================================================================================ Archive Maintainer : Place in /levels/doom2/megawads Primary purpose : Single player and cooperative play ================================================================================ Title : Arch-Vile Jump Filename : AVJ.WAD Release : December 24, 2010 Author : error aka termrork Email Address : termrork@web.de Other Files By Author : Various Misc. Author Info : DooM-player since 1997 Description : You ever used the vertical boost of an Arch-Vile-Attack? It doesn't matter if you are a speedrunner or a from time to time player. With some time getting into this, this will make fun for each kind of player. The aim of this wad is to complete the maps by especially using Arch-Vile-Jumps, which describes the vertical boost of an Arch-Vile-Attack, and Rocket-Jumps without getting killed. In map32 you also have to kill monsters because they will distract you from jumping through the map. Additional Credits to : IDsoftware for their wonderful game DooM2, the Arch-Vile which made this WAD possible. Special Credits to the main betatesters: -The [XXX]-clan in ZDaemon: Krawa, Manolo, Doomcleric. -worst-vd-plas, firmar-vd-plas -[FEAR]Tobi, Red-XIII, InsaneKid and [dp]Evolution ================================================================================ ******************** * What is included ******* **************************************** New levels : 32 (full megawad) Sounds : No (*) Music : No (*) Graphics : Yes (only interface stuff like STATUSBAR, no textures) Dehacked/BEX Patch : Yes (level names, music, and intermission texts) Demos : Yes (4 Doom v1.9f recordings) Other : Yes (MAPINFO lump for some source ports) Other files required : No (but see "Game" below) *: DooM2 has simply the best one(s) imo ******************** * Play Information ******* **************************************** Game : DooM2 Map # : MAP01 to MAP32 Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : Only map32 Other game styles : Survival Difficulty Settings : Yes (for players of all skills, it is recommended to start playing with skill=1 and -fast parameter, because the WAD is quiet difficult) **************** * Construction ******* ************************************ Base : Some Maps from scratch, some inspired by DooM2 and 3 Maps with special parts of DooM2 Build Time : The final 32 maps were started 02.2010 and completed 12.2010 with 1 month long break Editor(s) used : Doom Builder, XWE, The GIMP Known Bugs : In Doom2 save game overflows might occur in map32 and a few HOMs may appear in some sections May Not Run With : Should run with any Doom engine Tested With : Doom2 v1.9, Chocolate-Doom 1.4, PrBoom v2.5, PrBoom-Plus v2.5, ZDaemon 1.09, ZDoom v2.1+ (different jump behavior, it is easier) ******** * Maps ******* **************************** General Inspiration: About 2 years ago I started to edit a copy of DooM2 to put tricks with Arch-Vile Jumps (AVJ) in it. I made it for myself and I liked it more and more. So after 1 year of collecting ideas for a whole selfmade WAD I started to create this avj.wad. The most important reason why I took doom2.wad as a mapping inspiration for avj.wad is because I havn't found another wad which made so much fun for me. Map01 Level name : The Start Inspiration : DooM2 map01 start Comments : In this map you should get a feeling for AVJs. Map02 Level name : The Oasis Inspiration : None specific Comments : First selfmade AVJ-map. Map03 Level name : The Irritation Inspiration : None specific Comments : This map should teach you the vertical height of a AVJ. Map04 Level name : Stone Pit Inspiration : None specific Comments : This map should teach you the horizontal lenght of a AVJ. Map05 Level name : Simple Compilation Inspiration : DooM2 map01, map02, map03, map04, map06, map11 Comments : Simple DooM2 tricks. Map06 Level name : The Storage Inspiration : None specific Comments : Map07 Level name : No Panic Inspiration : Basic idea from DooM2 map07 Comments : Map08 Level name : Tricks only Inspiration : DooM2 map08 Comments : Map09 Level name : The Backyard Inspiration : DooM2 map01 Comments : Map10 Level name : The Rectangles Inspiration : DooM2 map10 Comments : Map11 Level name : Flame Sort Inspiration : DooM2 map11 Comments : Map12 Level name : New Challenge Inspiration : None specific Comments : Map13 Level name : Downtown Inspiration : None specific Comments : Map14 Level name : Two Ways Inspiration : None specific Comments : Map15 Level name : Any Idea? Inspiration : None specific Comments : In this map I wanted to create smth. new and also weird. I have not seen smth. like this before and I also think that a common player does not solve the trick in this map to reach the secret exit. Map16 Level name : Periphery Inspiration : Basic idea from DooM2 map16 Comments : Some unique little places like in DooM2 map16 Map17 Level name : Advanced Assembly Inspiration : DooM2 map14, map19, map21, map26, map27, map29 Comments : 2nd map training DooM2 tricks, this time more advanced. Map18 Level name : Old Friend Inspiration : DooM2 map02 Comments : Recycling the 2nd map of my first private avj.wad. Map19 Level name : Let help you! Inspiration : None specific Comments : This map should only train you to handle the Arch-Viles as friend :). Map20 Level name : Increasing Distance Inspiration : None specific Comments : Map21 Level name : Geometry Inspiration : None specific Comments : Map22 Level name : The Pillar Inspiration : None specific Comments : Map23 Level name : Timing Inspiration : None specific Comments : Map24 Level name : Well Balanced? Inspiration : DooM2 map24 Comments : Map25 Level name : The Grouser Inspiration : DooM2 map24 Comments : Map26 Level name : Arduous Composition Inspiration : DooM2 map05, map07, map12, map15, map23, map24, map29 Comments : The hardest tricks I have chosen from DooM2 with quite difficult RJumps. Map27 Level name : Chaotic Library Inspiration : DooM2 map27 Comments : Started from the basic idea of a library it was ment to be quite chaotic which forces the player to think about a possible route. Map28 Level name : Provocation Inspiration : None specific Comments : Also smth. really new (at least for me), I don't want to give any further hints for solving this map. Just this one: It is possible :). Map29 Level name : Stamina Inspiration : None specific Comments : Nothing special, just sth. tough because of the length. Map30 Level name : Endless Frustration Inspiration : DooM2 map30 Comments : The idea for this map came because of the possibility to hit John Romero in DooM2 map30 with a double AVJ at the highest level. Map31 Level name : Entrance to Heaven Inspiration : None specific Comments : Only used "newer" features of the DooM2 engine like OS bridge in map31 and 32 because they are optional to play through the wad. Map32 Level name : Masterpiece Inspiration : None specific Comments : Map32, Masterpiece, I called this map Masterpiece because I am convinced that this map is the best one I have ever made and I will not create a better one. This map is the one which took by far the most effort I put into. The Build-Time is 4 months. So it took about the half of this whole wad, well, it even has more sectors than all the other maps together :). The basic idea was to create 31 small maps and one really big, which is also more detailed. The reason for this idea is that I am not able to create 32 such big maps, so I reduced it to a single one. At the beginning of creating this map I was developing the Double-Ceiling-Trick which I call the feature of the doom2-engine which allows the appearance of a sector to have two ceilings. After knowing a lot pros and cons of this method I started to build the outside of the main building with this Double-Ceiling-Trick. After hours of mapping I recognized that the limitations of doom2.exe forces me to reduce details in big areas, especially in outside regions. After getting this runnable with doom2.exe I planned the whole map. After that I started with the start, continued with the main building (first yel key) and finished it with the two outside areas at the back of the building. After that I decidet to design the following parts earthy and dark with several bright areas. I continued this concept till the end, where I put a huge open area for the final chellange of this map. During the whole map I tried to make it very varied, so you have to do a lot of AVJs an RJs combined with several parts in which you have to think how you could continue. For example the the big tower in the left area at the back of the building was designed to let the player think, which route he can and should take to solve this part. Especially this little part shows another aspect which was important for me. The fact that the player can choose a way how he will pass this map. There is always not only one way to go on, there are a lot of routes through this map, some are more obvious and some are less abvious. This map is and was always at the limitation of doom2.exe. During the development of this map I had to deleat about 500 sectors that it was playable with doom2.exe. There were always parts in which you can see too much lines for the original engine, so I had to reduce them. In general I also recognized that doom2.exe has a overall limitation of "stuff" in the map like things and sectors. This limitation was reached with about 2000 sectors and appeared with e.g. impassable lines through which the player was able to go, just like with "idclip". After solving all those limiltation problems I tested the map a lot in Single Player and Multiplayer (MP with ZDaemon). Whit those tests I fixed about 500 "bugs" which I and the betatesters thought that should be changed. You might think now why I have not just made the map