______ _____ _ _ ___________ _____ _____ | ___ \ ___| | | | ___| ___ \_ _| ___| | |_/ / |__ | | | | |__ | |_/ / | | | |__ | /| __|| | | | __|| / | | | __| | |\ \| |___\ \_/ / |___| |\ \ _| |_| |___ \_| \_\____/ \___/\____/\_| \_|\___/\____/ =========================================================================== Archive Maintainer : Place in /levels/doom2/megawads Primary purpose : Single play =========================================================================== Title : Reverie Filename : REVERIE.WAD Release Date : 11/14/11 Game : Doom 2 Author : Michael Jan Krizik Email Address : krizik777@yahoo.com Misc Author Info : Old school doomer. Description : A brand new, 32-level megawad for Vanilla Doom 2.exe. Inspired from and made in the style of 90's megawads. Tools used : Doom Builder, XWE, MS Paint Known Bugs : Savegame buffer on MAP08, MAP15. Possible HOM in MAP15 and possible VPO in MAP32. Other wads by author : MAP13 & MAP30 of Doom II Unleashed, MAP22 of Plutonia Revisited, Marine's Folly w/Mr. Chris, Doom Core, also working on TNT2 and Interception. Credits : Id Software for Doom II and all that. Big thanks to : Id Software, Csabo for XWE, the guys who worked on DB2, all playtesters, PRIMEVAL for all the awesome new tracks, David J. Finnamore and especially to God who has been a constant inspiration for my work. =========================== *Play Information* Level# : 1-32 Single Player : yes Co-op : yes deathmatch : yes new gfx : yes new sfx : no new music : yes Dehacked/BEX Patch : Yes Difficulty Settings : Yes The .deh file is for vanilla and the .bex is for Boom and compatible ports. =Map Listing= MAP01: Stratos Gate MAP02: Soldier's Stand MAP03: The Cup Of Wrath MAP04: Divine Judgement MAP05: Substance MAP06: Sledgehammer MAP07: Lazarus MAP08: Triplet II MAP09: Fracture MAP10: The Tech Towers MAP11: Hello, Cybie! MAP12: Armageddon Valley MAP13: Stronghold Earth MAP14: Tyranny MAP15: Blade Runner MAP16: Dark Zone MAP17: Fatality MAP18: Sleeping Spirits MAP19: Dusk Town MAP20: One Such Reverie MAP21: Sunrise MAP22: Egyptian Plains MAP23: Cyclone Rider MAP24: Sewer System MAP25: Sever Tomorrow MAP26: Fallen Angel MAP27: Godspeed! MAP28: Turbine Accelerator MAP29: Salvation MAP30: Final Doom MAP31: Metal Mansion MAP32: Deadlock =Track Listing= Title Screen - "Reverie" (PRIMEVAL) Intermission - "Onward" (PRIMEVAL) Read Message - "Through Suffering" (PRIMEVAL) MAP01 - "Let's Rock!" (PRIMEVAL) MAP02 - "Shut Up And Bleed" (PRIMEVAL) MAP03 - "Have A Frag On Me" (PRIMEVAL) MAP04 - "Haunted Corridors" (PRIMEVAL) MAP05 - "DOOM Funk" (PRIMEVAL) MAP06 - "Ashes" (PRIMEVAL) MAP07 - "Arachnobus Mayhem" (PRIMEVAL) MAP08 - "Knee Deep in DOOM" (PRIMEVAL) MAP09 - "Death Waltz in B Minor" (PRIMEVAL) MAP10 - "Locked & Loaded" (PRIMEVAL) MAP11 - "Guns-ablaze" (PRIMEVAL) MAP12 - "Burning Times" (PRIMEVAL) MAP13 - "The Calling" (PRIMEVAL) MAP14 - "Legions of the Night" (PRIMEVAL) MAP15 - "City Streets" (PRIMEVAL) MAP16 - "Dispersion" (James Paddock) MAP17 - "Fortress of Misery" (PRIMEVAL) MAP18 - "Becoming" (PRIMEVAL) MAP19 - "MDK" (James Paddock) MAP20 - "Sludgeville" (stewboy) MAP21 - "Darkness Calls" (James Paddock) MAP22 - "Aztec Gods" (James Paddock) MAP23 - "Relics" (James Paddock) MAP24 - "Fallen Sun" (James Paddock) MAP25 - "Killing Spree" (PRIMEVAL) MAP26 - "The Crypts" (PRIMEVAL) MAP27 - "Bound For Glory" (PRIMEVAL, stewboy & James Paddock) MAP28 - "Crimson Sky" (PRIMEVAL) MAP29 - "Hell's Last Stand" (PRIMEVAL) MAP30 - "After The Storm" (stewboy) MAP31 - "Lost In Our Dreams" (PRIMEVAL) MAP32 - "Stigmatism" (PRIMEVAL) =========================== *Contributers* John Weekley (PRIMEVAL) - Original music tracks for maps 01-15, 17, 18, 25-29, 31, 32, and intermission sceen, text intermission, and title screen. James Paddock (Jimmy91) - Original music tracks for MAP16, 19, 21-24, 27. Stuart Rynn (stewboy) - Original music tracks for MAP20, 27, 30. Texture graphic REDMNTN by David J. Finnamore doom@elvenminstrel.com DEMO1, 3 & 4 by MegaDoomer DEMO2 by Katamori ========================== *Wad description/History* IMPORTANT: Don't read the story if you don't want the plot spoiled. -=The Story=- The story of Reverie revolves around the doomguy (the player) who, as it reveals in the end, dreamed up the entire plot. There was never an outbreak of hell on the Earth. Everything about the impossible that occurs within this universe is revealed to be a dream. The real marine lost control of his vehicle and crashed upon driving home, of which knocked him into a deep sleep. Upon waking up, he finds comfort in the fact that none of those disasters had happened. It's as if the player is fighting their way through a coma in order to