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boothill.txt
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1995-06-10
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===========================================================================
Title : BOOTHILL -- Complete Western Conversion
for DOOM2
Filename : BH.WAD -- The 4 Boothill Levels
BHSP.WAD -- The new sprites for Boothill
Author(s) : Tim (Timinator) Ash (asht@cadvision.com)
Jason Kirby (jakirby@cyberstore.ca)
Dave King (dking@awinc.com)
Misc. Author Info : I'm a deathmacher up here in Canada, recently
moved to the city of Calgary. That's why I had to
cut the Boothill project short. Oh well, life
does take precedence over DOOM, I guess :)
See the credits for the other guys...
Other PWADS by Author : LOSTLEVL.WAD (DOOM Single/Coop)
LOSTLEV2.WAD (DOOM2 Single/Coop)
APOCLPSE.WAD (DOOM Single/Coop)
APOCLPS2.WAD (DOOM2 Single/Coop)
GLADIATR.WAD (DOOM Single/Coop)
CITADEL2.WAD (DOOM2 Deathmatch)
TIMJAY.WAD (8 Level DOOM2 Deathmatch)
BFGSPAZ.WAD (DOOM2 Deathmatch)
FURIOUS.WAD (DOOM2 Deathmatch)
FURIOUS2.WAD (DOOM2 Deathmatch)
BOOTHILL.WAD (DOOM2 Deathmatch Western Conversion)
Construction Time : Started in February of 1995, worked at it off and
on for about 3-4 months.
Description : The Boothill project was a joint effort by myself
and several other DOOM fanatics to put together
a complete Western conversion for DOOM2, as we
did not believe at the time that there were any
quality western style levels out there. Boothill
includes 4 deathmatch levels, with new graphics,
sounds, and sprites, to capture that old "spaghetti
western" feel.
History : I originally got the idea for Boothill after playing
a great collection of deathmatch levels called
TLR-II.WAD, by Michael Houston, Greg Houston,
Andrew Warrington & David Sears. The first level
in the collection, "High Noon" impressed us with
it's convincing look and western feel. I used
this level as a base for MAP01 of boothill, and
the general texture arrangement theme for the
next 3 levels. Credits go to the TLR crew
for the idea, thanks for a great set of deathmatch
levels guys...
Contents : After unzipping BOOTHILL.ZIP in your DOOM2
directory, you will have the following files:
BH.WAD -- The 4 levels and wall graphics
BHSP.WAD -- The new sprites. Note that
this file is not usable in its
current state. You must go through
the installation procedure (below)
for the new sprites to work.
BOOTHILL.TXT -- This file.
BHDEMOS.ZIP -- A zipped file containing
3 LMPs for your viewing pleasure.
See later on how to run these demos.
BHSPRITE.BAT -- This batch file is used to
append all the missing sprites
from DOOM2.WAD to BHSP.WAD.
DEUSF.EXE -- This executable will append
all missing sprites to BHSP.WAD.
FILE_ID.DIZ -- File Identification.
To properly install Boothill, follow the
installation procedure later in this file.
Credits : Tim Ash (asht@cadvision.com): That's me. I did
some of the graphics, mostly touching up on Dave's
3Ds stuff. Oh ya, I also revamped level 1,
and made levels 2 and 3 from scratch.
Dave King (dking@awinc.com): Dave did almost all
of the new graphics for Boothill, including the
awesome look of the new weapons, which were done in
3D studio.
Jason Kirby (jakirby@cyberstore.ca): Jay liked
Boothill enough to want to do a level of his own.
He did level 4, which is done with quite a
different style than my own. He also provided
some new wall graphics, and cleaned up a few of
ours (he's so picky, heh).
Bob Baum (bbaum@awinc.com): Bob provided us with
most of the sounds for Boothill, sampled from
the large collection of Western movies he has.
He gave us a lot of good ideas for Boothill, and
provided us with a P100 and a DX4-100 to test the
levels in Deathmatch. He's my stepfather, by the
way.
