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elnotes.txt
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1994-09-12
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=========================================
ELEMENTS.WAD - The Four Elements of DOOM?
=========================================
This file gives some additional background for Elements,
some information on the techniques employed to make
some of the rooms, textures, etc., plus hints and spoilers
if you have difficulty.
It is probably best to play Elements once or twice
*before* reading these notes.
NOTES FOR PLAYERS
=================
There are some areas of Elements that are bound to be a
challenge for the average DOOM player. Play carefully
and persevere, and you will be able to finish. If you
find some of the missions difficult, save often. Consult
the iD DOOM documentation for more general guidelines.
Elements is comprised of five DOOM missions:
Mission Name Decor
----------------------------------------------------------
E1M1 Air Sky, open-ness, carnage
E1M2 Water Waterfalls, beach, carnage
E1M3 Earth Caves, stone, lava, carnage
E1M4 Fire Flames, marble, blood, carnage
E1M9 Undivine Wood, blood, marble, carnage
The most difficult mission is probably Earth, or maybe Undivine.
Each of these mission is medium-sized, about the length of an iD
mission like E2M4 or E1M5.
All the missions have their share of secret areas. Some are well
hidden, others are pretty overt. There is at least one clue of
some kind to each and every secret area.
The four main missions of Elements do not contain the computer map
item. Instead, somewhere in each mission you will find the official
garrison map of that realm! The maps are accurate, but not quite
as detailed as the DOOM auto-map. Of course, you cannot carry it
with you! If you really want to find all the secret areas, go back
and look at the wall map, and compare it to your automap.
There are some areas in the maps that you don't want to miss, just
because they are so cool looking (brag, brag :-). Actually most
of this is stuff the beta testers remarked about...
- In Air, the teleporter maze composed of platforms
floating in the sky.
- In Water, the underwater tank with moving refraction
patterns on the walls and fish swimming by outside.
- In Water, the room leading the beach with the flashing
signs. The beach is okay, too.
- In Earth, the room with the orange walls with barons
behind them. Can you guess what that texture is?
- In Earth, the garrison commander's office, and the
nearby storeroom (didn't you ever think it was really
amazing that all the boxes in E2M2 where right side up?)
- In Fire, the Kanji character for "fire" occupies the
large central marble room.
- In Fire, the room with the floating monsters. Sorry,
you cannot possibly kill all of them in single-player
mode.
- In Fire, the final confrontation room has okay secret
areas. It is possible to kill the cyber without exposing
yourself to much risk, if you are so inclined.
- In Undivine, the invisible staircase through the cubes.
[This uses the newtechn/uac_dead technique of Martin Lim]
Over the course of Elements, it is possible to get all the weapons.
The table below shows where you can possibly find them:
Weapon Available In
---------------------------------------
Chainsaw Air, Water
Chaingun Air, Water, Fire
Rocket Launcher Air, Water, Earth
Plasma Rifle Water, Fire
BFG 9000 Water, Undivine
All of the missions use at least one key. In some cases
you may have trouble finding a particular key (for example, the
yellow key in Fire). All the keys that you really must have
to finish a mission reasonably easy to find.
NOTES FOR WAD BUILDERS
======================
Some of the effects and textures in ELEMENTS are a little
unusual, and I also went to a lot of trouble to try to make the
missions efficient to run (they're still slow in some places,
though, sorry). This section documents how some of the tricks
are accomplished.
1. Air: The "floating" teleporter maze -
This one was simple: the lower texture of the platforms
and the wall texture of the surrounding walls is just
the same color blue as the sky. It just takes some
fiddling to get it looking okay; it still isn't perfect. :-(
2. Air: The gray texture with the diagonal windows -
When you make a new texture for DOOM, simply place
the color cyan (r:0,g:255,b:255) where you want the
texture to be transparent. If you then use that texture
as the normal texture of a sidedef that belongs to a
2-sided linedef, then the player can see through the cyan
areas. This trick is used for the partially transparent
flames in Fire, and for the orange vine-like texture in
Earth (BTW, that texture is actually an extreme closeup
of a cantaloupe skin, taken from a clipart image CD).
