ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º DooM2 * DoomsDay level by Helioth (Francois Coppex) and Andre Christen º ÌÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͹ º * Official Original DoomsDay'95 DooM2 Level * º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ Title : DoomsDay'95 Filename : DOOMSDAY.WAD Author : Helioth (Francois Coppex) Andre Christen (World of Games / 031 941 37 47) Email Address : francois.coppex@buemplizer.ch Misc. Author Info : Helioth: Author of The Spring Ballad (TNTSPRNG.ZIP) Author of The Imp Fiesta (TNTFSTA.ZIP) Author of Cleaning Of All Kind (COAK.ZIP) Description : þ Official original DoomsDay'95 DooM2 level. þ This is a DEATHMATCH level ONLY! þ This is a small level without monsters. It was designed for the DooM2 Swiss Championship that was held in Bern the 19th March 1995. þ The WADfile is really huge because we had to avoid restarting DooM.exe everytime a player exits the first level. That's why the 6 first levels were replaced, as well as for the music. þ The design of the level was studied for 4 player deathmatches only. þ There are some secret rooms. Additional Credits to : þ ID Software, Brendon J Wyber, Rapha‰l Quinet, Colin Reed. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º* Play Information * º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ Level # : 1,2,3,4,5,6 Single Player : No Cooperative 2-4 Player : No Deathmatch 2-4 Player : Yes Difficulty Settings : No New Sounds : No New Graphics : No New Music : Yes (Taken from DooM2 level 18) Demos Replaced : No ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º* Construction * º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ Base : New level from scratch Build Time : Approximately 20 hours Wad. size : 717'756 bytes (445k map + 273k music) Editor(s) used : DEU2 5.21, BSP 1.2x, NWT 1.2 Known Bugs : None ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º* Copyright / Permissions * º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ You may distribute this WAD, provided you include this file, with no modifications. You may not use this level as a base to build additional levels unless a special agreement exists with its author. You may not use this file in any commercial purpose unless a special agreement exists with its author. If you need one of the copyright points to be modified or removed, just let it know to me by E-Mail. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º* Where to get this WAD * º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ FTP sites: n/a BBS numbers: Lycaeum: +41 41 76 29 89 (ZyXEL) +41 41 76 32 89 (USR) Dark Severity: +41 37 46 24 77 ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º* Other * º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ þ This time two people were needed for building this level. Andre Christen did all the creative work: he designed the map on paper including brightness, textures, deathmatch starts, things... Then I translated the map onto computer using DEU2, adding some restrictions following from my knowledges of DooM level editing. It wasn't a piece of cake... We discovered, when testing it, that I had made a level that was at least two times too big for a thrilling play. So I kept the large version for releasing it as a normal one player/ cooperative PWAD, and I scaled down very much (two and a half times) the deathmatch version. þ I had already build 3 normal huge levels before I started this one. I thought it wouldn't be very different from what I already did, excepted that it had to be a bit smaller... I was really very wrong, there are lots of big differences in deathmatch level editing. I'll try to make a synthesis of what I learned: ³ One Player ³ Deathmatch ³ ÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ Size ³þNo restriction. ³þFor 4 players, 40kb (fighting ³ ³þWith normal editors the ³ area) is the upper limit of a ³ ³ memory limit is of app. ³ PWAD. ³ ³ 170k for the map. ³þFor 2 players, 25kb (fighting ³ ³ ³ area) is the upper limit of a ³ ³ ³ PWAD. ³ ÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ Rooms ³þNo restriction apart: ³þVery little rooms, with a few ³ Structure ³ 1)Hall of Mirror ³ places where the player can ³ ³ 2)Computer MHZ ³ protect himself from the other ³ ³þIn addition of the ³ player. ³ ³ difficulty in outliving ³þA main corridor that links all ³ ³ all the monsters, you ³ the rooms together. ³ ³ may add the difficulty ³þThe structure should be ³ ³ in getting out of a ³ extremely simple so that the ³ ³ real maze. ³ players have the level map in ³ ³ ³ mind. ³ ³ ³þPlaces where corridors go in ³ ³ ³ 3 different ways (ÄÁÄ) become ³ ³ ³ very interesting. ³ ÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ Taglines ³þUse a lot of sector tags³þUse as less as possible taglines³ ³ because it should give ³ (raising stairs, mooving things,³ ³ the level a lot more ³ brightness go to zero...) ³ ³ interest. ³ because it disturbs a lot the ³ ³ ³ players and they should only ³ ³ ³ think at where the other players³ ³ ³ are and how to trap them. ³ ÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ Textures ³þNo restriction. Your ³þThey have to be very special, ³ ³ aim is to make that ³ specific. It helps the players ³ ³ the player gets totally ³ to learn by heart the map. ³ ³ lost in an unknown and ³ Examples: A strongly lit WHITE ³ ³ hostile world, so that ³ room / A BLUE computer room... ³ ³ the game gains some ³þNever do 2 rooms that have ³ ³ suspense. ³ ressemblant textures. ³ ³ ³þUse simple textures so that ³ ³ ³ the players are very visible ³ ³ ³ to each other. ³ ÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ Things ³þDo not make a BFG9000 ³þThe BFG9000 isn't to most ³ ³ available for killing ³ powerful weapon. You have to ³ ³ imps, demons, cacodemons³ redefine the weapon's power: ³ ³ because it becomes far ³ 1.Plasma Gun ³ ³ too easy. ³ 2.Super Shootgun ³ ³þGive the player enough ³ 3.Rocket Launcher ³ ³ weapons so that he does ³ 4.Shootgun ³ ³ not have to kill Barons ³ 5.Chaingun ³ ³ with his fists... ³ 6.BFG9000 ³ ³ ³ 7.Pistol ³ ³ ³ Some minor changes are possible,³ ³ ³ it depends of the different WADS³ ³ ³þNot too many weapons/health ³ ³ ³þNever put good weapons and ³ ³ ³ health bonuses at the same ³ ³ ³ place: this place would become ³ ³ ³ impregnable. ³ ³ ³þDo not put too many weapons at ³ ³ ³ the deathmatch starts. The ³ ³ ³ players should not stay at one ³ ³ ³ place; they should moove to ³ ³ ³ another place to find better ³ ³ ³ weapons, so that they have more ³ ³ ³ chances to run into each other. ³ ÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ Brightness ³þThe average light level ³þIt should be strongly lit in ³ ³ should be of app.150. If³ nearly all parts of the level, ³ ³ your sectors are too ³ so that the players are easily ³ ³ strongly lit, you loose ³ visible to each other. ³ ³ a lot of suspense. ³ ³ ÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ Height ³þTry to change the ³þNo big differences in floor ³ ³ ceiling and floor height³ height because it slows the ³ ³ as often as possible. It³ movements. ³ ³ looks a lot better. ³ ³ ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÝ Conclusion ³þLevel's perspective ³þPlayer's perspective ³ ³ (The player has to adapt³ (The structure of the level has ³ ³ itself to the structure ³ to be adapted for the players.) ³ ³ of the level.) ³ ³ ÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ þ As I said before, I had to shorten the level. The unshortened version of DOOMSDAY.WAD will be released very soon. It won't be a deathmatch level, but a classical one player/cooperative level full of ugly and starving monsters. þ This is my first level for DooM2, as well as my first deathmatch level. þ If you do not know how to play this level, just type this command line after you put DOOMSDAY.WAD in your DooM2 directory: DooM2 -file DOOMSDAY.WAD (Don't ask me for network or modem play...)