home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Demon Gate Mega Collection
/
DemonGateMegaCollection.bin
/
text
/
time2die.txt
< prev
next >
Wrap
Text File
|
1995-08-26
|
5KB
|
117 lines
=======================================================
Title: Time to Die!
Filename: TIME2DIE.WAD
Author : Joseph J. Pecoraro
Email Address: Pecoraro@aol.com
Description: This is a HUGE, three-key level designed
mostly for solo and co-op play. Death
Match is supported, but I would stay
behind the yellow key boundary so that
play is restricted to a tighter, more
circular traffic pattern area. This
pwad started as an experiment in trying
out the new DCK ver. 2.2 editor. It was
so much fun to use I couldn't stop! This
editor is so far superior to anything I
have ever used that I was able to really
let my creativity run free! I'm sure
you will appreciate the architectural
detail, light and shadow detail (check-out
the sundial!) and the challenging tricks
and traps. My favorite way to play is
on difficulty level #3.
=======================================================
* Play Information *
Game: DOOM II
Level: MAP01 [LEVEL 1]
Single Player: Yes
Cooperative 2-4 Player: Yes
Deathmatch 2-4 Player: Yes
Difficulty Settings: Yes - All
* Construction *
Base: New level from scratch
Editor(s) used: Doom Construction Kit ver. 2.2
DoomCad ver. 5.1
External Node builder: WARM ver. 1.3
DCK was use for 99.9% of the editing, but I used
DoomCad once to edit some sector LineDefs. The
internal DCK node builder had some problems dealing
with a few areas of the map. I was getting game
crashes and screen freezes in some areas that I
could not find any errors in. When I used WARM.EXE
to build the nodes these problems disappeared.
I built the map first, then went back and
populated it with bad guys. I found that this is
not a good idea, since line-of-sight calculations
for the monsters really can slow down the game in
some areas. I tried using a reject table rebuilder
to speed it up, and it worked nicely, but I was
not happy with the way distant monsters responded.
I decided to leave it as-is. A Pentium class
processor will have no problems, but if you want
to speed it up try REJECT.EXE ver. 1.10 and set it
for around 600-800.
Known Bugs: There are two spots where I reached
the game engine limit for lines in
view (256+), and this will cause the
player to see a "Hall of Mirrors"
effect. The problem does not effect
game play, and in one instance can
only be seen if the player turns in
an unlikely direction. In both these
instances I left the problem alone,
because repairing it would mean
decimating some of the neatest VR
spaces in the game.
Additional Credits to: All design ideas are my own,
except for the concept of slime
falling down from pipes into flowing
water. I first saw this in
LCAVE1CB.WAD, (submitted for
consideration in the T.N.T. project),
by Christopher Buteau. He had the
creative idea, but I think I
implemented it in an better way. :-)
* Copyright / Permissions *
Authors MAY use this level as a base to build
additional levels. A credit line in your information.
file would be appreciated.
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: CDROM.COM
Online Service: America OnLine
BBS numbers: Crystal Palace BBS, 716-244-8217
* How to use this WAD *
UnZip TIME2DIE.ZIP and put TIME2DIE.WAD into your DOOM2
sub-directory. At the DOS prompt type:
DOOM2 -FILE TIME2DIE.WAD
and press enter; select your difficulty level and
begin. This WILL NOT permanently modify your game. It will only
temporarily replace your level 1 with the Time to Die level. I
recommend you set your gamma correction, (F11 key), to as low a
setting as you're comfortable with to keep with the spirit of the
level! Enjoy!