3. Water: the "waterfalls" -
The DOOM engine has the ability to "flip" textures to
make them animated. Unfortunately, it seems that this
facility is hard-coded to certain sets of textures. There
are several such sets of textures: look for them with any
wad editor or a DOOM graphics tool like wacker. Simply
make up a set of related new textures, and replace the
patches that compose the textures that belong to the group.
Make sure you replace all of them, or it will look funny.
Note that when you use such a texture as the normal
texture of a 2-sided linedef, it will NOT animate. This
simple trick is also used for the flashing sign in Water
and the flashing red lights in Fire.
4. Fire: the suspended monsters, freed with a switch -
This is a Martin Lim technique, although I think I saw
it used once earlier. Actually, this version is a cheap
edition that actually can get through IDBSP and BSP12x.
To learn more about this technique, pick up NEWTECHN.ZIP
and read the text file. Basically, my cheapie version just
leaves off the lower textures from a high wall encapsulating
a low platform. This gives no HOM until the floor level
while it is falling is lower than the player's viewpoint but
higher than the surrounding floor. It lasts only a tenth
of a second or so.
5. Fire: the "safe" rooms
The reject map builder RMB by Jens Hekkelbjorg is a
really great tool. Using it, you can set up all kinds of
special conditions in the reject map, which will affect
from where the monsters can see the player. In Fire and in
Undivine, one of the least of RMB's tricks is used: the
"safe" sector. If a player is standing the safe sector,
no monster outside that sector can see them! The tool can
do far more - check it out!
6. Undivine: invisible staircases -
This is exactly the same feature that Martin Lim used to
such excellent effect in his Uac_Dead. Basically, you have
two nested sectors, both with floor and ceiling matching the
surrounding area. The outer sector has the same floor
height as the surrounding area, and the inner has the floor
height that you need to make the height of your step or
platform or whatever. The inner sector's lines have both
sidedefs pointing to the inner sector, and the outer sector's
lines have both sidedefs pointing to the surrounding sector!
For more info, consult Martin's Newtechn write-up.
Efficiency is an important concern for WAD designers, because a
slow-playing DOOM mission is not much fun to play. Elements uses a
few efficiency tricks to try to speed it up, even though it also has
lots of features that slow it down (animated textures and big rooms).
1. The Pharses brothers' Dshrink tool -
The designers of the Cleimos add-on episode have posted a very
interesting tool that removes redundant side-defs from a map.
This reduces the number of sidedefs that the DOOM engine has to
load from the Pwad, thus slightly improving performance. To get
this tool, grab the CLEIMOS episode.
2. The IDBSP node builder -
The Idbsp node builder seems to generate the most accurate and
fastest BSP tree, based on personal experience. Unfortunately,
it is the hardest to use. It also has the nasty habit of merging
adjacent sectors even when those sectors will eventually serve a
different purpose. If you can deal with these problems, it does
a good job.
3. The RMB reject-map builder -
The reject map provides the DOOM monster-control algorithm with
short-cut information about which sectors are invisible to the
occupants of other sectors. Without this information, DOOM has
to cast sight-lines from the monsters to the players to decide
whether the player is visible to the monster. DEU5.2 generates
an empty reject map, forcing DOOM to compute an awful lot of
monster-to-player visibility. IDBSP generates a fair reject
map, typically with about 20% rejects. This is also the level
one observes in the official iD missions. RMB generates tables
with much higher reject rates, more commeasurate with the real
sector-to-sector visibility of the map, usually 80-90%. This
improves performance by reducing the amount of monster-player
visibility that DOOM needs to compute. For more information,
snarf RMB11.ZIP, and read the manual.
NOTES ABOUT THE MUSIC
=====================
All of the music in Elmusic1 was assembled as MIDI files from the
Internet. Much of the music in Elmusic2 wad taken from two Doom
classical music add-ons, Classics2 by S. Kearney, and Clasmus by
M. Coyne. All the MIDI files were modified and tweaked in Music
Sculptor (Alpha-Omega Software) before being converted to Doom
MUS format and inserted in a Pwad. In most cases this simply
meant cranking up the volume and assigning unique channels.
