stanford.edu. I hope you have fun. --Steve ------ Review ------ Maybe it's just me, but I can't figure out any way to get out of the second room. ********** *777.WAD * ********** --------------------------- Text included with WAD file --------------------------- This is the 'sequel' to 666.wad. It is actually smaller in extent than 666 but more complex. You cannot get stuck anywhere, contrary to what it may first seem. (Though if you fall in the pits in the 1st room, you're dead -- but this is the only place where that's the case). If it seems to end rather abruptly that is because I ran up against DEU's limit for memory (not to mention that it started to get slow). On that same note -- it was developed on a 486DX-33 with 8MB and the 1st room or two are pretty slow on UV -- but it does speed up. You may want low detail, maybe not. I have tried it on a 60MHz Pentium with 20MB RAM and man was that nice. Kinda makes me want to spend some $... Ah well. There are deathmatch and cooperative starting spots. I haven't tried out either significantly (tried deathmatch for a few minutes). If anyone finds any problems, let me know. There are features in the level designed for deathmatch. Oh, on UV it is pretty hard. Some say too hard, but I assure you it is possible. I added some extra ammo to help out, but it is still tough. You may want to try it 1st on Hurt Me, though experienced players may find that too easy. Ammo is (was) very precious on UV. If you think it is too easy then remove some of the ammo and try it like I had originally intended -- bust out that chainsaw and kill what you can to save ammo (you might have to anyway -- hehe). Well, that's more than enough rambing. Have fun. Please mail any comments, criticism, etc to stimson@leland.stanford.edu. --Steve ================================================================ Title : 777.WAD Author : Steve Timson Email Address : stimson@leland.stanford.edu Description : More hell. Additional Credits to : Ted Manning, Jamey Nielsen, Lloyd Pique for playtesting ================================================================ * Play Information * Episode and Level # : E1M1 Single Player : Yes Cooperative 2-4 Player : Yes but untested Deathmatch 2-4 Player : Yes but untested Difficulty Settings : Yes New Sounds : No New Graphics : No Demos Replaced : None * Construction * Base : New level from scratch Build Time : I don't even want to think about it. Editor(s) used : DEU5.0 and bsp11x Known Bugs : It is possible to get the 'too many two sided line def' "feature" of Doom going, causing HOM in the doors at the end of the 1st room, and in the big central room. Sorry, but I didn't really see what I could change to fix the problem. * Copyright / Permissions * Authors MAY use this level as a base to build additional levels, as long as the changes are significant. No, there's no real definition to that. Just DO something with it. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. * Where to get this WAD * FTP sites: ocf.unt.edu, wuarchive.wustl.edu ------ Review ------ Well, despite what the description says, I got stuck - quickly. Maybe this really is a decent WAD - more of a 'thinkers' WAD, but I'd rather kill things. *********** *ABYSS.WAD* *********** --------------------------- Text included with WAD file --------------------------- Abyss - a pwad for your enjoyment by Avery Lodato. This wad replaces E1M1. A few notes: 1) I think that I got most of the bugs out of this level, but there are still a few problems that I can't track down. a>at the very begining of the level if you stand on the border between the first couple of sectors, the screen will somtimes insert a black frame or two. b>the star room with the blue keycard has caused my computer to crash on two occasions. there is a lot going on in this room, but I still don't understand exactly what is causing the problem. (I think that i was using the iddqd cheat both times) 2) This is a hard level, but I know that it's not impossible because I finished it myself (with no cheats, but repeated saves) 3) I had plans for much more, but I am sick of working on this level. I don't think that I'll do another level until the next generation of level editors is released, it can be a frustrating experience to know that what you want to do _should_ be possible but can't be made to work. This level was made using DEU 5.0 and BSP 1.0 - Thanks to everyone working on DOOM utilites for making this possible! ------ Review ------ Excellent level! Very challenging. It took me quite a few times to figure out the right way to go through it. ********** *AFRO.WAD* ********** --------------------------- Text included with WAD file --------------------------- ================================================================ Title : AFRO.WAD Author : Tim Scott Email Address : tscott@plains.nodak.edu Description : Deathmatch fun. Lots of multiple entrances to most areas. Great for doubling back on your opponent. Misc Game Info : This is the second release of my PWAD. I fixed some misaligned textures and fixed one Hall of Mirrors bug I found. Additional Credits to : Robert Kemmetmueller for his input and suggestions. ================================================================ * Play Information * Episode and Level # : E1M1 Single Player : Yes - okay, but not great. Cooperative 2-4 Player : Yes - okay, but not great. Deathmatch 2-4 Player : Yes <- specifically designed for this. Difficulty Settings : Partially implemented New Sounds : No New Graphics : No * Construction * Base : Scratch Build Time : Several hours Editor(s) used : DEU 5.0, BSP 1.0 Known Bugs : None * Copyright / Permissions * Authors MAY use this level as a base to build additional levels. You may do whatever you want with this file. * Where to get this WAD * FTP sites: ocf.unt.edu, wuarchive.wustl.edu, others..? ------ Review ------ Still pretty good as a single player level - lots of ammo laying around. ************ *AMAZED.WAD* ************ --------------------------- Text included with WAD file --------------------------- ============================================================================= Title :MAZE1.WAD Author :Jeff Cochran Email Address :jcochran@usacomputers.com Misc. Author Info :Fidonet 1:371/26, CIS 71477,134 BBS: Margaritaville 1-813-939-3009 Description :This started out as an experiment in learning DEU, and just grew into this .WAD file. It's got a little of everything a new DEU user would need to spend time figuring out, different doors, wall textures, steps, lifts and more. It's meant to replace Episode 1, Map 1, so there ain't no Cacodemons, rocket launchers or instant death traps, if you're into that stuff you'll need to wait for my next effort... ;) Additional Credits to :My wife, for putting up with me dragging into bed at 3 a.m humming the Doom tune; Steve Bareman for re-writing the DEU docs to where I could *almost* understand them, and for netmailing me the rest of what I couldn't figure out; Brendon Wyber and Raphal Quintet for a decent Doom editor at an *extremely* reasonable price; id Software for their twisted outlook on life and the good sense to write it into a program; and mostly, the helpful hands on alt.games.doom who answered many newbie questions. ============================================================================= * Play Information * Episode and Level # :E1M1 Single Player :Yes Cooperative 2-4 Player :Yes Deathmatch 2-4 Player :Yes Difficulty Settings :Yes * Construction * Base :New Level Build Time :35 Hours, four Pizzas and a couple liters of Coke. Editors used :DEU v5 and BSP v1 Known Bugs :None *Copyrights / Permissions * Hey, the editor was free, I looked at just about every .WAD file out there to figure out how to do things, and I had a ball doing it. If I were