bring consciousness back to their true self. The reward is the release of all the worries surrounding the end of the world in the dream that is Reverie. After all, Reverie itself was based on a real dream, of which spawned the original idea for the last three levels (MAP28-30). So I hope everyone else can enjoy the beauty of this dream in the same way I did (with a nice classic 90's vibe). Levels: MAP01: Stratos Gate Build Time: 3 hours Entryway style obviously, I tried to avoid any sort of style imitations or remakes, but this one sort of slipped through for lack of a better MAP01 start. The original MAP01 was going more for a Plutonia-style start up, of which was later removed and placed in the MAP25 slot of Doom Core. So yes, I would probably be guilty for this one in terms of style imitation (somewhat). I was going to sketch out MAP01 candidates in my sketchbook one afternoon, this was the first map I sketched out to be an entryway style opener much like TNT MAP01 (only much closer to entryway than I probably should have gone). I liked the way it looked so much I decided to try and make it that night and it came out within 3 hours. There was a time I thought about replacing it, but after awhile I realize the only reason I would have wanted to replace it was that people would suspect it was too close to the entryway style. I agree, it probably is, but I like it enough to leave it there as it is, as I've grown accustomed to it as the opening of Reverie. MAP02: Soldier's Stand Build Time: 2 days I guess mostly Christen Klie comes to mind for this one, with some slight influences for some interesting inter-connected areas. A little tech base level built into the side of a mountain. Didn't take long to make, it was a nice little mapping session of mine. MAP03: The Cup Of Wrath Build Time: 3 days Structurally speaking, I was inspired by Cleimos 2 after viewing the maps numerous times in XWE (without the grid). So I had seen the structue of this map in my head before I ever had an idea of what it was actually going to look like. It's an interesting way to improvise when approaching the territory of level design. Some might think it takes inspiration from MAP03 of Doom II 'The Gantlet' due to the use of starport and metal textures, but this level really doesn't hold much inspiration from that level. MAP04: Divine Judgement Build Time: Unsure - around 5 or 6 days Personally, I don't think I've studied Jens Nielsen's designs closely enough to put out a map that could be confused for his creations, but the intent was at least to get a different enough map that it would seem to have come from someone else. Which was certainly a focus of mine when working on this megawad. If I was going to do it alone, I was at least going to pretend I was multiple different authors making different maps enough to give a good taste of variety. I can't say as to whether I've accomplished this or not. I was between completing this and MAP20 at the time of working on this. I remember being in a motel room in San Simeon viewing the two of them while the Sixth Sense was playing on TV - good memories. :) MAP05: Substance Build Time: A handful of hours, made within a day. Orin Flaharty comes to mind, though slightly with few given techniques (overhanging poles, some solid looking areas, the use of nook and crannies to house candles). Some slight Jens Nielsen ideas were also tossed in for added measure (narrow staircase with torches). The last room texture choice is a bit "Circle of Death" or maybe "Hell's Kitchen" given the author influence. Though the author himself (Orin Flaharty) was John Romero influenced - gives an odd hybrid of influence. A little bit of American McGee influence as well, given the use of the BROWNHUG texture surrounding the grass flats. It's an odd quirk but I like the old 90's vibe it gives. MAP06: Sledgehammer Build Time: 4-5 days You may have noticed the full automap structure looks much like a sledgehammer itself. This was done on purpose much like MAP03, as some maps weren't so much influenced in category of texture choice or architecture, but sometimes automap structure inspiration can call for some interesting results. It's a fun thing to experiment with, I really just imagined a MAP06 slot would look something like the way it came out. It was also originally more difficult, relying on some puzzles to figure out how to solve the level, but I was rebuked by the playtesters to make it easier, so I did. MAP07: Lazarus Build Time: A handful of hours Another one made within a day, had the picture of this map in my head for awhile before finally stepping up and mapping the whole thing out. It was so much fun in the early