======================================================================== Title: The Chaos Project ver 1.52b (b as in Boom:) What: 18 level PWAD for Boom w/ Doom2.wad Filename: CHOASPRJ.EXE Author: Jonathan D Campbell E-Mail Address: joncamp@tiac.net Web Page: http://www.tiac.net/users/joncamp ======================================================================== -Play infromation- Missions: 01-16,31-32 (also 17 - 20... maybe...) Single Play: Yes Coop Play: Yes Deathmatch: No Difficulty Settings: Yes New Sounds: Yes New Graphics: Yes New Music: Yes Demos Replaced: No ======================================================================== -Running- This file is for use with Boom & Doom2.wad... It will not run with standard Doom, and there are no other supporting ports at the time of this writing. If you do not own Boom, go get it from TeamTNT: http://www.neosoft.com/~teamtnt/index.htm Also included is a bex file (from the command line: -deh chaosprj). It is recommended you use the bex file: it contains level names for the automap and text for the intermission screens. It will be much easier to follow the storyline if you use it. ======================================================================== -New to this version- This update exists due to changes in Boom. Specifically, the demos were removed because with the constant changes in Boom they cannot stay in sync. Also, Boom v2.01 crashes when attempting to play demos from v2.00. Also, thing 4001/4002 (point pushers) were renumbered to 5001/5002. If this change is your only reason for updating your copy, you may want to consider downloading "cvtthing.exe" from TeamTNT's site. This will make the change at a considerable savings in download time. ======================================================================== - The Obligatory Hackneyed Plot (a la Doom) - The project complex housed technological experiments since before the loss of the deimos base years ago. Hidden somewhere on Earth, its last experiments were its greatest. And its deadliest. The optic gate would allow for matter transferrence between distant locations. Unfortunately, vast quantities of power are required for even the shortest distances. To solve this problem a massive power plant was built near the project complex. It tapped into neighboring dimensions, creating massive power conduits that could power gate jumps beyond our own solar system. Gate jumps even into other dimensions became possible. What we didn't know about our ancient enemies could now hurt us. Our planet was not their only prey. For eons they had been sweeping through dimensions and devouring everything. Seizing the new opportunity, the minions of evil pulled first the power plant and then the project complex itself through into a neighboring dimension. Now they are using our own technology to reinvade our already devistated Earth. In response, the marines have positioned a mission command near the doomed city -- the first city now showing signs of alien presence. Late at night you arrive in secret for your team's mission briefing. MISSION TACTICAL SEQUENCE: Pass through the sewers of the doomed city. Hidden in the corrupted urban bloodbath is the only remaining entrance to our overtaken underground station. Retake the subterranean complex and, once secured, move on to the Gate Navigation Facility. Preliminary reconaisance indicates the gate there enters into a "void" between dimensions. We hope to know more before dawn tomorrow, but we know you must pass through this void to reach the drop point in the alternate dimension. You will find the power plant at the drop point. You must disable the plant to stop the incoming hordes. No point in avoiding the truth now, your return is not a mission objective. We expect the project complex will be further into the alternate dimension because its presence is not necessary to the gate's operation. At any rate, you must reach the complex and locate the source of the evil. We know they are not indigionous to that dimension, so doubtless you will find some connection there. You will destroy the abomination's source, or you must die trying. Get your beauty rest, soldiers. You strike at dawn. Or not. In a fitful nightmare you see your destiny unfold before you. The overrun cities of Earth. Destroyed military installations. The Gate The terrifying void where not only two, but countless dimensions merge. The void infested with the evil scourge you've dedicated your life to exterminating. You see the power plant, so corrupt in its technology it bears no further corruption at the hands of hell. Beyond this: the dim vision of your own death in a phantom temple, and your rebirth in its dungeon countless times to horrible torture. You see beyond even this, a glimpse of the Godless Abominate. Not only a thing, but a place. Too terrifying to remember is the strange circularity. The brief moment of revelation you cannot escape, as you return victorious and awake at the beginning. Awake and not sure you have dreamed at all. Awake at mission command. Somehow you have been passed over as everyone else was slaughterred. No surprise. ======================================================================== -SPECIAL NOTE- These levels were designed for single play. I have added support for four players, but some levels may operate a little strangely under these conditions. Remember: as always, the weakest player in the team will determine the strength of the group. A weak player in an experienced group could make "Ultra-Violence" an impossoble level. ========================================================================= -Difficulty Settings- These levels were designed for experienced players. However, the difficulty settings have been optimized for a wide range of playing abilities. I'm too young to die/Hey, not so rough These settings are for weaker players. Note, some traps and puzzles are just as deadly or difficult at these settings. Hurt me plenty This is optimized for median players. Its not too easy, but deadlier players (like myself) should be able to rip through this setting as if it were a pleasure cruise. Ultra-Violence/Nightmare Expert players only! This setting should be hard enough to delight all you bloodthirsty doomers out there. Even once you know every trap by heart you'll still die. Go to the secret level at this setting and you probably wont live to regret it. If this aint tough enough for you, then let me know! (No, the secret level is not 31 or 32...) ========================================================================= -Special Thanks- Id Software, for creating a game so great I'm obligated to thank them for it. TeamTNT for creating Boom. ---------------->Playtesting Saying I designed this patch alone is a bit of a stretch. Without my playtest crew it would have been a troublesome game to say the least. They helped to identify weaknesses in traps, map layout flaws, and major problems in multiplayer play flow. My sincere gratitude is theirs, and if you enjoy this patch then yours should be as well. John Green: Initial play testing, level flow testing, critical input, trap death indexing, multiplayer play testing. Avril Campbell: Multiplayer play testing, critical input. Rez: Further compatability testing, bug detection and analasys, and critical input. ======================================================================== -Construction- Base: New levels built from scratch Editors used: WadAuthor by Williston Consulting - Map Editor DeuTex by Olivier Montanuy - Resource Injection BSP 2.3 by Lee Killough - Nodes & Blockmap Corel Photo Paint 5plus - Graphics Microsoft Paint - Graphics Passport Rhapsody - Musics Voyetra MIDI Orchestrator Plus - Musics Midi2Mus by Unknown - Music conversion (From .mid to .mus) Creative WaveStudio - Sound Known Bugs: None that I am aware of, thanks to Boom. ======================================================================== -Copyright / Permissions- * You may distribute this patch as you wish under the following conditions: 1> The wad file may not be alterred in any way -- must be uninstalled version. 2> It must be in its origional self-extracting zip file with all the origional accompanying files in unalterred condition. 3> No one may be charged for these files - no exceptions. * You may not use this patch as a base for your own creations. * You may not extract any graphical files from this patch. * You may not extract any wave files from this patch. * You may not extract any music from this patch. All music (c)copyright Jonathan D. Campbell 1998 All graphics (c) copyright Jonathan D. Campbell 1998 All levels (c)copyright Jonathan D. Campbell 1998 ========================================================================