to restrict or copyright this in any way the spirit would be lost. Besides, if you claim this as your work I figure you'll eventually rot in your own personal hell... (Me, I'll be hanging out in Hell on Earth...) ------ Review ------ Not bad. Small and pretty easy. It's a good lower level. ************ *AMBUSH.WAD* ************ --------------------------- Text included with WAD file --------------------------- This is another homemade DOOM level, created using DEU 5.0. Enjoy! (I ran the PWAD through Colin Reed's node-builder 1.0, and it actually cleared out all ugly small "hall of mirrors" bugs... Nice!) Creators: Mattias Widmark, f93-mwi@nada.kth.se Christian Wictorin, somewhere ------ Review ------ I should give this WAD more time, but I think it would be a waste. First, you have to make this jump right in the beginning of the game or you miss the chaingun. Then, a few minutes later, a Cyberdemon appears and I thought "Oh. One of THOSE kinds of levels.", but that part was actually pretty clever. The Cyberdemon is trapped and kills a bunch of Cacodemons. So I kept going. Most of the level is dark - too dark. Then, after a while, I was jumped by a Baron (or 2 or 3? hard to tell) and I gave this one the thumbs down. *********** *ARENA.WAD* *********** --------------------------- Text included with WAD file --------------------------- Somebody requested a deathmatch arena of huge proportions with a catwalk. Well this is a close as I could get. This is huge! Each player starts (deathmatch or cooperative) in a hall at each of the four corners. Every weapon is present and a ton of monsters. Since this was designed specifically to be a deathmatch game, there is no exit. To run type: doom -file arena.wad If you don't want any of the monsters type: doom -file arean.wad -nomonsters This is a self-extracting archive called arena.exe. It contains this text file and the wad file. This pwad was built with Deu 5.0 and bsp 1.0. Tony Hayes PS There is some oddness in one corner that makes walls appear that don't exist. This happens when Deu and/or BSP are run on the file. I don't know why, if some one can tell me I'd be greatful. I'm wondering if the level is too big? ------ Review ------ Like he said - HUGE! Just an open area with a catwalk around it and all kinds of weapons and things with a huge helping of monsters (no boss creatures). Still fun for one person-just to get out some aggression! :) ************ *ATRIUM.WAD* ************ --------------------------- Text included with WAD file --------------------------- ****************************************************************** ATRIUM.WAD A DOOM pwad file with a really sneaky barrel puzzle Designed by Steve Taylor taylor@physics.carleton.ca (constructive comments welcome) ****************************************************************** Atrium.wad is a fairly short DOOM level (completion times on the order of 5 to 10 minutes). The level is stored as E1M1. In particular, it contains a barrel puzzle which I think you may find quite challenging. You'll know what part I mean when you get to it. The rest of the level involves some tricky monster confrontations. It is not set up for multi-player currently. The "atrium" part of the level involves lots of tree decorations and may slow down the game unacceptably on anything but a fast 486. If you're having problems just cheat to get past it. The level was designed with DEU 5.0. Congrats to the authors for a great piece of public domain programming. *********** The Barrel Trick ************** Ok, so you've tried the level once, and you've got to the barrel part, and now you're saying to yourself "This guy's nuts! There's no way to get past this without getting blown all to hell!" Well, in fact there is a way to get by the barrels without taking any damage at all!!! It involves the use of a brilliant little feature of the game (I don't mean the cheat mode ;-) ). It's really sneaky, but once you know what to do, it's quite repeatable, with a little practice. And yes, all the barrels explode in the process. I would love to give a little hint in this readme file but I'm afraid even the smallest hint would give it away. So here's what I'll do... if you're completely stuck, and you really care, post a message in alt.games.doom and I'll start with the hints. If on the other hand, you're the first in net-land to figure it out, post you're own hints to alt.games.doom and save me the trouble. :-) Steve T.  ------ Review ------ Sneaky barrel puzzle?? Hell, I just blew em away with my shotgun - only took about 45% damage. But then I needed some more health so I tried again - used to pistol to shoot at one barrel - after each shot, the barrel moved further away. As soon as the first one blew, I ran after it so the last ones wouldn't hit me. Only took about 10% that time. The 'puzzle' is interesting but not enough where I would take the time to e-mail him about it. Besides that, the level is pretty nice. Short, and around medium difficulty. *********** *AVRAX.WAD* *********** --------------------------- Text included with WAD file --------------------------- ================================================================ Title : avrax.wad Author : John Lindsey Email Address : lindsey@lennon.cc.gatech.edu Misc. Author Info : Hmm, I go to Georgia Tech, and I would like to hear from you if you play on this level. Happy slaying. Description : Deathmatch. Need I say more? Mail me your favorite slaying spot! Additional Credits to : The residents of Castle Argh and The Pink Palace...the blood flowed and the BFG's flew (and Argh won). ================================================================ * Play Information * Episode and Level # : E3M4 (I like the music) Single Player : No Cooperative 2-4 Player : No Deathmatch 2-4 Player : YES Difficulty Settings : Not implemented * Construction * Base : New level from scratch Build Time : Approximately ten hours Editor(s) used : DEU 5.0 Known Bugs : None * Copyright / Permissions * Authors (May) use this level as a base to build additional levels (please mention that your level came from Avrax). ------ Review ------ Strictly Deathmatch - no monsters. ************* *BARREL2.WAD* ************* --------------------------- Text included with WAD file --------------------------- ================================================================ Title : BARREL2.WAD (Barrel Version 2.0) Author : Cameron Newham Email Address : cam@iinet.com.au Misc. Author Info : I'm 28 and live in Perth, Western Australia. Description : "No.... please. Not the Barrel! Anything but the Barrel.. No! Not the Barrel! Not the Barrellllllll!" Welcome to Barrel - I hope it gives you nightmares. Certainly, if you have a machine slower than a 486 then you take your chances with this WAD as a few areas have quite complex detail. I certainly had fun making this one (and playing it). You'll find a couple of references to Scream.Wad - so if you've played that, it might help. Then again it might not. As usual, this *can* be done without cheating. * Barrel2 is an updated version of the original WAD. I have changed a few small things and fixed a playability bug in "Hurt me plenty". I've also added a secret. Any problems - email me. Additional Credits to : David Quin-Conroy for testing the first room. Various people on IRC #doom, who prompted strange thoughts - especially about acid and 150 light spectres :) Raphael Quinet for DEU 5.1 Warner Bros. cartoons. ================================================================ * Play Information * Episode and Level # : E1M1 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : No Difficulty Settings : Yes New Sounds : No New Graphics : No * Construction * Base : New level from scratch Build Time : 30+ hours Editor(s) used : DEU 5.0 and BSP1.1 (90%), DEU 5.1b4 (last 10%) Known Bugs : None that I know of. * Copyright / Permissions * Authors may NOT use this level as a base to build additional levels. 