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uac_hq.txt
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1994-10-26
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366 lines
================================================================
Title : UAC Head Quarters
Copyright, Gordon Mulcaster, 1994
Filename : UAC-HQ.WAD
Release : Beta 1.0
Author : Gordon Mulcaster
Email Address : Gordon_Mulcaster@mindlink.bc.ca
Misc. Author Info : Eyes - brown/green
Description : You must infiltrate UAC-HQ, and find the main
computer center to get the access codes for a
shuttle so that you can get off Earth.
(See the full story below)
(Also see the play notes)
Additional Credits to : JD, Dave and Vic for play testing.
: Raphaël Quinet (quinet@montefiore.ulg.ac.be)
Brendon J. Wyber (b.wyber@csc.canterbury.ac.nz)
Per Allansson (c91peral@und.inda.liu.se)
Per Kefod (per@ollie.dnk.hp.com)
for writing and distributing DUE (gcc)
: Colin Reed for writing and distributing BSP
: Jens Hykkelbjerg (hykkelbj@daimi.aau.dk)
for writing and distributing Reject Map
Builder (RMB)
: Randall R. Spangler (rspangle@micro.caltech.edu)
for writing and distributing WADWHAT
: id Software for releasing Doom, and allowing
user created levels.
================================================================
* Play Information *
Episode and Level # : E1M1 (1.666 registered)
Single Player : Yes
Cooperative 2-4 Player : Yes
Deathmatch 2-4 Player : No (there _are_ four deathmatch starts, but they
are in the same place as the cooperative
starts. I don't think this level would make
a good death match level anyway...)
Difficulty Settings : Yes (Ultra-violent should be challenging for even
the best Doomers, I'm too young to die should
be playable for even the most novice Doomers)
New Sounds : No
New Graphics : No (there are some new textures. I have more work
to do in this area...)
New Music : No
Demos Replaced : DEMO2 (recorded on "I'm To Young To Die" using
Doom ver. 1.666 registered)
* Construction *
Base : New level from scratch
Editor(s) used : Waded 1.23 (until it broke)
DEU 5.21 (until it broke)
DEU 5.21gcc
BSP 1.2x
RMB 1.2
Known Bugs : The level is too big to save using 1.1 or 1.2
: Some sounds may leak into other areas. (I think
IDBSP fixes this, but it breaks other stuff...)
: There are HOMs using 1.2 or 1.1
: There is still lots of work to do on the textures
================================================================
* Copyright / Permissions *
-----------------------
This work is copyright Gordon Mulcaster 1994
Authors MAY NOT use this level as a base to build additional levels.
Make your own damn levels.
You MAY NOT modify this work except for personal use.
Modified versions MAY NOT be distributed in any form.
This file is part of the work and must be included, unmodified, in any
distribution.
This wad MAY NOT be distributed for profit (that includes CDs, Compuserve, AOL, et al.)
- it is debatable whether or not the above line is legal.
- I don't have the money to do anything about it if it is.
- so if you do you will have to live with the fact that I think you are a
slimeball.
================================================================
* Where to get this WAD *
FTP sites: Infant2.sphs.indiana.edu, and it's mirror sites.
================================================================
* The Story So Far *
You lean back into the doorway and stroke your shotgun as the morning sun
slowly creeps over the top of the burned out warehouse across the street.
You can still hear unearthly howls and screams in the distance.
A shotgun blast jars you awake! It takes you a few seconds to orient
yourself before you realize it was your shotgun... A quick glance at the
sun tells you a hour or more has passed. You re-cock your shotgun and head
off down the street, your goal is only a few blocks away.
You inspect the walls from around a corner, they seems fully intact--
it's possible hell's minions haven't been able to crack the UAC building.
A quick sprint takes you to the North gates. You insert your dog tag in
the security panel and the gate opens. You quickly slip in and hit the
close panel.
A wave of relief washes over you as you see fellow troopers standing
watch in the yard. The relief quickly vanishes as they open fire at you.
Your overall plan remains unchanged. The shuttle pad you reconnoitered
yesterday has two shuttles ready to go all you need are the launch codes.
Instead of being given the launch codes, you will have to get direct access
to the main computer center you where you should be able to hack the codes.
It won't be easy, you don't have access to any secured areas, but you've
survived a trip to hell and back--this can't be that tough, can it?
================================================================
* Notes on play and development *
- Please send any coments to Gordon_Mulcaster@mindlink.bc.ca
- You must find the main computer center before you can finish the level.
- Ignore the teleports in the stair wells, they are simply there to
simulate multiple floors.
- I sure found out what the limits to the Doom engine are. The original
plan was for the front yard to have hills and valleys. The stairs in the
entry hall was supposed to have a bannister. I had to rework the ware
house a few times. All to get rid of the HOMs. Then I got 1.666 :-)
- I never thought of adding toilets until it was brought up in discussion
in Alt.Games.Doom, but since I didn't think of it, I decided not to
rework it to add them...
- One of the design criteria was to make it harder to get out then get in
(its tough to get out, but I don't think it's particularly harder)
I know the textures aren't as good as they should be, but I don't have
any more time to work on it, or to figure out how to get my custom graphics
into the WAD (I keep breaking Wacker :) If I waited until the textures are
perfect, I'd probably never get it out...
