浜様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様融 � DooM2 * DoomsDay level by Helioth (Francois Coppex) and Andre Christen � 麺様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様郵 � * Official Original DoomsDay'95 DooM2 Level * � 藩様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様夕 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 : � Official original DoomsDay'95 DooM2 level. � This is a DEATHMATCH level ONLY! � This is a small level without monsters. It was designed for the DooM2 Swiss Championship that was held in Bern the 19th March 1995. � 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. � The design of the level was studied for 4 player deathmatches only. � There are some secret rooms. Additional Credits to : � ID Software, Brendon J Wyber, Rapha�l Quinet, Colin Reed. 浜様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様融 �* Play Information * � 藩様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様夕 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 浜様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様融 �* Construction * � 藩様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様夕 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 浜様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様融 �* Copyright / Permissions * � 藩様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様夕 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. 浜様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様融 �* Where to get this WAD * � 藩様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様夕 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 浜様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様融 �* Other * � 藩様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様夕 � 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. � 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: � One Player � Deathmatch � 陳陳陳陳陳津陳陳陳陳陳陳陳陳陳陳陳陳津陳陳陳陳陳陳陳陳陳陳陳陳陳陳陳陳調 Size 萱No restriction. 萱For 4 players, 40kb (fighting � 萱With normal editors the � area) is the upper limit of a � � memory limit is of app. � PWAD. � � 170k for the map. 萱For 2 players, 25kb (fighting � � � area) is the upper limit of a � � � PWAD. � 陳陳陳陳陳津陳陳陳陳陳陳陳陳陳陳陳陳津陳陳陳陳陳陳陳陳陳陳陳陳陳陳陳陳調 Rooms 萱No restriction apart: 萱Very little rooms, with a few � Structure � 1)Hall of Mirror � places where the player can � � 2)Computer MHZ � protect himself from the other � 萱In addition of the � player. � � difficulty in outliving 萱A main corridor that links all � � all the monsters, you � the rooms together. � � may add the difficulty 萱The structure should be � � in getting out of a � extremely simple so that the � � real maze. � players have the level map in � � � mind. � � 萱Places where corridors go in � � � 3 different ways (珍�) become � � � very interesting. � 陳陳陳陳陳津陳陳陳陳陳陳陳陳陳陳陳陳津陳陳陳陳陳陳陳陳陳陳陳陳陳陳陳陳調 Taglines 萱Use a lot of sector tags萱Use as less as possible taglines� � because it should give � (raising stairs, mooving things,� � the level a lot more � brightness go to zero...) � � interest. � because it disturbs a lot the � � � players and they should only � � � think at where the other players� � � are and how to trap them. � 陳陳陳陳陳津陳陳陳陳陳陳陳陳陳陳陳陳津陳陳陳陳陳陳陳陳陳陳陳陳陳陳陳陳調 Textures 萱No restriction. Your 萱They have to be very special, � � aim is to make that � specific. It helps the players � � the player gets totally � to learn by heart the map. � � lost in an unknown and � Examples: A strongly lit WHITE � � hostile world, so that � room / A BLUE computer room... � � the game gains some 萱Never do 2 rooms that have � � suspense. � ressemblant textures. � � 萱Use simple textures so that � � � the players are very visible � � � to each other. � 陳陳陳陳陳津陳陳陳陳陳陳陳陳陳陳陳陳津陳陳陳陳陳陳陳陳陳陳陳陳陳陳陳陳調 Things 萱Do not make a BFG9000 萱The BFG9000 isn't to most � � available for killing � powerful weapon. You have to � � imps, demons, cacodemons� redefine the weapon's power: � � because it becomes far � 1.Plasma Gun � � too easy. � 2.Super Shootgun � 萱Give the player enough � 3.Rocket Launcher � � weapons so that he does � 4.Shootgun � � not have to kill Barons � 5.Chaingun � � with his fists... � 6.BFG9000 � � � 7.Pistol � � � Some minor changes are possible,� � � it depends of the different WADS� � 萱Not too many weapons/health � � 萱Never put good weapons and � � � health bonuses at the same � � � place: this place would become � � � impregnable. � � 萱Do not put too many weapons at � � � the deathmatch starts. The � � � players should not stay at one � � � place; they should moove to � � � another place to find better � � � weapons, so that they have more � � � chances to run into each other. � 陳陳陳陳陳津陳陳陳陳陳陳陳陳陳陳陳陳津陳陳陳陳陳陳陳陳陳陳陳陳陳陳陳陳調 Brightness 萱The average light level 萱It should be strongly lit in � � should be of app.150. If� nearly all parts of the level, � � your sectors are too � so that the players are easily � � strongly lit, you loose � visible to each other. � � a lot of suspense. � � 陳陳陳陳陳津陳陳陳陳陳陳陳陳陳陳陳陳津陳陳陳陳陳陳陳陳陳陳陳陳陳陳陳陳調 Height 萱Try to change the 萱No big differences in floor � � ceiling and floor height� height because it slows the � � as often as possible. It� movements. � � looks a lot better. � � 栩栩栩栩栩栩栩栩栩栩栩栩栩栩栩栩栩栩栩栩栩栩栩栩栩栩栩栩栩栩栩栩栩栩栩桍 Conclusion 萱Level's perspective 萱Player's perspective � � (The player has to adapt� (The structure of the level has � � itself to the structure � to be adapted for the players.) � � of the level.) � � 陳陳陳陳陳珍陳陳陳陳陳陳陳陳陳陳陳陳珍陳陳陳陳陳陳陳陳陳陳陳陳陳陳陳陳潰 � 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. � This is my first level for DooM2, as well as my first deathmatch level. � 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...)