Michael Houston (mp_hous@pavo.concorida.ca):
Michael designed the original layout for boothill,
level 1. This level was the original inspiration
for the Boothill Project. Check out TLR-II.WAD,
made by himself and the TLR team.
Playtesters: Here's all the playtesters that I
can think of that helped test Boothill. My
apologies if I left anyone out...
Dave King (dking@awinc.com)
Jason Kirby (ajkirby@cyberstore.ca)
Robert Baum (babaum@awinc.com)
Billy Baum (My little brother)
Scott West (76225,607@compuserve.com)
Steve Silvester (stsilves@awinc.com)
Brian Vannatta (bv980492@oak.cats.ohiou.edu)
Scott Thompson (thompsos@cuug.ab.ca)
Kirby Nixon (kirby.nixon@t8000.com)
Stacey Lindberg (lindbers@cuug.ab.ca)
Last but not least, ID Software, for the most
addictive game ever made.
================================================================
* Play Information *
Episode and Level # : Map 01, Map 02, Map 03, Map 04
Single Player : Not much point here, except to look around,
or circle-strafe the Cyber on level 1 :)
Cooperative 2-4 Player : Nope, except for coop-deathmatch...
Deathmatch 2-4 Player : Yes (The more players the better!)
Difficulty Settings : Skills 1 and 2 are for regular deathmatch.
Skills 3, 4 and 5 are for altdeath.
New Sounds : Yes (All sounds related to deathmatch replaced)
New Graphics : Yes (New wall graphics and sprites)
New Music : No
Demos Replaced : BH1.LMP, BH2.LMP, BH3.LMP, included separately
in BHDEMOS.ZIP.
* Construction *
Base : Level 1 : TLR-II.WAD, level 1
Level 2 : New level from scratch.
Level 3 : New level from scratch.
Level 4 : New level from scratch.
Tools used : DEU2 5.21 (Raphael Quinet)
DCK 2.2 (Ben Morris)
NWT 1.1 (Dennis Miller)
DEUTEX 3.4 (Olivier Montanuy)
BSP 1.2x (Colin Reed)
PC PaintBrush 5, v1.0
3D Studio 2.0
Known Bugs : None - extensively playtested.
* Copyright / Permissions *
Authors may use this wad as a base to create new levels. If you want
to create new Boothill levels using the existing graphics and sounds,
then by all means do so. Please email me though, as I would be
interested in what you have in mind.
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.
Installing Boothill:
^^^^^^^^^^^^^^^^^^^^
To install Boothill, unzip BOOTHILL.ZIP into your DOOM2 directory.
Note that you MUST unzip this file in the DOOM2 directory if you want
to be able to use the new sprites with the game. The installation
batch file requires the location of DOOM2.WAD to be in the same
directory as itself.
You can change the sprites in DOOM2, but it is somewhat cumbersome,
as the wad file you keep your sprites in MUST have ALL the ORIGINAL
DOOM2 sprites in it, excluding the ones you replaced. Obviously, I was
not going to include a wad with all the sprites from doom2 in it, as
it would be about 3.8 megs. So I did the next best thing and
distributed a wad with only the sprites that I changed in it, called
BHSP.WAD (about 163K). If you try to run this wad by itself, DOOM2
will hang. You must append the missing sprites to BHSP.WAD, and I have
included a utility to do this, DEUSF.EXE. There is a batch file
included also, to start DEUSF with all the neccessary parameters to
finish BHSP.WAD (BHSPRITE.BAT).
So, to set up the sprite wad BHSP.WAD, just type BHSPRITE while
in your DOOM2 directory. This will append all missing sprites to
BHSP.WAD, leaving it at about 3.8 megs in size.
AFTER you have constructed the sprite file, you may move the two
wad files (BH.WAD and BHSP.WAD) anywhere you like, and load them
from there. BH.WAD and BHSP.WAD need not be in the DOOM2 directory to
work, but BHSP.WAD must be in the DOOM2 directory when you append the
missing sprites with BHSPRITE.BAT. If you move the wad files, note
that the batch files set up to run the demos in BHDEMOS.ZIP will not
work because they expect to find the two wads in your doom2 directory.