days of Reverie's developement, as most of the maps at the time were made within a day. Amazing times. MAP08: Triplet II Build Time: A week or so An unofficial sequel to Jim Flynn's episode replacement for Doom II: Enigma. Even though it was actually 9 levels it is definitely one of my favorite episodes ever made for Doom II (besides Dystopia 3). I am also a big fan of Jim Flynn's work, as he had a tendancy of making epic-sized maps with incredible innovations and ideas that made you feel overwhelmed in amazement. I tried to go for that here, not so much in the Jim Flynn style, but with a mix of my own ideas. I'm sorry to say that I could not conquer the savegame buffer of this level; you could always save it at the exit of MAP07 in any vanilla doom port. MAP09: Fracture Build Time: 2 days Inspired by Sverre Kvernmo's Derelict Station (CABAL2.ZIP) A smallish base with plenty of action to be had, while being somewhat fractured. The furious "ending" of this level was also inspired by the constant traps that occurred at the end of CABAL6 (Eye of the Storm) by Sverre Kvernmo. This was probably another one of those maps that I had doubts about at first when I started woring on it, but sometimes you have to push your way through those doubts and just make a fun level. I recall listening to King Crimson while working on this level, I reckon the song "Fracture" gave me the idea for the title, as it seemed fitting. MAP10: The Tech Towers Build Time: 5-6 days Another Enigma-inspired map; with a hint of Memento Mori II (Corporate Hell). Hope you guys don't get too lost in this one, as it can prove to frustrate some people not knowing where to go; I recommend following that red arrow in the beginning, though you're free to be as lost as you like in this monster, if that's your thing. I think most of all I thought about that level in Enigma titled "The Tower" as that was also somewhat of a beast to navigate, but I really love getting lost in all it's creation. I wanted to make an epic-sized level slightly inspired from such an idea, as it consists of many buildings to navigate, but with a little more direction on where to go thanks to the dogging of the doomworld community. MAP11: Hello, Cybie! Build Time: 2-3 days Another map purposely structured to look odd yet creative. Definitely another of the Christen Klie inspired maps, more specifically Subspace from The Master Levels, only much more difficult. If you look at the automap structure of Subspace from the Master Levels then you should be able to spot the influence it had on this map. Be careful upon the exit of this map, as it is a death exit and hitting a button during this sequence you may accidentally restart the level. MAP12: Armageddon valley Build Time: Most likely a few days. Just a little rocky earth level to get the next episode started up. It takes you back to pistol start (I'm sorry) because of your teleporting to a starship when escaping from MAP11. However, the ship crashes at some point, and you've lost all your weaponry again, so you've got to fight your way through to earn your weapons back. A bit inspired from The Waterway by Orin Flaharty, somewhat Cleimos 2 as well. There are some really tricky secrets in this level so keep your eyes open. MP13: Stronghold Earth Build Time: 3-5 days Another big map to be explored, with some rockies and some buildings. Inspiration comes mostly from Fortress of Death by Andrew Harvey. I thought the exit idea was hilarious, seeing the boat and paddles right there waiting for you. As if you were on some quick getaway from hell and you're yelling to yourself, "ROW!!! ROW!!!" I really enjoyed making this map, it's pretty big and I like running around the place. It's all in good fun. MAP14: Tyranny Build Time: Probably 3 days Another map built to look that way structurally on purpose. It's an interesting practice to make with what you have according to the shapes of sectors and such. It makes the maps look so pretty. Some Icarus inspirations, with Christen Klie (again) for some interesting quircks. The idea in this one is sort of starting from scratch (outside the fortress) then working your way through security (the bridge) then eventually usurping the fortress itself. The arch-vile could be seen as the ruler of this place, sitting on his throne the way he is. It feels good to feel like you're conquering enemy territory and you've accomplished yet another mission along the way. MAP15: Blade Runner Build Time: Weeks Another city map inspired from Industrial Zone, Corporate Hell and Karmacoma. Also contains a homage to another of Christen Klie's creations (The Catwalk). If you're extra tricky you'll find the secret exit, which