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. * Where to get this WAD * FTP sites: barrel2.zip ocf.unt.edu in /pub/incoming (moving to /pub/doom/wads/episode1) bear.montefiore.ulg.ac.be in /incoming/doom/wads/episode1 ftp.iinet.com.au in /pub/cam Other: A wrecked spaceship on LV421. ------ Review ------ From the map, it looks like a big level, but I couldn't even get past the start. None of the doors would open. Pass. ************** *BEHOLDER.WAD* ************** --------------------------- Text included with WAD file --------------------------- This WAD was created by Alex Cannon (Jeffrey Cannon- playtesting) using DE_250B4. Feel free to email me (acannon@cyberstore.ca) with comments and suggestions. I'm particularly interested in how difficult people find this level... that's w/o cheats guys... This level is complete, but I was planning on adding a hell of a lot more! Anyhow, to play this level run DOOM -FILE BEHOLDER.WAD. It's level E2M1. Alex 4/02/94 ------ Review ------ Very good medium sized, medium-to-hard difficulty level. ************ *BIGBRO.WAD* ************ --------------------------- Text included with WAD file --------------------------- Introduction to BigBro.wad ---------------------------------------------------------- This pwad was based on the Big Brother theme; when you're walking around, you'll always remember that _Big_Brother_is_ watching_you_. The big brother will be informed in his 'workroom' about the other players' whereabouts with the help of secret lines. Those lines indicate the position of the other players. This knowledge is of great help when being in DEATHMATCH mode. This idea is implemented by a series of nasty secrets; it is intended for multi-player, with only one player knowing the way to what we call the "Big Brother Area" (ok, sounds stupid, but who cares). If you don't know the place: it's still playable, although it might be a bit too large; you don't meet the other player too often. If however you aren't able to find the area described, feel free to mail 1 of us for more details. If more players know the bigbro stuff, decide who plays bigbro and don't let the rest enter the rooms (the bigbro scheme sounds real good with 1-3 play or something). If you want to play it this way, let the one bigbro player look at the wad with DEU or another editor; the other players shouldn't look. If you want to find it without an editor, we wish you good luck. If you succeed, mail us and we'll add you to our lists of addicts, doom gods etc. Because the stuff in the bigbro area is highly unfair, either let a bad player play bigbro (although he probably can't even reach the rooms) or at least appreciate a few kills by the other, the bigbro can only call the game a win if he wins with a _huge_ difference (87-11).. That's the basic idea. If you don't get it, never mind; you'll never know about it all. If you don't like this and don't want to play like this, don't. If you can only play one-player: it's a challenge as well. This is a level where you really have to watch your ammo, I know a lot of you guys don't like those situations, but then again: don't play it if you hate it. In 1-player mode you don't have to worry about the big brother area because it doesnt count as secret and there are no items/monsters. Thanks to: Quinet/Wyber of the _great_ DEU 5.0 editor Whatever they say, we loved to use it Colin Reed For BSP; whatever they say, DEU's nodes are buggy :) ??? The author of Mine1.wad for the large gray room we more or less stole :) /Magne Groenhuis, csg124@wing.rug.nl Remco Gerlich, remco@tcw2.ppsw.rug.nl /If you play LPMUD: PLAY NUCLEAR WAR melba.astrakan.hgs.se 4080 this is Yeti and Scarblac Pino ------ Review ------ Like he said, watch your ammo. This is an excellent level. A few spots like E2L9 where you have to run like crazy and let the bad guys kill each other. The 'big brother deathmatch' idea is very original also. ************** *BOBWORLD.WAD* ************** --------------------------- Text included with WAD file --------------------------- Well, another E2M1 for you..... This was made over the course of a few days using Deu 5.0b(still can't seem to get the release version to work right.) We designed it for deathmatch, in fact you can't even finish the board. It is bassically E2M1, execpt there are a few more teleports added, plus some crushing ceilings, plus a few weapons. We have played it for many, many hours. Ezra Gold & Rob Buyrice Any comments, flames, or suggestions can go to rb007b@uhura.cc.rochester.edu ------ Review ------ Yay. They put as much work into their WAD as they did spellchecking their doc file. This WAD sucks. It's 99% E2M1, and they parts they added are dumb. Crushing ceilings, changed a few textures, took out one or two walls. Absolutely no original thought involved. ************ *CANYON.WAD* ************ --------------------------- Text included with WAD file --------------------------- * General Information * ============================================================================ Title : CANYON.WAD Author : Kenneth S. Forte Email Address : fusioncon@cup.portal.com Additional Credits to : The authors of DOOM, DEU, and BSP, of course. Description : A level pretty much suited for Deathmatch play only. A single winding sector with four player and four deathmatch starts, various pesky little monsters, and various weapons ranging in strength from chainsaw to plasma gun. (Beware launching missiles at a dead run in a twisty canyon or it really will be a dead run ). * Play Information * ============================================================================ Episode and Level # : E2M1 Single Player : No Cooperative 2-4 Player : No Deathmatch 2-4 Player : Yes Difficulty Settings : Not implemented New Sounds : No New Graphics : No * Construction * ============================================================================ Base : New level from scratch Build Time : Are you kidding? Less than an hour. Editor(s) used : DEU 5.0 and BSP 1.0 Known Bugs : None Note : This level DOES have exits, even though they aren't readily apparent. At each end of the canyon there are three walls which will exit the level when you hit the "Open" key. I did not put switches in because a huge wall of switches in an otherwise pristine canyon wall did not appeal to me. * Copyright / Permissions * ============================================================================ Authors may use this level as a base to build additional levels. 