Now, I realize some of you out there may not want to have a 3.8
meg sprite wad eating up valuable hard disk space, so Boothill
is playable without the BHSP.WAD, but you will be missing all the
neat new stuff in Boothill.
Running BOOTHILL.WAD:
^^^^^^^^^^^^^^^^^^^^^
All participating players must have a registered copy of DOOM II
and a copy of BH.WAD. It is not neccessary to have BHSP.WAD, but it
greatly enchances the feel of Boothill if you do.
Use the -FILE parameter with DOOM2, when running sersetup or
whatever DOOM launching program you use. Load both BH.WAD and
BHSP.WAD, like this (form the command line):
For Modems:
SERSETUP -COMx -DIAL xxx-xxxx -FILE BH.WAD BHSP.WAD -SKILL x -WARP x
For Networks:
IPXSETUP -NODES x -FILE BH.WAD BHSP.WAD -SKILL x -WARP x
"x"s are user defined for skill level, nodes, number, level, com port, etc.
These commands assume that you have the two wads in your doom2 directory, and
that you are in the doom2 directory when you type them.
You do NOT have to load BHSP.WAD to play Boothill, and you do not have
to load BHSP.WAD to playback demos either (LMPs). However, you will not
get all the neat new weapons and other sprites if you do not load BHSP.WAD.
Running the DEMOS:
^^^^^^^^^^^^^^^^^^
Included in BOOTHILL.ZIP is a file called BHDEMOS.ZIP, which has
the following files in it:
BH1.LMP -- 4 player deathmatch recording on level 1.
BH2.LMP -- 4 player deathmatch recording on level 2.
BH3.LMP -- 4 player deathmatch recording on level 3.
BHDEMO1.BAT -- Batch file to run DOOM2 and load the level 1 demo.
BHDEMO2.BAT -- Batch file to run DOOM2 and load the level 2 demo.
BHDEMO3.BAT -- Batch file to run DOOM2 and load the level 3 demo.
LMPUT210.ZIP -- Raymond Chi's LMPUTIL used to convert the demos
to a different game version.
Unzip BHDEMOS.ZIP in your doom2 directory. Then run the batch
file BHDEMO1, BHDEMO2, or BHDEMO3 to run the desired demo. Note that
if you have moved the wad files BH.WAD or BHSP.WAD, these batch files
will not work, because they expect to find the two wads in your doom2
directory. You can edit these batch files to change the path of the
wad files to fix this if you are so inclined.
The demos were recorded by myself, from my perspective. All three
demos were recorded with the -timer 15 parameter. The demos were
recorded using DOOM2 version 1.9. If you have a different version of
DOOM2, you can use Raymond Chi's excellent utility LMPUTIL (LMPUT210.ZIP)
to convert the game version of these demos.
If you like, you can play these demos from the command line, using
the following syntax:
DOOM2 -FILE BH.WAD BHSP.WAD -PLAYDEMO BHx -TIMER 15
"x" is the number of the demo you wish to view. Make sure you
include the "-timer 15" parameter or you will not get the end screen.
The BOOTHILL Levels:
^^^^^^^^^^^^^^^^^^^^
Weapons:
========
Double Barrelled Shotgun: This arguably the best weapon to
use in Boothill, especially in the buildings. However, there
is only one of these on each level of Boothill, and it's always
behind the bar, in the Long Branch Saloon.
Single Barrelled Shotgun: These weapons abound, actually
converted to an 1850 Winchester Shotgun, lever action. Watch
the lever go when you shoot!
Six-Shooters: These twin Peacemakers are most usefull outside,
where you can spray your opponent with bullets from a distance.
Field Artillery Cannon: This mother fires explosive cannon
balls with quite a kick. Use them in the medium to large size
buildings, or just fire them down the street in 3 or 4 player,
where they are hard to see against the dirt road.
Plasma and BFG: What? What the heck are those gosh-darn things?!
