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1994-06-02
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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 <g>).
* 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 : <Scratch><Scratch><Scratch> *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 <G>. 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.
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*DUO_1.WAD*
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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
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*E1M1CNC.WAD*
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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!
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Oh yay! "It's a CyberDemon. Hope you can kill it!" Dumb.
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*E1M1TRPS.WAD*
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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.
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It's just a modified E1M1. Dull, dull, dull.
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*E2L1BIN3.WAD*
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================================================================
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
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He had dreams about designing this level? I think he needs some more
sleep. Barons everywhere. Whoopy! Stupid.
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*E2GC.WAD*
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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 <st101229@brownvm.brown.edu>
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Review
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Just your standard, basically dull, WAD.
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*ELEVATOR.WAD*
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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! :-)
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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.
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*EVIL_E.WAD*
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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!
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Medium level of difficulty and a very original layout. Not a 'must-have'
but quite good for a first attempt.
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*FEAR21.WAD*
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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.
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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.
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*11BONESS.WAD*
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