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. ------ Review ------ Either the weapons only appear when you play Deathmatch or he forgot to put them in. Since there is no place to hide, I would think that this would be a very poor Deathmatch level. ************ *CASTLE.WAD* ************ --------------------------- Text included with WAD file --------------------------- Imagine that you walk up to a castle. It's big, and very dark. You look up. Somebody is shooting at you from the turrets! Better start moving, or you'll never escape. You run around the outside. The castle is surrounded by a moat, and there's no back door. Just a small window high up on one wall. Darn, you'll have to go in the front door. I built this level from scratch using BEU5.0 and BSP11X. It is the biggest, most complex level that I've ever seen. Well over a thousand vertices and linedefs. Lot's of tricky bits, pretty scenery, and violence. I would appreciate seeing an LMP for a triple 100% on ultraviolent. This level replaces episode 1, map 1. It allows multi-player and deathmatch games. It's tuned for single player. Alex Siegel alexs@tss.com ------ Review ------ When I first read "most complex level that I've ever seen", I thought yeah, right. But it's no lie. This is one of the BEST levels I've ever seen. It took me about a dozen tries to figure it out, and my time for my first successful run was 47 minutes! Huge, huge level, plenty of blood, and even some warring Cacodemons and Barons of Hell just for fun. An absolute must-have level. ************** *COLOSEUM.WAD* ************** --------------------------- Text included with WAD file --------------------------- ================================================================ Title : COLOSEUM.WAD Author : Dean Ashley Svendsen Email Address : DASVE1@AURORA.CC.MONASH.EDU.AU Misc. Author Info : I've only got a 386SX-20 :( Description : This has been designed with deathmatch in mind. There's PLENTY of opportunity for suicides, and absolutely NO ambush points! Rather, this is a "Keep moving and watch your back" WAD. There are rooms outside the main arena, but the nature of these forces the player to spend very little time in them (or eternity :) so its unlikely that you'd have trouble finding the other player(s). And yes, since this is my first WAD, the Cyberdude makes an appearance. (By the way, I've managed to kill him twice, accidentally, without firing a shot at him. Dontcha just love teleporters ;) For those of you who hate the pistol, extra weaponry is provided at the start. Just watch out for the pink things. :) All the weapons are available in various places, you just gotta go look! Expect lots of fatalities in this WAD. Additional Credits to : Eric Staeberhofer & Luis Pampliega for playtesting, and Eric for providing some half-decent PC's. The authors of DEU. Good work! Those nice people at id. ================================================================ * Play Information * Episode and Level # : E3M1 Single Player : Only if you're very good. (Is that a challenge? :) Cooperative 2-4 Player : Implemented, but not suited. Deathmatch 2-4 Player : Yes!! Difficulty Settings : Not implemented. UV all the way! New Sounds : No New Graphics : No Demos Replaced : None * Construction * Base : *ahhhhh* Build Time : Too long! Approx two weeks. Editor(s) used : DEU 5 beta and 5.0, BSP10 Known Bugs : Dont think there's any.... * Copyright / Permissions * Authors may use this level as a base to build additional levels. I'd like to see what you come up with! You may do whatever you want with this WAD, except for UUENCODEing it and posting it on alt.games.doom :) * Where to get this WAD * FTP sites: ocf.unt.edu ------ Review ------ Well, it says not playable by a single player and after a half dozen tries, I believe him. ************** *CORTYR_B.WAD* ************** --------------------------- Text included with WAD file --------------------------- Welcome to the CourtYard, REPLACES Episode 3 Mission 1 This is revision B (hexadecimal) of the CourtYard. If you have *any* other version, please remove/destroy/obliterate the copy and use this one. Special thanks to Dylan and Colin for getting BSP11X out to me so quickly! That's one of the major reasons why the CourtYard is here *today*. Now for nitty gritty. This level is extrememly difficult for myself, and I consider myself a *very* experience Doom player. Included with the level is an LMP (demo) demonstrating the quickest routes to completing the level. I had to re-record *many* times because I exceeded the 15 minute recording limit. Also, I got nuked several times when attempting to cut corners and bypass some of the trouble; it didn't work :) Anyhow, if you get stuck (say you can't find one of the keys), watch the LMP, it should clarify any confusion that may abound. DESCRIPTION: CORTYR_B.ZIP Yes! There is a central CourtYard for you pleasure. Also, through- out the level you will find a power reactor, power conduits, big, big, lights, a lamppost, a huge pit, jail bars, secret elevators, and some very idle barons awaiting your company :) This level has been tested deathmatch, and, believe it or not, I got my butt fragged even though I designed the level! I admit that there are not enough linkages to fully enjoy DeathMatch, but, I hope someone else will test out the level and see how it works for them. BUG NOTICE: Yes, I know that there is still some clipping that occurs in the huge slime pit. This is a result of the "too many two-sided linedefs" bug native to the DOOM executable. That's just the way it goes :( After the final compilation, I *did* notice two sidedefs missing the appropriate textures, fortunately, they don't really get noticed. Play the level, and occassionaly stop to look :) Once again, for those who are new to this level, I have, in short, maxxed the memory capabilities of DEU. You can flip linedefs, move vertices, delete sectors, but, DEU won't compile properly, if at all. Secondly, my level was approximately 75% complete when I couldn't to a single thing with the map. So, it was at this point that I added doors, lifts, etc. etc., in places where I had not intended. I still think the level looks and plays well despite its incompleteness. I hope that you, too, enjoy it. LAST THOUGHTS: If the level is *too* difficult on UltraViolence, try a lighter setting. If you are completely new to Doom, the lightest setting will be breeze easy, meaning that you can actually find time to view the level without a sergeant peeping around the corner and blasting your nuts off (sorry ladies). This level involved *over* 40 hours of work using only DEU. I wouldn't suggest any other editor even with the BUGS that DEU has....keep working with it and you'll figure it out. Lastly, *please* don't use this level as an example. As I stated earlier, this level was only 75% complete, meaning I had to pull some strings in order to keep the level flowing. I'm very much glad it is done since I have some major projects that needed tending to. May the force be with you! (I have kept the STAR WARS sound patch on, even for the recorded demo :) Definately worth the meggage on my hard drive. 'tis all, now go out and die :) Michael Kelsey (author of STONES) mkelsey@eecs.wsu.edu ------ Review ------ This level is difficult - too difficult for me. It's one of those where you have to already know exactly where everything is hidden and exactly how to start and exactly where to go because everything is so dark. I didn't like it. *********** *CWWAD.WAD* *********** --------------------------- Text included with WAD file --------------------------- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This is my first attempt at a decent playing wad. This one is made for deathmatch only. It chunks a bit on my 486/33 but thats because I only have 4 megs of ram. Even though it's 12K it's not that small, just the perfect size for deathmatch! Anyway, warm up on the monsters, then toast some friends. Coop sucks so play deathmatch. Oh. It's e1m1. email comments, complaints, or really nice jpegs to: -> cw001c@uhura.cc.rochester.edu <- created with that fun fun deu 5.0 / bsp combo. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ps. next time i'm really bored i'll fix this one up. thpt. ------ Review ------ Very small and dull for single player. ************* *DAEMON2.WAD* ************* --------------------------- Text included with WAD file --------------------------- ---- Daemon Version 2 Level --- "And you thought Imps were bad" This is version 2.0 of deamon.wad. It's a standard level with a deathmatch component. I haven't tried it in deathmatch (yet). This version fixes the hall-of-mirrors effects (which were my fault due to my construction and mode-type for the doors :) It also includes several more rooms and traps, plus more "murder holes" for deathmatch. Deamon2's got some nasty traps - so watch out! >:-) If you like levels with puzzles and nifty effects, then Daemon 2 is for you! Except for texture and alignment, please email me about bugs you find. I'd also like to know what you think of it! Thanks to the authors of DEU 5.0 and BSP 1.0. This wad was created using DEU 5.0 (non-beta) and running the output through BSP. Have fun! Title: Daemon2.wad Author: Cameron Newham (cam@iinet.com.au) Type: Standard/Deathmatch Base: New level from scratch Build Time: 22 Hours Bugs: Numerous texture align. ftp sites: ocf.unt.edu: /pub/incoming - cameron. "We're talk'n swoon. We're talk'n croon. We're talk'n moon in June. We're talk'n..... DooM!" ------ Review ------ Nasty traps is right. Oops, don't open that door, there's a Baron in there. Oops, don't open that door either. There's a dozen imps. And that was just the first room. Maybe the rest of the level got better but the start was so incredibly stupid, I didn't bother. ********** *E1M2.WAD* ********** --------------------------- Text included with WAD file --------------------------- Doom Episode 1 Map 2 Edited By Dan Cormack This was created by using the Renegade Doom Editor v9a(registered). My options were limited but, as you shall see, I have created a new feel to an old place. This will be a particularly good place for some Death Match action. On Monday March 14 the newer version of the Renegade Doom Editor is supposed to be released which will feature Transporters, Crushing Ceilings, 'Smarter' monsters...(you'll see what I mean).. Once I receive this I will upgrade this map to integrate the new features. This will be released as DE1M2_2.ZIP I look forward to more challenging levels... To run this you must include the following in your command line... -FILE E1M2 ie.. DOOM -FILE E1M2 -DEATHMATCH etc. DOOM -FLIE E1M2 You get the idea. This will NOT permanently modify the DOOM.WAD file, it only replaces the specific level in memory. The Story.. Having kicked Ass in Hell you are given a hero's welcome back. You were the only one to return from that hellish Inferno. You are given extended shore leave on the Cleavose Pleasure Planet. You suffer no ill effects other than an annoying tendancy to feel that itchy trigger finger twitch when you hear someone snuffling from a cold (an Imp? you wonder) A few weeks of unabashed fun later you receive an urgent call over the GalacticNet.. There's trouble back in the old Nuke area. You are the only hope to stop this new mennace.. Apparently some thugs moved into the area and took it over. Weak alliances have been formed with some of the ghouls you left for dead. They have a score to settle with you and you lust for the action.. Apparently there is a new enemy running around in there, Some marine who sold out to the enemy. (You'll recognize him when you see him.. Looks like you but with a different colour of uniform..) He'll be there for a DEATHMATCH (hint) to the end with you.. Gladly you return...Eager for blood and revenge.. GET SOME! ------ Review ------ It's just the original E1M2 with a lot of texture changes, and other minor changes. Not enough changes to make it worth playing. ************** *DEADBASE.WAD* ************** --------------------------- Text included with WAD file --------------------------- WASTELAND: DEAD BASE (version 0.9) (position E2L1) INTRODUCTION It's four hours since Lt. Morrison left the starship and still the receiver's screen stayed blank. Maj. Barowsky, sitting in front of the communication terminal, pressed some keys and called the mother ship. ``Maj. Barowsky reporting. Four hours ago Lt. Morrison teleported to the planetary surface, near the Prometeus Base. I haven't yet received any transmission neither from him nor from the base.'' ``Gen. Vitesse here, you are ordered to take all the weapons on board and descend to the surface. Investigate the base and locate the causes of the loss of transmission. Should you encounter any hostile presence you should track its origin and eliminate it.'' ``I'm sorry, sir, but Lt. Morrison left equipped with all the high-power energy weapons, including the latest BFG 9000 gun. The only weapons on board are some archaic shotgun and chaingun....'' ``We all know your battle skills are far superior to those of Lt. Morrison, I have no doubt you are the best soldier to deal with whatever lies in the Prometeus Base. Your orders are to proceed to the command center, which is a large square building located at the easter end of the base and enter through the main door which is on the western wall. Should anyone down there be still alive the command center is the place where he will stay. Gather as many information as you can, eliminate hostiles and re-estabilish transmissions. Good Luck!'' `Oh fuck!' Maj. Barowsky thought. `Well, someone will have to fix it sooner or later. I'll make sure that whatever took control of the base will regret this.' he said equipping himself with a megaarmor and several weapons. `Good, there is also a rocket launcher.....' Then, looking again at the base diagram, he bravely stepped into the teleporter...... WELCOME! Welcome to the first mission in the Wasteland series: Dead Base. In this mission you play the role of Maj. Barowsky as he cleans the lost Prometeus Base from alien creatures and locates the information which will eventually allow him to proceed towards the origin of all the evil. WAD INFO This is my first attempt at creating WAD files for DOOM. The creation of this WAD was made possible by the two great programs called DEU 5.0 and BSP 1.0. Title: `Wasteland: Dead Base' Author: Alberto BARSELLA (alberto@astrpi.difi.unipi.it) Scenario: open-field city-like, bright light, many buildings, high demand of processing power. Secrets: no problems since you start with the full map. Difficulty: Average/Hard (depends on how good you are) two levels are implemented: 1-3 (Easy and Medium) and 4-5 (Hard). The difference is only in the number of enemies. Build Time: Too much, I fear I reached something like 40 hours... Base: New level from scratch. Deathmatch: I don't know. Anyway, in deathmatch mode I put around some more shotguns. I fear that the first one reaching the starship will find too many weapons.... In this WAD I made my attempt at the creation of multi-floor buildings using teleporters along staircases. The jammed door that you will find helps creating the effect of two separate floors. I also tried to concentrate in creating a realistic (and also playable) lighting conditions, I wanted to have buildings cast shadows, but that would require more hours of sector hacking and many more 2-sided LineDefs which would slow down the game a lot, so I dropped the idea. I would like to know what you think of this level, what did you like, what you disliked, suggestions, ideas, multiplayer/deathmatch comments, anything else. Just mail me at alberto@astrpi.difi.unipi.it As you probably noticed this is version 0.9, so the work is not over.... This WAD is E2L1 and contains objects which appear only in the registered version of Doom, as requested by Id. You should feel free to take ideas, edit the level, etc.. but not to alter the level to make it playable with the shareware version. Thank you. KNOWN PROBLEMS Texture misalignments. I was unable to figure out a general formula for texture alignment, so I did what I could by trial and error. In the lower floor of the command center there is a rising stair: unfortunately when the stair steps rise from the floor a nearby door rises as well, slightly displacing the textures. I was unable to fix that. EPILOGUE (read after you completed the level) Maj. Barowsky, his face covered with sweat and blood, climbed up the red mountain, following the smell of the evil which had turned the Prometeus Base into a graveyard. After a few minutes he came to a cave, the trail was clear, this