Levels
======
Level 1: The Boothill Original (originally "High Noon")
Author: Tim Ash (based on a level by Michael Houston)
Description: Level 1 is the largest of the three wads, and is the one
that has the most graphics and sounds. It may be a little
large for 2 player though (for my taste anyway) unless
you are very familiar with it. This level is IDEAL for
2-on-2 deathmatch play, and we have played team deathmatch
more than regular deathmatch on this one. All the
buildings have signs on them, allowing for easy
identification if you are on the street.
Strategies: The size and variety in this wad should appeal to all
types of players: there are plenty of large, open
areas for you knife-fighters, and lots of buildings
with doors and windows for you snipers.
Try firing the cannon down the street. The cannon
balls are hard to see, and you can almost always get
a frag or two in four player this way.
If you are low on health, head for the hotel, as you
can defend yourself fairly easily in there.
Use the six-shooters outside from a distance, and
the super shotgun in the buildings. The single shotgun
is usefull in both instances. Use the cannon to root
the "campers" out of thier hiding spots (heh).
Ending it: The exit to this level goes like this: Just jump off of
the gallows, towards the street. The outhouse behind the
hotel will lower, and if you jump on top, the level will
end. Probably requires both players to do this, unless
you can run REAL fast.
Level 2: Boothill Small Town
Author: Tim Ash
Description: This is basically a smaller version of level 1, with
almost all the same elements. It is much more suited
for 2 player deathmatches, and it's pretty wild in four
player.
Strategies: Keep moving, or you will not live long. Prowl the
outside of the level with your six-shooters, where you
can pick at the other players as they battle in the
distance. Then get close and mix it up with your super
shotgun. There are not many places to hide in this
one, so just go out there and prove that you are a mean
hombre.
Ending it: To end this level, there is a switch downstairs in the
jailhouse, in the far cell. Hit it and the outhouse next
to the bar will lower, then just move over it and the
level will end.
Level 3: Boothill Ghost Town (night time)
Author: Tim Ash
Description: This level is the same layout as level 2, but it takes
place at night. The darkness totally changes the
strategies of this level, as now you can use some
stealth to do your killing.
Strategies: The six-shooters are not a good idea in this level,
as you will glow like a beacon in the dark while you
are firing them. Use your shotguns, and those cannon
balls, which are hard to see in the dark. Stay in the
shadows if you can, and blast your opponents as they
stray into the lit streets.
Ending it: Same as level 2.
Level 4: Boothill Park
Author: Jason Kirby
Description: Jason Kirby just made this one, so I have not played it
much. It's just about perfect for 3 players, and
fairly constant even with 2. You've gotta find your
own strategies for this one.
Ending it: There is a switch in the warehouse, on the end of the
ledge in there. It lowers the outhouse, which you can
move on top of to end the level.
Where to get BOOTHILL:
^^^^^^^^^^^^^^^^^^^^^^
ftp.cdrom.com/.2/idgames (and its mirrors)
ftp.idsoftware.com/tonsmore
Final Notes:
^^^^^^^^^^^^
Boothill was the result of a lot of free time wasted to create an
enjoyable enhancement to ID Software's king of games, DOOM.
Unfortunately, not all the features initially planned were implemented
in Boothill. The largest enhancement that was scrapped was the player's
sprites. Me and Dave were going to change the marines into western-style
dudes, complete with cowboy hats and spurrs. However, I moved, and we
lost some of our enthusiasm for it. Oh well, maybe I'll pick this up again
as an add-on for Boothill in the future.
I was also going to do a few more levels, but I figured that if I waited
too long procrastinating, it would never get released. If anyone wants to
create additional levels for Boothill, feel free, but please give us credit!
Some of you may have seen a few of the LMPs I have distributed to the net,
mostly on Brian Vannatta's danzig and igor levels. If anyone wants to send
me LMPs of yourselves playing on Boothill, please do! I'm always interested
in seeing how other deathmatchers play! If you experience any problems with
Boothill, email me and we will try to work them out. Otherwise, have fun
and send me any comments that you have!
Timinator
Tim Ash (asht@cadvision.com)