The musical selections are:
Mission Name/Artist Source
--------------------------------------------------------------------
Elmusic 1:
E1M1 Another One Bites the Dust/Queen Internet
E1M2 Run to You / En-Rage Internet
E1M3 All That She Wants/ Ace of Base Internet
E1M4 VV / (the "awesome" midi collection) Internet
E1M9 ??? / Satriani Internet
Elmusic2:
E1M1 Air on the G String/JS Bach Internet
E1M2 piano sonata? / Solfeggi Internet
E1M3 'Hall of the Mountain King/E Grieg Classics2.wad
E1M4 Jesu Joy of Man's Desiring/JS Bach Clasmus.wad
E1M9 Rendez-vous II/JM Jarre Clasmus.wad
All of the selections from the Internet come from the big MIDI
archive site in Europe: ftp.cs.ruu.nl. A good site for MIDI and
for MIDI tools is louie.udel.edu.
---- caution, spoilers below... search forward for
end-of-spoilers to skip them. ----
SPOILERS FOR THE PLAYER
=======================
The text below tells you how to find secret areas and solve
various puzzles in Elements. Read this only if you are really
frustrated.
1. Air (HMP and UV)
If you are having trouble finding the red keycard, you need
to get down into the floor of the main courtyard. Look for
something to help you jump the railing.
2. Air
To get the chainsaw, you need to go to the freezer by going
through the kitchen. It is concealed off the Imp study lab.
3. Air
The teleporter maze is accessible from the very first room,
don't forget to hit every switch you see.
4. Water
Finding the underwater tank is easy, just make sure you
explore all the watery passageways after you leave the
big empty tank on your way to the beach.
5. Water
The beach is tough partly because the water is full of poison.
If you find the radiation suit on your way to the beach, you can
wade part way out into the water and shoot the monsters from a
safe distance.
6. Water
The biggest secret area in Water is difficult to reach, you need
to hit a switch concealed in a very dark side corridor, then run
back to a nearby secret lift platform. When you arrive in the
secret area, you might choose to dash for the switch to trap the
monsters in back part of the room. After eliminating them, just
search the room very carefully. There are two secret doors to
find. Finding all the secrets will make the BFG accessible in a
nearby room.
7. Earth
Jumping the pylons over the big lava pit is fairly difficult,
at least I have trouble with it. Hit a nearby switch to raise
the first pylon, and also grab a radiation suit out of the
nearby secret closet.
8. Earth
Finding the rooms that lead to the secret mission (E1M9) requires
a little looking, but not too much. First, you cannot get there
without hitting two switches, the first lowers a transporter pad
that you can use to get to the second switch. The second switch
opens the way, look around the big cave to find it.
9. Fire
In order to complete this mission, you must have the red key.
You do not need the yellow key to finish, but you do need it
to get to some of the secret room. In the room where the
pink shaved gorilla demons come teleporting out of the walls
to eat your face, there is a hidden door that leads to the
place where those demons were waiting. Get the key there.
10. Fire
If you are having trouble beating the Cyberdemon in the final
arena in this mission, well, you're not alone :-)
There is a secret room from which you can pummel the cyber
with near-total impunity. Just look around for it.
11. Undivine
The computer map is available here, as is the BFG. Check
carefully near the beginning of the mission for a small secret
room that holds the computer map. Use the computer map to find
the other secret area.
If you have any other questions about these missions, send email to
nziring@aztech.ba.md.us.
---- end-of-spoilers ----
FINAL NOTES
===========
I hope you enjoy playing Elements. If you like it and have
the opportunity, send me some e-mail about it. I love getting
letters. You might also enjoy my only other major Doom add-on,
Subway21, available wherever fine Pwads are sold :-)
If you didn't like Elements, please send me some suggestions so I
can do a better job next time. Thanks.
Neal Ziring
nziring@aztech.ba.md.us