======================================================================= Level Title: No Quarter WAD Name: DOMe1m3.wad Release Date: Author: Will Hackney AKA Archvile46 E-mail Address: pudge@att.net Other Files by author: av46sp01.wad Misc. Author Info: Visit the DOM webpage at: http://membername133.tripod.com/dom Description: This is E1M3 of my project, Doomed Once More. Hopefully, the project will even- tually cover all of Ultimate Doom AND Doom 2. But just in case, I'm taking it one episode at a time. Run this little WAD on Ultimate Doom (YOU MUST USE A SOURCE PORT THAT REMOVES THE VANILLA ENGINE's LIMITATIONS, as vanilla Doom seems to hate my wad. Warp to E1M3 either in the command line or by using the IDCLEV cheat. Additional Thanks to: My, there are a lot of these...where to begin... ID Software, for making such a great game The authors of WadAuthor and WinTex Mark Klem, for letting me use his music Be sure to visit his mp3 page at http://www.mp3.com/markklem, great music David "Tolwyn" Shaw for letting me use his music. Paul Flechute for letting me use the Invasion II and Ultimate Invasion textures NiGHTMARE and GooberMan for the Episode 5 textures Clan UD for UDM1 textures Deathz0r for the Doom Alpha textures Memento Mori, for giving me the idea for the "signs". Lüt, for the letters used in making the between-level titles Pritch, Lüt, Liam, Zaldron, Deathz0r, submerge, superloud, and Man'O'War for beta- testing the level at various stages along the way Also, be sure to give a big round of applause to the friendly folk over at the Doomworld editing forums, who not only put up with my endless barrage of retarded questions, but gave extremely helpful answers as well. And the obligatory mention to Dr. Pepper ============================================================================ *WAD INFO* Game: Ultimate Doom Required Source Port: It's only been tested with Boom and ZDoom, but there's no reason not to believe that just about any source port will do. Levels: E1M3 Single Player: Yes Coopertive: Yes, 4 starts Deathmatch: Yes, in the little area that is inaccessible from the single player portion of the level. There are 8+ starts, but 8 players in such a small area might get a bit hectic. Difficulty Settings: Implemented New Sounds: No New Graphics: Yes New Music: Yes, written by Mark Klem and David Shaw Demos Replaced: none Additional Files: There is a deh file, which at this point only replaces the title on the automap. In the full episode, it will replace some additional text, including the end-of- episode intermission story screens. *CONSTRUCTION* Base: New level from scratch. Approx. Build Time: 3+ months. Editor(s) used: WadAuthor, WinTex Known Bugs: On doom.exe, a whole lot. On ZDoom, not that I could see besides a few misaligned textures that I'm sure are there. If you see any bugs, drop me a line at pudge@att.net so that I can fix them for the Episode One release. *COPYRIGHT PERMISSIONS* Authors MAY NOT use this level as a base to build additional levels. You MAY distribute this WAD, either in a WAD compilation or just to another friend, but this text file MUST remain with the WAD, and the text file CANNOT be modified in anyway, shape, or form, and I must be given credit. You MAY NOT take any of the textures or music in this WAD. Without asking. If you want to use some, e-mail me at pudge@att.net and I will either give you permission if the texture is mine, or direct you to the right person to ask if they are not mine. *ADDITIONAL NOTES* Doomed Once More background story: Doomed Once More follows pretty much the same plot as the original Ultimate Doom. You know, UAC, gateways getting fucked up, your team goes in, you're left to "secure the perimeter" with only a pistol, etc. You will start episode one in a little guard bunker outside the landing zone. After you clear out the LZ and the storage facility (E1M2), you will arrive at the Phobos Living Quarters, which is E1M3. E1M3 Map Name: No Quarter MIDI: Memento Mori Map 10 (Mark Klem) Inspiration: Originally started out as a level for the ill-fated Doom Revisited project, so I decided to take it and center my own project around it. The goal was to make a level (and hopefully an entire megawad) as realistically as I could. Description: Takes place in the living quarters on Phobos. Your primary goal here is to activate the monorail and use it to progress further into the Phobos facility. The monorail isn't active because several portions of the monorail tunnels have collapsed, causing the safety overrides to set in and stop all monorail service. You start out in a little service elevator. From there, you'll head up to the mess hall, and then the recreational facility. Inside the rec facility is the blue key, which will give you access to the troop quarters. Located in the troop quarters is the red key, which in turn allows to you enter the officers' quarters. Once there, you'll have to activate the monorail from within the monorail control center, then head up to the monorail station to exit. There are eleven secrets in this level, including the yellow key, which isn't necessary towards completing the level, but will give you access to lots of neat things, and the secret exit, which will bring you to E1M9, which is a stockade/armory. Additional Notes: In terms of difficulty, this level isn't overly hard. Don't be overwhelmed by the large monster count, since they are all rather weak (the toughest is a demon). There are, however, several somewhat tough battles, but this level should be a mediocre challenge for the average Doomer. As for health and ammo, there isn't a whole lot of spare health floating around, but there is certainly enough to go around. There are also two soul spheres, if you can find them. I didn't put much ammo in this level on purpose, for two reasons. One is that in the final version, you will be coming from the first to levels in episode one, and you should have some ammo left over from those. The other reason is that due to the huge amount of enemies that drop ammo (former humans and shotgun guys), it will be hard to take a step without picking something up, so ammo really shouldn't be a problem. If you can't find some of the secrets, don't get angry. There are eleven, after all, and many of them are quite hard. Remember to "interact" with objects such as computers if you get stuck. There isn't a single inaccessible area in this game, except for the deathmatch area, so don't worry. Just keep looking, and you'll eventually find it. ============================================================================