was the source of the devastation. Holding firmly his fully loaded Plasma Gun he entered the dark mouth of the cave, ready to face everything that might lurk inside. The tunnel proceded upwards, towards a large room lit by flaming torches, he lept forward and...... ......entered the second mission of the Wasteland series: Mountain of Fire. (I just begun Mountain of Fire, look for it somewhere in a reasonable time period......luckly my life is not only DOOM levels......) Alberto ------ Review ------ Excellent! A must-have. A very original layout. It's nice to get outside and get some air sometimes when you're killing hell's spawn. A very huge level with a fairly high degree of difficulty. *********** *DEATH.WAD* *********** --------------------------- Text included with WAD file --------------------------- Hello, This WAD was created by Jason Whittington (jawhitti@mailhost.ecn.uoknor.edu) using DEU - the Doom Editor utilities Beta, available at ocf.unt.edu as DEU5BET4.ZIP in the uploads directory. Fell free to email me with comments/ suggestions, but not for help with DEU. Please also feel free to distribute it to your friends, but please do not modify it and distribute it. To play this level run DOOM -FILE DEATH.WAD and select episode 1/Ultra violent. It also makes for great DEATHMATCHes!! Special thanks to Raphael Quinet (quinet@montefiore.ulg.ac.be) for DEU. Great program! Happy DOOMing!! Jason Whittington 3/29/94 ------ Review ------ This is a good WAD. It might even be a great WAD but there are a number of bugs in the level. A minor thing like a messed-up wall is no big deal, but when creatures from another room fire through the wall to hit me, then I've got a problem. But it is still quite playable and pretty good. ************** *DETHSTAR.WAD* ************** --------------------------- Text included with WAD file --------------------------- This level was made using DEU5BET4 and DEU50 (the best level editors I have seen. I highly recommend DEU). It replaces Episode 2, Mission 1, as per ID's request that no new levels be made for Episode 1. It is completely new, not a hack of an existing level. This is my first Doom level, but I think it is very good. There are some tricky parts, and if you are ever tempted to think it is unfinishable, you can watch the demo I have provided. Thanks to Justin Mansell for help using the DEU editor and to Eric Alspaugh for help with aesthetics (textures, etc.). If anyone sees any way this level could be improved, please feel free to send me your ideas. Jackson Harvey (jch9@po.cwru.edu) ------ Review ------ This level has crashed Doom every time I have played - each time at a different spot. So obviously, I can't recommended it. But what I played was good and I'd recommended it if a bug-fixed version comes out. ************** *DETHWALK.WAD* ************** --------------------------- Text included with WAD file --------------------------- Hi - DETHWALK.ZIP is a really cool Epsiode 2 room designed for excellent death matches (in my humble opinion anyway :-). I also found it great fun as a single player game as I tested it out: I just made it my goal to kill everybody and considered that to be a 'win'. The difficulty settings are used. ULTRA VIOLENCE is a real challenge and NIGHTMARE is hopeless. The easier settings are, well, easier. It is *not* necessary to use any cheat codes to win! DESCRIPTION: A single room with a symmetric maze of walls that you *really* want to stay on top of since the floor is entirely covered with nukage and roaming demons. Staying on the wall will take concentration because it weaves left and right and it's NARROW! But don't forget about your buddies and the bad guys shooting at you. Be careful: A solid gunshot can knock you off the wall, too. Even while on the (low) walls the pink demons can reach you for lunch, so KEEP MOVING - you don't have the time or the ammo to kill the pink demons. Barrels are placed to keep your attention, too. If you do fall off the wall you'll have to run like mad to one of the few steps that enable you to get back on the wall. (and Good Luck, too!) In deathmatch, you and your buddies will no doubt try to make it to the tiny center island to get the BFG9000, but this is a bit difficult when everyone is trying to do it! I have beat the game under Ultra Violence without using the BFG. (A challenge to you doomers out there.) Replaces episode 2 map 1. An exit is provided for scoring your death match. DEATH MATCH RULES (suggested): I propose that all deaths count against the player - this level is designed so that you have to concentrate a lot on not killing yourself, and (besides) players at 10% health should get penalized for committing suicide. So a player's SCORE is equal to kills (frags) *MINUS* self-killings (as reported in the exit tally screen). A player shall get a minimum number (10?) of frags before ending the game by pressing the exit switch. A player may want some extra kills to offset self-killings before ending the game. To end the game the player will have to make it to the center and press the (hidden) switch there - stand on the island near an edge and press the space bar. This may take some practice! SUICIDE NOTE: I just checked and doom only scores self-inflicted barrel explosions as suicides; the number of times a player dies at the hands of the sargents, in the jaws of demons or in the nukage is simply not tallied. I don't like that at all - if you can trust your buddies I suppose you could just keep track of this with a pencil as you play. :( If you don't track it then when you knock a guy off into the slime you better finish him off with a gunshot! LIMITATIONS: I couldn't make the maze too complex because doom/deu can't handle numerous open sectors and/or oblique angles without the bizarre 'hall of mirrors' clipping anomalies. As designed the room has *no* visual anomalies in the normal play areas. (There are some in the outer ring of nukage but if you fall in there you'll be too busy dieing to care.) If you can get rid of these anomalies please email me! (address below) I don't think there is anything wrong with my construction! HELP! Does anyone know how to change this map from e2m1 to e2m9 (the secret level)??? The exit on my level goes to the secret level, and wouldn't it be neat if pressing the exit switch gave the score and then restarted the deathmatch again?? My email address is below if any kind soul can enlighten me. This looping idea works, I just don't want to redraw my level from scratch! EXAMPLE COMMAND LINE: C:\DOOM>ipxsetup -deathmatch -episode 2 -file DETHWALK.WAD -nodes 4 -skill 4 Try "-nomonsters -skill 1" for a clean pistolfight with no BFG. Try "-nomonsters -skill 3" to get shotguns but still no BFG. Try "-respawn" with the lower skill levels for an interesting deathmatch; for one thing, you won't run out of shotgun shells with 'respawn'. COMMENTS? Please send positive and negative comments/suggestions to bradley_hoza@freemf.wa.com. This is the first time I've uploaded anything so I'd be delighted to hear from you. Negative commentors: be nice! If you improve the level please call it DWALKnnn.WAD and upload it to ocf.unt.edu. Made with DEU 5.0 -- WHAT A PROGRAM! thankyouthankyouthankyouthankyou... ------ Review ------ An interesting idea - but a extremely dull level. If you survive, it takes no more than 60 seconds to finish the level and then that's it. ************ *DMPITS.WAD* ************ --------------------------- Text included with WAD file --------------------------- DMPITS.TXT 04-04-94 ~~~~~~~~~~~~~~~~~~~ DMPITS.ZIP CONTAINS THE FOLLOWING FILES: DMPITS.TXT (YOU'RE READING IT) DMPITS.BAT (STARTS PLAY) DMPITS.WAD (MODIFIED DOOM DATA FILE) COPY DMPITS.BAT AND DMPITS.WAD INTO YOUR DOOM DIRECTORY. TYPE "DMPITS" TO START PLAY. THERE