isn't easy to find as it relies upon secret searching in this level. This also suffers from savegame buffer, so be sure to save at the exit of MAP14 if you're into that. MAP16: Dark Zone Build Time: A handful of hours I made that first area at night then mapped the rest out the following day. I've had this idea for the longest time and I'm glad to have finally mapped it out. It was a good stretch for my mind to work out. That one area you teleport to with the highway street and the street lights with a mountain view is inspired from a real place I used to visit quite often. In Long Beach, there's this El Dorado Park area where people like to fly their remote control airplanes. I used to bike ride there every afternoon (about 1 PM) and watch them fly their planes. Sometimes I would ride there in the late evening of a clear day, so you could see the mountains at sunset. This area I made looks somewhat similar to such an area. MAP17: Fatality Build Time: 2-3 days Took awhile to settle for some ideas surrounding the MAP17 slot. Some slight "The Five" influence with the starting area, followed by some mixed styles of Orin and Jens yet again, as they were both very creative. It was also slightly inspired by The Shaft from Memento Mori II, having a series of miniature battle fields to take out before continueing the actual level. MAP18: Sleeping Spirits Build Time: 4-5 days Obviously this one draws from Blessed Are The Quick (Icarus) with some minor hints and influences from The Mansion (PSX Doom). Had to try and make an animated rain texture, of which ended up looking exactly like the one in Icarus (whoops!) Named Sleeping Spirits because of the ghosts that wake upon gunfire. Keep an eye out for the television set, you can turn it on/off via a remote control laying on the bed of a bedroom. MAP19: Dusk Town Build Time: Made within a day (mostly). Somehow reminds me of Plutonia; I guess it's the earth feel that naturally lumps it in the Plutonia category. Anyway, I started this map one morning but a car ride took the whole day away from me, so the following day I picked up from where I was and completed it. Can be quite a nasty map so watch out. MAP20: One Such Reverie Build Time: A long time! I was constantly thrown away from this map, due to having to pursue other ideas I had that had to be made (MAP01/MAP04 for example) but eventually I came back and completed this map. I made the starting area and the following area in a handful of hours, but I wasn't really sure where to take the map. So I felt making an interconnecting map with teleporters would be a good way to go. Even though I already had that in mind for something else entirely (see Triplet II). MAP21: Sunrise Build Time: Probably 2 hours. A smallish map intended for survival. Made within a movie's length (Princess Mononoke - on a random trivial note). It used to be strictly that first arean you teleport to but I'm glad to have expanded it the way I did over time. MAP22: Egyptian Plains Build Time: 2-3 days Another Cleimos 2-inspired map, using those CLEGYPTA-D textures. I do like how it turned out, though ironically I really like how that sewer area turned out. Someone thought it was Epic 2 inspired but it actually isn't as I hadn't played that megawad until long after I had completed this level. MAP23: Cyclone Rider Build Time: 4-6 days Had to make that first area as I was inspired by the design of MAP26 of Memento Mori (Between Scattered Corpses). It had four spider masterminds and a cyberdemon at the begging and yet it managed not to be too overwhelming. Following this is the level itself, which puts the good old Doom 64 textures to use, with some further style mixing structurally speaking. I used some of the Doom 64 textures because the most I can do with texturing is either remixing existing stock Doom II textures or just taking a picture of something outside and making that a texture. I felt there was sort of a lack of new textures, in other words, that I thought Doom 64's textures would be interesting and fun to use for such an occasion. MAP24: Sewer System (Arch Vile's Den) Build Time: 3-4 days I think MAP24, 25 & 26 were the toughest to come up with. They were just three empty slots that needed to be filled to complete this megawad, and I wasn't about to stop. After a long while, I finally stepped up to make a sewer-themed level. Not much background surrounds it other than the idea that it would originally be populated by arch-viles (hence the subtitle "Arch Vile's Den"). MAP25: Sever Tomorrow Build Time: 2-3 days I tried hard to find inspirations for these last three levels, even going as far as searching up old N64 classics on YouTube. Originally, I had