=========================================================================== Advanced engine needed : BOOM Primary purpose : Deathmatch =========================================================================== IMPORTANT! This wad requires the Darkening Episode 2 textures which are available at http://doomworld.com/darkening/ and ftp://3darchives.in-span.net/pub/idgames/levels/doom2/megawads/darken2.zip =========================================================================== Title : Lamentations Filename : dmdlamdm.wad Release date : September 25, 2004 Author : Derek "Afterglow" MacDonald Email Address : derekmd@hotmail.com Web Site : http://doomworld.com/afterglow/ Other Files By Author : - Jägermörder01 - dmdjm01.wad - The Seventh 07 - prwrsv07.wad - SacrificeDM - dmdsacdm.wad - Deadly Simplified - dmd07dm.wad Contributions to: - SlaughterDM - sldm.wad - Gothic99 - gothic99.wad - SurgeDM2 - surge2.wad - The Darkening E2 - darken2.wad - Hell Revealed II - hr2.wad - Skull Tag - http://www.skulltag.com/ Misc. Author Info : Canadian university student with too much time on his academically slothful hands. Description : A collection of six deathmatch-only levels, ranging from tiny and annoying to large and tedious. Additional Credits to : Testing on MAP02 by Guyang "arioch" Mao, Jonathan "Jon_R" Rimmer, and Michael "Cyb" Watson. Feel free to blame them for any playability issues. The other maps weren't tested. 0h gn0s! Also, a shout out to the #doom massive. =========================================================================== * What is included * New levels : 6 Sounds : No Music : No Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : No Other files required : darken2.wad * Play Information * Game : DOOM2 Map # : MAP01-MAP06 Single Player : Player starts only Cooperative 2-4 Player : No Deathmatch 2-4 Player : Designed for Difficulty Settings : Not implemented * Construction * Base : New from scratch Build Time : Some of the levels were started in 2000. mewse has been laid since then. These facts may signify the build process was _way too long_. Editor(s) used : DCK 3.62, Doom Builder 1.63, Wintex 5.0 Known Bugs : Jump pads occasionally leave players hanging in mid-air due to control issues. Wait, who the hell is going to play these levels anyway? Keep to your Dwango5:1, jerkstores. May Not Run With... : doom2.exe * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text 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. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Web sites: http://doomworld.com/afterglow/ Otherrrrr: Your female parental unit's occular cavity. =========================================================================== * Level Information * --------------------------------------------------------------------------- MAP01: Doom Gate A direct conversion of the Q3DM1 in Quake III: Arena. This level was originally released on August 3, 2001, however this version fixes a couple visuals. --------------------------------------------------------------------------- MAP02: (Can You Feel It) Intensify The layout and architecture is loosely based on an add-on Q3A map, DVD3DM1 by David Davidson. The jump-pads have issues at times when players attempt to strafe-run while ascending. So stop. Stop trying to control everything and just let go! LET GO! --------------------------------------------------------------------------- MAP03: Gargantua A large level that won't play well unless there's more than 4 players. This is also the only map to contain the BFG9000, so piss off people with that new-found ability as much as possible. If you don't wish to use it then you can just ignore the far west room. --------------------------------------------------------------------------- MAP04: Bruised Broken Beaten This was originally built for Crucified Dreams using Iikka Keränen's base texture set. I wasn't happy with the singular brown tone of the whole map so I switched to the Darkening set. The layout is rather simplistic and can lead to rocket spamming from irritating opponents but a SSG can easily solve such belligerency. --------------------------------------------------------------------------- MAP05: Easy Mark An oval with a pit in the middle. This map will likely become a vapid existence of 3D space after a couple rounds but that is irrelevant to my empire. To the maze of death with you! --------------------------------------------------------------------------- MAP06: It Doesn't Take a Cook to Know It Tastes Like Shit I tried an experiment using four parallel corridors and I think it failed but I'm trying to clear out my hard drive so this unplayable mostrosity now resides in your abode.