IS NO SKILL LEVEL CHOICE - THEY'RE ALL THE SAME DIFFICULTY. THIS PATCH FILE WILL NOT WORK IN THE SHAREWARE VERSION OF DOOM. SPECIAL REQUEST ~~~~~~~~~~~~~~~ THIS MODIFIED LEVEL IS THE RESULT OF 35+ HOURS OF EDITING AND TESTING. I HAVE DONE MY BEST TO MAKE THIS LEVEL TOUGH YET "DOABLE." I SURE HOPE YOU GIVE IT A FEW TRYS WITHOUT USING THE CHEAT KEYS. SAVING FREQUENTLY IS NOT A BAD IDEA UNTIL YOU FIGURE OUT THE "TRICKS" OF THE FACILITY, BUT USING "GOD MODE" WILL REALLY TAKE THE FUN OF THE MODIFICATIONS. I'M SURE MOST OF YOU WON'T HAVE ANY PROBLEMS AT ALL. I DESIGNED THIS LEVEL WITH A VERY SPECIFIC MOVEMENT AND WEAPON SELECTION STRATEGY. IF YOU FIND YOURSELF SAYING "THERE'S NO WAY ANYONE COULD BE FAST ENOUGH TO SURVIVE THIS," THEN STEP BACK AND REEVALUATE YOUR APPROACH. DON'T GIVE INTO THOSE CHEAT KEYS. ONCE YOU DISCOVER THE METHOD TO MY MADNESS YOU'LL ONLY HAVE TO DEAL WITH THE RANDOM VARIABLES AND LOSING YOUR GRIP ON THE MOUSE OR JOYSTICK . OF COURSE THERE ARE MANY AREAS WHERE YOU HAVE A WIDE SELECTION OF TACTICAL CHOICES, AND WHAT YOU DECIDE HERE WILL DETERMINE WHETHER WALK OR CRAWL TO THE EXIT DOOR, OR END UP WITH CRITTERS DOING A JIG AROUND YOUR CORPSE. ON AVERAGE, IT TAKES ME 35 MINUTES TO COMPLETE THIS LEVEL. AND DESPITE MY KNOWING EVERYTHING ABOUT THIS LEVEL, I STILL GET UP FROM MY COMPUTER SHAKING. I HOPE YOU HAVE AS MUCH FUN! SINCE I REALLY ENJOYED DOING THIS AND WILL BE DOING MORE, I WOULD APPRECIATE ANY COMMENTS, CRITICISMS, OR SUGGESTIONS. AND ALTHOUGH I DOUBT ANYONE WILL NEED THEM, I WON'T MIND OFFERING SELECT "SUGGESTIONS" AND APPROACHES TO SOLVING THIS LEVEL. WARNING ~~~~~~~ USE OF THESE FILES IS AT YOUR OWN RISK. I ASSUME NO RESPONSIBILITY FOR ANYTHING THAT MIGHT HAPPEN WHEN YOU USE THEM. ACKNOWLEDGEMENTS ~~~~~~~~~~~~~~~~ THANKS TO THE FOLKS AT ID SOFTWARE FOR CREATING DOOM. IF ONLY ALL GAME DESIGNERS/DEVELOPERS/PROGRAMMERS WERE SO GOOD AT WHAT THEY DO! A VERY SPECIAL THANKS TO BRENDON WYBER AND RAPHAEL QUINET FOR CREATING THE DOOM EDITING UTILITIES - A REALLY EXCELLENT PROGRAM WHICH MADE THIS MODIFICATION POSSIBLE. SURE HOPE THEY ARE ABLE TO GET A FULL EDITOR FIGURED OUT. NICHOLAS BELL 72162,1667 ------ Review ------ One of the best!! I think that this is THE MOST violent WAD there is. I'm sure there is some utility that could give me an exact number of the creatures in this WAD, but I don't have it. I just know you kill, kill, kill and kill some more. A room that is empty when you leave it will be full again the next time you pass through 10 minutes later. This is a large, difficult and (did I mention?) very populated WAD. For absolute Doom purists, yes, he did rip off a small section of the level from the original Doom, but also added some new features to it. It's still a highly original WAD. ************* *DOOMFX2.WAD* ************* --------------------------- Text included with WAD file --------------------------- ------ Review ------ One of the Laura Beyer demos. This one sucks. It's a huge WAD file because a lot of sounds are replaced (I always thought sound replacement files were stupid - no exception here) The level itself is large but not good at all. ************* *DPRISON.WAD* ************* --------------------------- Text included with WAD file --------------------------- [ General Information ] ============================================================================ Title : Deathmatch Prison (DPRISON.WAD) Author : Justin Powell Email Address : Can be reached thru fusioncon@cup.portal.com Additional Credits to : The authors of DOOM, DEU, and especially BSP. Description : Deathmatch Prison is based on the simple idea that a deathmatch should involve players using one weapon of their choice, chosen before entering the battle area. All doors in the prison area stay opened when pushed until closed using one of the switches in the control room. The control block in the control room contains one switch for each cell door. The west row of switches controls cell doors for the southern cell block and the eastern row controls the northern cell block. I decided not to put an exit switch, although there IS an exit. It is located outside the prison, in the nitch to the left of the door. All far walls in the nitch will end the game when pushed. [ Play Information ] ============================================================================ Episode and Level # : Episode 1, Level 1 Single Player : No Cooperative 2-4 Player : No Deathmatch 2-4 Player : Yes Difficulty Settings : No New Sounds : No New Graphics : No [ Construction ] ============================================================================ Base : New level, created from scratch. Build Time : 8 hours. Editor(s) used : DEU 5.0 and BSP 1.0 Known Bugs : DOOM seems to have a small problem with the small green switch tile. If you push any of the close cell switches on the control block twice in a row without waiting for them to reset, the lighting scheme will reverse, meaning instead of having the button light up when pushed then turn dark a few seconds later, it will turn dark then light up a few seconds later. As far as I know the cell doors will still operate normally if this happens, but it's pretty annoying. [ Copyright / Permissions ] ============================================================================ Authors may use this level as a base to build additional levels. 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. ------ Review ------ *********** *DUO_1.WAD* *********** --------------------------- Text included with WAD file --------------------------- ======================================================================== Title : DUO_1.ZIP Author : DOOMented DUO Team - Will Chapman, Chris Allis Email Address : tpair@halcyon.com Misc. Author Info : Created with DoomED 2.6 b2, and Deu 5.0 Description : Duo_1 is a deathmatch level set in an abandoned Command & Control Center. There are no monsters here, but your buddy came down with DOOMentia must be hunted down & killed. BTW, he will be hunting you too. There a numerous windows, sniper positions, and the entire complex is ringed with 60 rooms filled with extra ammo, shells, medpacks, etc. Two teleporters allow quick transit between rooms. Textures are simple to allow quick play (No Cement, or Tekwal slowdowns) Additional Credits to : DoomED, Deu, and DoomCAD authors. Without them... ========================================================================== * Play Information * Episode and Level # : E1M1 Single Player : Yes, but no fun without your DOOMented friend. Cooperative 2-4 Player : No way.. Your friend is DOOMented, remember? Deathmatch 2-4 Player : Yes 2 player RECCOMENDED Difficulty Settings : Random starts change with difficulty sets. 1&2 - Shotgun,Chaingun,Rocket launcher, powerups 3 - Shotgun Changun, less ammo available 4 - Shotgun only, even less ammo. New Sounds : No New Graphics : No * Construction * Base : New level from scratch Build Time : Horrendous.. (last build was numbered 105) Editor(s) used : DoomED, Deu, and DoomCAD for texture size information Known Bugs : H.O.M.s in long distance viewing.. Engine Bug, not texture bug * Copyright / Permissions * Authors may use this level as a base to build additional levels. 