=========================================================================== Uploaded :By Smoking Joe =========================================================================== Title : Heroes 2 Filename : Heroes2.wad Release date : 2/28/1996 Author : AL Email Address : smokedope6662003@yahoo.com Other Files By Author : N/A Misc. Author Info : N/a =========================================================================== * What is included * New levels : 32 Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : No Demos : No * Play Information * Game : DOOM2 Map # : MAP01-MAP32 Single Player : Designed for Cooperative 2-4 Player : Haven't Tested It But I Think there are Starts Deathmatch 2-4 Player : Haven't Tested It But I Think there are Starts Difficulty Settings : I Guess * Construction * Base : Other Wads With Permission Build Time : Don't Remeber Editor(s) used : N/A Known Bugs : N/A May Not Run With... : n/A * Copyright / Permissions * Authors MAY 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 Orignal Text File Below. | | V =================================================================================================== Welcome to the wonderful world of Heroes2.wad. This is a compilation of levels assembled to be a complete replacement for DOOM ][. What is in this level series represents some of the finest in the way of not only well de- signed play areas but also includes a multitude of replacement sounds as well as music. The purpose for the title Heroes2.wad is that this compilation is in honor of all the thousands of DOOM hackers out there who are the real heroes of Doom in that they have kept the game alive long past what would normally be its expiration date. It would be impossible to include in a single wad file all of the truely great work that these people have created, but this collection here has tried to compress as much as humanly possible into a single work some of the finest efforts out there on the pwad frontier. I have also included what text files that I found available. (I got all of these wads off of a variety of Cd's). Please do not think that all that was done here was simply stringing together a random selection of levels as so many other wad packs have done. I have over 800 hours involved in this project, mostly in reviewing, play-testing, and editing many of the individual wads in this collection. The goal here is to present to the player a fulfilling game experience that is on par with that found in the original Doom levels. I give many thanks to my wife Karon who never followed through on her variety of threats if I don't stop playing "that damn DOOM game." Also thanks to the literally thousands of wad authors out there whose efforts are either directly or indirectly represented in this work. Kudos to the crew at id software for all their hard work at creating perhaps the greatest, most enjoyable time waster there is (next to thinking about sex). My hats off to all the hackers who created all the marvelous tools by which the average player is able to design their own customized Hell. And lastly a great thankyou to Ben Morris who designed without question the greatest level/wad editor available, DCK! Al Some additional notes on game play How this set of levels started out is that as I was browsing through my CD-ROM collection of levels, trying to weed out all the garbage from the few gems that I occasionally would stumble upon, I would copy these levels to my hard drive to make sort of a compact collection of decent levels for my own playing fun. Then I would take a level here and there that I felt had some really decent playing characteristics and would load them one at a time on my map editor, DCK, and align all the possible floor areas, where practical, to the 64 square grid thereby increasing the likelyhood that many of the wall and floor textures will auto align by virtue of being some multiple of 64. Next, I would go into the level and hand align, peg, and unpeg all the remaining textures. Now, the edtiting did not stop here. I would then closely examine the actual choice of wall and ceiling/floor textures and use editorial license if I felt that I could improve upon this interior decorating. This also applied to the sprites as well. (For example, one level was so full of barrels and other objects the save game feature would crash the game, so I thinned out the population of these items in this particular level to prevent this crashing problem.) Another intentional side effect of these editing adjustments was to increase the playing frame rate as the program seems to play faster if it doesn't have to calculate so many fractional portions of walls and ceilings/floors. The next step in editing these wads was to thoroughly play test as well as study them on my map maker. In cases that I felt finding key secrets was too difficult or confusing I would reassign triggers and switches to help in speeding up the game play so the player doesn't get terribly bogged down in perpetual search of mysterious doors, switches and items. One strategy that I did implement in many cases was to have hidden doors with the textures perfectly aligned and thus seamless with the walls. The method that I use to allow for the player to find these doors is to keep these same doors yellow and non-secret when viewing them on the all-map. Now, when I have allowed for deliberate misalignment of textures, don't expect to see anything but red on the all-map. On many of these maps I also took the liberty of adding extra rooms and monsters. Sometimes it seems that I would get a sudden inspiration to do something and I would incorperate it into whatever level that seemed most appropriate at the time. Other cases of adding rooms became necessary when the need for a secret exit was called for. The secret exit is located in level 15. ally are. All I can say is look carefully at the all-map to find the secret means of accessing this level in that there is a line that is red that would normally appear white, 'nuff said. The final thing that I did was to replace all the music for the levels with 24 really kick ass original tunes that I found in a variety of wads. I also replaced most of the weapon sounds as well as a number of the monster and mechanical sounds such as doors and platforms. I really tried to use sounds that were appropriate for the game and stayed away from Simpsons and 3 Stooges type sound effects. I must apologize if I failed to give proper credit to anyone, as I was dependent upon the reliability of the files that I had access to. I hope no feelings are hurt. A final note on game play is that where possible I made modifications to the levels to allow for certain doors to open upon killing all of a particular monster, namely the mancubuses in level 07. All of these levels have been fully playtested using keyboard controls and starting out with just the pistol and no cheat codes. They are challenging but NOT impossible. I hope you enjoy this set of levels and would appreciate any feedback or comments/job offers you might have. You hear that Romero? Happy Dooming - AL