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MEGADOOM II - iso.7z
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dethkasm.txt
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Text File
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1995-02-03
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6KB
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110 lines
* General Information *
==============================================================================
Title : DETHKASM.WAD (Death Chasm)
Description : Original Deathmatch PWAD for Heretic (Registered)
Author : Kenneth S. Forte
Email Address : fusioncon@globalone.net
Additional Credits to : Rich Condon (psionic@globalone.net) for testing,
several game ideas, and being a human stack.
Justin Powell (shell-less freak) for dragging out
DEU to make DOOM2 levels, thus inspiring me.
Sue, for the title, and the restraint.
Points of Interest : This level started out as a rip-off of DOOM ]['s
"Dead Simple" level, with a few twists. As usual,
however, I wound up taking a smallish level and
blowing it way out of proportion. I also blew it
beyond all hope of ever running smoothly on my
old but dependable 486DX/33Mhz without even a
hint of a VLbus (laugh it up).
Some of the notable areas are as follows:
Wind Chamber: Find the sweet spot that will make
all of your crossbow shots converge on the
doorway. See if you can find the doorway first.
Nearly Perpetual Motion Device: When you see a
large amount of teleporters, try powering up the
Mace and shooting some of those monsters INTO
the teleporters. Too bad they actually wind up
GAINING energy, or the wall of flying metal
might last well into forever.
Pod-boy Suite: For those of you who liked to let
barrels do your dirty work for you in DOOM, try
your hand at some Pods (that is, if anyone
actually wants to steal your precious torch).
Exit?: Hehehehe. Step Inside. Not your ordinary
trap. (If anyone else has done something similar
to this previously, let me just say that a) I
never saw it, and b) that means that we both
have equally empty lives).
* Play Information *
==============================================================================
Episode and Level # : E1M1 (Back to Ep/Lev system again, sigh)
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 : Couple of days, give or take an all-niter
Editor(s) used : HEU 5.21 and BSP 1.2x
Known Bugs : Yes, several. Let's go into them all:
If anyone knows why Heretic decides to randomly
replace the Mace Thing with a Disciple Thing on
some systems, please let me know. It is most...
amusing.
Then there is the standard "Id-engine-has-too-
many-things-to-put-on-the-screen-but-no-one-will-
miss-a-few-of-them" bug. This wasn't really a
problem with DOOM, but with all of Heretic's
nice little special touches (smoke trails, acid
rain, sparkles, lava plumes, etc.) the thing
count can grow rapidly and before you know it,
where did it all go? This is compounded by
knowing that you need much taller sectors
somewhere in the level to make flying more
feasible, but realizing that if anyone uses more
than a couple of powered-up hellstaff shots in
such an area things will start disappearing (yes
the acid rain or whatever you want to call it
goes from floor to ceiling).
There is an apparant Moire effect connected to
the fake floor. Yes I said fake floor. Wipe that
confused look off your face. If you read this
far into these things then you should know by
now that the further you go the darker it gets.
Anyways, if you're interested in such neat
tricks or have a solution for what seems to be a
small side effect of bending the accepted rules
of "good" level-making, please e-mail 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.
You can find this PWAD on: Official DOOM Site-of-the-Month: ftp.cdrom.com