Most of the textures should be aligned correctly, please don't send
texture bug reports unless the texture alignment is way out of wack. If you
come up with an idea of what should be in the empty basement rooms, send me
some email... I'm thinking of filling them with file cabinets, once I get
the graphics done...
================================================================
The following information may spoil your enjoyment of theis level. It is the
text produced by Randall R. Spangler's (rspangle@micro.caltech.edu) excelent
little utility WADWHAT. It contains a total count of all the monsters and
items, and various other details.
If you don't want to know how many Imps there are, or how many Soul Spheres,
stop reading...
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Note: I have removed the Multi Player Information, since it's exactly the
same as the Single Player Information.
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---------------------- Start WADWHAT text ----------------------
================================================================
WADWHAT 1.1 by Randall R. Spangler (rspangle@micro.caltech.edu)
================================================================
PWAD FILE UAC-HQ.WAD:
-----------------------------------------------------
EPISODE 1 MISSION 1 S1 S2 S3 S45
-----------------------------------------------------
Play modes:
Single player
Cooperative (4 player)
Deathmatch (4 starts)
Bosses:
Baron 0 0 2 1
Cyberdemon 0 0 0 2
Monsters:
Trooper 42 42 15 9
Sergeant 6 6 46 50
Imp 32 32 51 64
Demon 13 13 42 54
Spectre 0 0 2 32
Lost soul 3 3 15 39
Cacodemon 5 5 9 13
Weapons:
Shotgun 10 10 10 10
Chaingun 1 1 1 1
Rocket launcher 1 1 1 1
Plasma gun 1 1 1 1
Chainsaw 1 1 1 1
Equipment:
Invulnerability 1 1 1 1
Invisibility 1 1 1 1
Radiation suit 12 12 8 4
Computer map 1 1 1 1
Lite amp goggles 1 1 1 1
Expendibles:
Bullets 2500 1250 765 635
Shells 792 396 456 432
Rockets 126 63 41 18
Cells 1760 880 680 460
Armor points 1228 614 614 514
Health points 1918 959 859 679
Barrels 19 19 19 19
Difficulty:
Total monster hp 719 719 1844 3652
Max ammo damage 14084 7042 6137 4939
RATIO 0.051 0.102 0.300 0.739
Other info:
Average brightness 139 (0=dark, 255=bright)
Secrets 10
Nukeage / sectors 60 / 774
Triggers / linedefs 181 / 3170
Reject resource YES
----------------------- End WADWHAT text -----------------------
Notes: Ultra-violent with a ratio of 0.739 is similar to E2M4 and E3M6,
but with 2.5 and 2 times the total monster hps, it is tough but
should be doable. Especially since you get a change to get all the
ammo and power-ups prior to running into the "big bad ass" (tm).
Yes there are two Cyberdemons, but only in Ultra-violent. Hurt me
plenty should still be tough for anyone who can't handle it. It's set
up so that you can run away from them if you want. They will both be
encountered in large open areas so you have lots of maneuvering room.
I have yet to complete the level on Ultra-violent, but I also have
yet to complete L3Mx in Ultra-violent...
================================================================
* SPOILERS!!! *
A L E R T A L E R T A L E R T
The
following
text
contains
S P O I L E R S
for
UAC-HQ.WAD
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Q: Is that thing in the yard supposed to be a semi trailer truck?
A: Yup - graphics to come...
Q: How do you get the rocket launcher and light amplification goggles (LAG)
without cheating?
A: Head up the boxes on the north end of the east wall and _run_ across the
gap to the south. _Run_ across the gap to the south east corner with the
missiles (of course you already killed that imp, right?). To get the LAG
you _run_ there from here. This will take practice, but trust me it
CAN be done (watch the included DEMO2).
Q: Why is that one area so dark? Why doesn't it appear on the map?
A: That area is supposed to be a small bit of hell, (get the LAG just
before going in). It's supposed to be dark and not supposed to be on the
map, hell doesn't play fair!
Q: How do you get back from hell?
A: You have to jump into the "bottomless pit" there's another teleport down
there.
Q: Where is the red key?
A: The red key, which gives you alpha clearance, is in the radioactive
waste pool in the courtyard (which you teleport to from hell)
Q: Where is the yellow key?
A: The yellow key, which gives you beta clearance, is in the sewer. After
going down the stairs in the NE corner, take the second right hallway
and shoot the wall. A small tunnel to the sewer opens up (the door just
to the left has a bunch of anti-radiation suits...)
Q: Where is the blue key?
A: The blue key, which gives you gamma clearance, is in a secret room in
the armory. There isn't much wall, just keep looking for it.
Q: How do you get out of the sewer?
A: Run down the sewer until you are opposite the yellow key, then head
directly towards it--there is a ladder there. There is another one on
the opposite side at the opposite end. There is a third ladder back up
to the entry way.
Q: Where are all the secrets?
A: I could tell you, but then I'd have to kill you...
Q: Where the !@#$#$ is the end switch.
A: After entering the main computer center, return to the yard and head out
either gate.