much smaller, so I have not all those limitation problems. You also might think that why it is so important that this wad/map is runnable with doom2, all other source ports of doom2 will not have any problems launching this map. Well, first I want to clarify that I usually use doom2.exe when I play Singe Player. I could not get detached from it. Also I like speedrunning maps with doom2.exe, some really cool doom2-features like glinches through 32-gabs are not possible with a lot of source ports. The reason why I did not want to make the map smaller is that I wanted to have a very long map in this wad, so that there is the kind of speedrunning which has not the aim to run the map perfectly, but to survive, the time does not matter at the first times. Well, with doom2.exe you also do not see your time at the end when you need more than 1 hour, it will just say you suck ;), but you don't :). Just watch the demo with for example prboom-plus, there you also can leap the whole demo and you can see your actual time. Have fun playing and running it :D! ************** * Statistics ******* ********************************** Mapinformation +==============================================================================+ * Sectors Secrets Things Monsters AVs* Hlt/Arm Inv** * +------------------------------------------------------------------------------+ * MAP01 50 0 36 4 100% 1400/ 500 0 * * MAP02 50 0 38 3 100% 2600/2600 2 * * MAP03 50 0 35 3 100% 1800/1200 0 * * MAP04 50 0 45 5 100% 2900/2200 0 * * MAP05 50 0 87 1 100% 1050/ 0 0 * * MAP06 50 0 80 8 100% 3500/2500 0 * * MAP07 50 0 60 13 100% 1000/1000 4 * * MAP08 50 0 45 2 100% 3200/3200 2 * * MAP09 50 0 56 2 100% 4500/3600 2 * * MAP10 50 0 36 3 100% 2600/2200 3 * * MAP11 50 0 51 3 100% 4400/4400 2 * * MAP12 50 0 31 0 100% 1400/1400 0 * * MAP13 50 0 40 2 100% 2400/2400 4 * * MAP14 50 0 34 2 100% 1200/1200 3 * * MAP15 50 0 24 2 100% 100 / 0 0 * * MAP16 50 0 33 1 100% 2200/2200 0 * * MAP17 50 0 40 1 100% 1600/1600 0 * * MAP18 50 0 48 2 100% 3450/2800 2 * * MAP19 50 0 48 2 100% 700 / 400 0 * * MAP20 50 0 69 10 100% 3600/3600 15 * * MAP21 50 0 45 0 100% 2750/2000 3 * * MAP22 50 0 55 6 100% 0 / 0 11 * * MAP23 50 0 39 5 100% 2000/1400 1 * * MAP24 50 0 45 2 100% 3700/3600 1 * * MAP25 50 0 54 2 100% 4000/4000 11 * * MAP26 50 0 139 0 100% 460 / 465 5 * * MAP27 50 0 71 1 100% 4000/4000 2 * * MAP28 50 0 79 13 0% 275 / 100 0 * * MAP29 50 0 44 6 100% 400 / 400 17 * * MAP30 50 0 129 2 100% 3600/ 360 8 * * * * MAP31 50 0 49 7 100% 200 / 200 12 * * MAP32 1913 7 1264 395 10% 31556/32404 12 * * * * * * EP1 50 0 518 44 100% 24550/19000 13 * * EP2 50 0 418 25 100% 21050/20000 26 * * EP3 50 0 700 37 65% 27800/24600 59 * * * * FULL 3463 7 2900 508 30% 105156/96254 122 * * * +------------------------------------------------------------------------------+ * * * * : percentage of monsters which are Arch-Viles * * ** : how much energie and armor is included in the map * * with e.g. stimpacks or megaspheres (all skills together) * * * +==============================================================================+ Possibility of speedruns in each map +==============================================================================+ * UV UV NM NM UV UV UV * * Speed Max Speed 100S Fast Pacific Tyson * +------------------------------------------------------------------------------+ * MAP01 X X X - X X X * * MAP02 X X X - X X X * * MAP03 X X X - X X X * * MAP04 X X X - X X X * * MAP05 X X X - X X X * * MAP06 X X X - X X X * * MAP07 X X XX - XX X X * * MAP08 X X X - X X X * * MAP09 X X X - X X X * * MAP10 X X X - X X X * * MAP11 X X X - X X X * * MAP12 X - X - X X - * * MAP13 X X X - X X X * * MAP14 X X X - X X X * * MAP15 X - X - X X - * * MAP15s XX - XX - XX XX - * * MAP16 X X X - X X X * * MAP17 X X X - X X X * * MAP18 X X X - X X X * * MAP19 X X X - X X X * * MAP20 XX XX XX - XX XX XX * * MAP21 XX - XX - XX XX - * * MAP22 XX XX XX - XX XX XX * * MAP23 XX XX XX - XX XX XX * * MAP24 XX XX XX - XX XX XX * * MAP25 XX XX XX - XX XX XX * * MAP26 XX - XX - XX XX - * * MAP27 XX XX XX - XX XX XX * * MAP28 XXX XXX XXX - ? ? ? * * MAP29 XX XX XX - XX XX XXX * * MAP30 XXX XXX XXX - XXX XXX XXX * * * * MAP31 X X X - X X X * * MAP31s XXX XXX XX - XX XXX XXX * * MAP32 XXX XXX XXXX XXXX XXXX XXXX XXXX * * * * * * EP1 X X X - X X X * * EP2 XXX XXX XXX - XXX XXX XXX * * EP3 XXXX XXXX XXXX - XXXX XXXX XXXX * * * * FULL XXXX - XXXX - ? ? - * * * +------------------------------------------------------------------------------+ * * * X = doable * * XX = quite difficult * * XXX = good luck :) * * XXXX = have not made it yet, but possible * * - = not possible (imo) * * ? = not sure if it is possible * * * +==============================================================================+ *************************** * 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. here you can get this file: http://www.doomworld.com/idgames/ (search for AVJ)