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. * Where to get this WAD * FTP sites: OCF.UNT.EDU and INFANT2.SPHS.INDIANA.EDU ------ Review ------ ************** *E1M1CNC.WAD* ************** --------------------------- Text included with WAD file --------------------------- Hi all! This is our (Chris Burton and Chris Straw) contribution to the doom pwad pool. Hope you enjoy it. It's quite the challenge on ultraviolent level! Hehe :) I've played extensively on the modem. It's great if I do say so myself. I haven't tried it with -respawn yet or in NIGHTMARE mode either cause I don't think I can beat it. It might be interesting to put it on Hurt me Plenty or something and try it with netdoom with -respawn.... Hmmmmmmm... oh well cya l8r, I gotta go... yeah that's the ticket! ------ Review ------ Oh yay! "It's a CyberDemon. Hope you can kill it!" Dumb. ************** *E1M1TRPS.WAD* ************** --------------------------- Text included with WAD file --------------------------- Ok! At first the level (Episode 1, Mission 1) looks as though it is the same as originally designed. However, you will quickly realize that the level is littered with clever traps, triggered by you at who knows what time! JUST TRY to pass this (without cheating)... But watch out for those windows!!!! To run: DOOM -file E1M1trps.wad [After you put it into your DOOM directory] and... Have fun!!! If you have any questions or would like to exchange information, contact Dippy@AOL.COM, and I'll be sure to reply. ------ Review ------ It's just a modified E1M1. Dull, dull, dull. ************** *E2L1BIN3.WAD* ************** --------------------------- Text included with WAD file --------------------------- ================================================================ Title : E2L1BIN3.WAD Author : Geoffrey C. Grabowski Email Address : gcgst1+@pitt.edu Misc. Author Info : Brakes for Hell Barons Visit TelaMagica MUSH The Internet's ONLY MUSH devoted *exclusively* to Ars Magica Running on WOTC's own machines! (tela.wizards.com 6250) Description : In The Hell of the Mountain King Light Above, Darkness Below Keep your head and DON'T PANIC. This is the first level of what I hope to be a complete episode when I'm done. Additional Credits to : Heather Broud: For Being There, I Love You Rocky. Chris Carter U.S.M.: For Assistance above & beyond the call of the Colonial Marines ================================================================ * Play Information * Episode and Level # : E2M1 Single Player : Yes Cooperative 2-4 Player : Yes (Limited) Deathmatch 2-4 Player : No Difficulty Settings : Yes New Sounds : No New Graphics : No Demos Replaced : None * Construction * Base : New level from scratch Build Time : 40 hours, including extensive playtesting (I've had dreams about designing this level) Editor(s) used : DEU 5.0/5.1, BSP 1.1 Known Bugs : Mechpillars can be timing sensitive Mechpillar room *pushes* the engine, occasional HOM effect may occur, but it's nothing too serious * Copyright / Permissions * Authors MAY use this level as a base to build additional levels. 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. * Where to get this WAD * FTP sites: ocf.unt.edu AFSspace: /afs/pitt.edu/user32/gcgst1/public ------ Review ------ He had dreams about designing this level? I think he needs some more sleep. Barons everywhere. Whoopy! Stupid. ********** *E2GC.WAD* ********** --------------------------- Text included with WAD file --------------------------- This is the first .WAD in, I hope, a series to come. I'm hoping to put this in as the first in an series of eight or nine (a new episode, basically). Let me know what you think... -Greg Clark ------ Review ------ Just your standard, basically dull, WAD. ************** *ELEVATOR.WAD* ************** --------------------------- Text included with WAD file --------------------------- Well, here it is, my first totally new level! For lack of a better name (actually, you'll see where I derived the name from at the beginning of the level), ELEVATOR.WAD is a "stock" Doom PWAD that continues the basic theme/layout seen in Episode 1. This level was not designed as a complete blastfest or a extra-difficult puzzle-type level, but it does have some interesting obstacles and a few nasty traps. The level is average in size (55K) which means that it will run fast and you don't have to worry about a lot of slowdown that you see in the bigger levels. This level was originally designed for network play, but is also ideal for single player games. The level is "professionally" done, wall/ceiling and switch textures match fairly well and are consistent. =================================================================== TITLE : ELEVATOR.ZIP AUTHOR : Kevin Haley E-Mail Address : khaley@nova.gmi.edu Description : A "stock" Doom PWAD for Episode 1, mission 4 =================================================================== * Play Information * Episode and Level # : E1M4 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Difficulty Settings : Not implemented New Sounds/ Graphics : No * Construction * Base : New level from scratch Build Time : 19 hours Editor Used : DEU 5.0 with BSP 1.0 Known Bugs : Level crashed once in network play. Possible cause of the problem has been identified and fixed. (Hope) No bugs reported in single player/modem games * Permissions * Users may modify/alter this level on a personal basis, but any derivatives or modifications of this level cannot be copyrighted without author's permission. This level may be distributed freely. P.S. There is one nasty trap which there is no recovery if you fall for it! Watch the floor/ceiling textures and placement of objects, and you should notice the trap and be diligent about getting through this part of the level. Also, for people who hate acid pits with no escape, there are some in the level. These enclosed acid pits have nothing at the bottom, so don't jump in them out of curiosity! :-) ------ Review ------ A good WAD is hard. A bad WAD is impossible. This WAD is somewhere in between those two - I may have been able to get past the beginning with some more trys, but I doubt it would have been worth it. Besides that, there are a few bugs in here - some textures "disappeared" the first time I played it. If you think most WADs are for wimps, this may be for you. I'm not going to play it again. ************ *EVIL_E.WAD* ************ --------------------------- Text included with WAD file --------------------------- WAD NAME: evil_e.wad WAD Description: My first attempt! Author: Ian Suhrstedt Contact: isuhrste@vtel.com NOTEs on the level: 1. Try it first without any of the codes...you'll enjoy it more. 2. All of the monsters appear on all levels, so changing the skill levels won't help you there. 3. Most objects are there for a reason, i.e. location of secrets. 4. Level is compatible with deathmatch and co-op modes. 5. Look closely at the faces on the ship... Please give me feedback on anything you deem necessary. Thanks. Have fun! ------ Review ------ Medium level of difficulty and a very original layout. Not a 'must-have' but quite good for a first attempt. ************ *FEAR21.WAD* ************ --------------------------- Text included with WAD file --------------------------- Get ready to experience true FEAR! FEAR21 (episode 2 level 1) warning! this is an ADVANCED level ! It plays well in multi player mode and features some nasty adversaries in some very interesting tactical environments. Fear21 has been well tested in both multiplayer and single modes,and if played skillfully, you will have all the equipment and ammo you (and your group) will need to leave this horror alive. This level was designed to be exciting and challenging for advanced players even /especially when the player is familiar with the layout, so if you keep getting creamed at first, try a lower difficulty level until you know the layout better. Have fun! Fear21.wad was created using deu5.0 by Walter Humphrey . Comments? write to tremmor@netcom.com. ------ Review ------ This started out pretty good, then I was jumped by a Spider AND Cyber at the same time. I'll pass for now, although it's peaked my interest enough where I will probably try it again. ************** *11BONESS.WAD* ************** --------------------------- Text included with WAD file --------------------------- ------ Review ------