a couple ideas for this map. It would either be inspired by the cruiser ship from Go For Broke (Bomberman 64) or possibly Mizer's Palace (Jet Force Gemini). I ended up going with something else completely; something that at first was inspired by Last Call from Final Doom, with a mix of Super Mario 64 thrown in there (the western areas, mostly inspired from inside the Pyramid of Super Mario 64). This is another map that can be difficult if you don't take your time with the monsters of the map. This was also the very last map I made for this megawad so you can imagine how excited I was to complete it. MAP26: Fallen Angel Build Time: 2-3 days Sort of a mix between the inspired structure of MAP25 of Cleimos 2 (Well of Fire) but with the style of play for something like Not That Simple (Memento Mori). A smallish, violent level without any worry of savegame buffers. Plenty of monsters to fight when navigating to and fro certain areas of the map. MAP27: Godspeed! Build Time: 3-4 days When I first got Plutonia Revisited I had to get a sneak peak of each level before actually playing the megawad. When I reached MAP24 (Terra Incognita by 4mer) I knew right away I was looking forward to playing that level, and I knew right away I wanted to make a Living End style level that is as free-going as it looks. I've decided to avoid the use of damaging floors surrounding the entire level as I would like to encourage further exploration as well as breaking away from the age-old tradition of Living End-type levels. MAP28: Turbine Accelerator Build Time: 3 days Inspired from the bigger Casali maps (Pharoah, Caribbean, The Sewers, Odyssey Of Noises) only this is more of a metal-themed tech map. With an outdoor area and a waterway near the end. This was one of the earliest map ideas I had for this megawad (of which would originally have been a 3-level PWAD) along with MAP29 and MAP30. Reverie was based on a reverie of sorts, with MAP29 & 30 following closely by. MAP29: Salvation Build Time: Some hours I really intended this level to be sort of an arena-type battle. This was actually based on a dream I had, with MAP28 & 30 following as part of my vision for this project. It really is amazing what you can do to make dreams come true. Also made within a day. MAP30: Final Doom Build Time: 3 days This last level incorporates everything I wanted Reverie to be; beautiful and action- packed, with a slight hint of nostalgic goodness. There are plenty megawads out there already that go for the hellish ending, with crazy blood caves and torture chambers. I wanted Reverie to have a beautiful ending with an atmosphere of hope for survival. It really puts a good feeling in your heart to know you've saved the world once again from these hellish monsters. Even if it's just a dream, of which, realistically so, could be associated with the idea of video games in general. We all like to feel like a hero from time to time; this is just the way video games should be. MAP31: Metal Mansion Build Time: 4-5 days Something inspired from Excalibur (Eternal Doom) because I was really attracted to the idea of a puzzle map that relies upon secret searching. It gives the option to quit and take the normal exit if you're too exhausted by the subtle hints of progression found throughout the level. Otherwise, if you're extra clever, you'll discover all the secrets in order to reach the super secret level. MAP32: Deadlock Build Time: 3-4 days Just a smallish map that plays violently. Another of which takes inspiration from the secret levels that were rather small in size (Requeim MAP32, Icarus MAP32, Cleimos 2 MAP32). I was tempted to replace this one at one point, since it seems there isn't too much special about this super secret level, but I couldn't bring myself to remove a map that I enjoyed. Hope you guys can manage well with this one. A big thanks to PRIMEVAL, James Paddock & stewboy for the new music. Another great big thank-you to all the playtesters, MegaDoomer, hawkwind, waverider, kmxexii, Ryathaen, Joshy and ArmouredBlood. And yet another thanks to hawkwind for the DeHackEd/BEX patches for the WAD. ============================ *copyright* Authors may NOT use any of these levels as a base to build additional levels. 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. *Doom II is copyright Id Software Textures for this WAD were taken from: -The Ultimate Doom -Final Doom (Plutonia & TNT) -CLEGYPTA, CLEGYPTB, CLEGYPTC, CLEGYPTD, CLMET21, CLMET22, CLMET23, CLMET24, CLMET25, CLMET26, CLMET27, CLMET2UP from Cleimos 2 by Rand Phares & Steven Phares. -Doom 64 ========================== *Miscellaneous* YouTube: http://www.youtube.com/user/valkiriforce?feature=mhee