** ** NOTE: Play these levels with ZDooM (on which it has been thoroughly play-tested). ** With DOOM2.EXE it will crash with vis_plane errors. ** You will NEED a port that allows jumping, displays external sprites, and can display ** taller skies. ZDooM does all of these (and perhaps other ports do as well, but I ** haven't tried them with these levels). ================================================================ Title : A Hex on You Filename : HEX_ON_U.WAD Author : Gurkha Boy Email Address : gurkha_boy@yahoo.com Other work from author : Pugilist.wad, a 3-level fist-only series set in WWII Fear_Isl.wad, a single level Decimate.wad, a single level Complex.wad, a massive and detailed single level Arena_01.wad, a single level They can be found in the Ports directory of ftp.cdrom.com (except for Arena_01.wad, which does not need a port and is in the regular DooM2 levels directory of cdrom.com). Misc. Author Info : Been playing DooM for 6 years, now. Love the newer games too, but keep going back to DooM. Description : 3-level set with a medieval theme, using Hexen2 textures, new sprites, and a beautiful new sky. The architecture is quite detailed, and the texture alignment is near perfect (can you say "huge pain in the ass and a major buttload of work"?) Map_01 -- Ramparts Entry-level type map, where you explore the outer walls of a medieval castle and figure out a way to gain entry. Map_02 -- The Keep Start in the outer courtyard, explore the tradesman's compound and the fountains before venturing deeper into the castle. Marvel at the quiet beauty of the chapel and the desolation of the cemetary, before storming the inner courtyard and the keep. Tarry awhile in the great hall and the throne room and then spend a moment in silent reflection at the pavilion. Next, curl up to a good book in the library and when you tire of that, find your way into the bedchamber. Finally, the crypt awaits. Map_03 -- The Crypt Are you afraid of the dark? Is the Boogie Man not one of your favorite people? Do you wish you'd saved that last bullet for your- self, instead of frantically pumping it into the rock-hard skull of that damned baron? Then this level is not for you. If, however, you like creepy places (who doesn't?) and can ration your ammo then by all means venture forth! Additional Credits to : Nick Baker (nbaker1@net.ntl.com) for his Hex2Tex.wad, which contains the gorgeous textures of Hexen II. Stian Skjondal (http://members.xoom.com/zerosignum, zsignal@organizer .net) for his skypack1.wad, which contains fantastic skyscapes. Team TNT (http://www.teamtnt.com) for their Retres.wad, from which I got almost all the new sprites used in these levels (trees, suits of armor, candle chandeliers, barrels) and notably the falling water textures Jonas Feragen (jonasf@stud.ntnu.no) for his Christmas tree sprite in his excellent XMas Doom '99 Rick Clark (rickclark@xoommail.com) and Derek MacDonald (derekmd@ hotmail.com) for help with using new textures. Ian W., the maker of an excellent TC called Herian2, which also is set in the Hexen/Heretic universe. Get it! Raven Software, for Heretic, Hexen, Hexen II, and Heretic II. (Insert obligatory reference to id Software here). Couldn't have done it without you all. Thanks Dudes! ================================================================ * Play Information * Engine : ZDooM Map Number : MAP01, MAP02, MAP03 Single Player : Yes Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Difficulty Settings : No New Sounds : No New Graphics : Yes, practically ALL new textures, some new sprites, cool sky New Music : No Demos Replaced : No SYSTEM REQUIREMENTS : If you can run ZDooM you should not have a problem running these levels. * Construction * Base : New levels from scratch (although I swiped some stuff from my earlier levels Editor(s) used : Map editing -- WadAuthor v1.30, an excellent utility Graphics editing and wad merging -- Wintex 4.3 Adjusting height of sky -- DEEP 97 Build time : About 2 months (3-4 hours a day). Known Bugs : A couple of cockroaches that will scurry out of sight as soon as you appear. Source port notes : This level was designed for ZDooM, but other source ports that allow jumping may work just as well. You will NEED the jump feature of ZDooM or other source port. * Copyright / Permissions * Authors may use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this 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. If not, the hideous spirits that infest the waking world will hound and haunt you, making you regret that you chose to ignore these dire warnings. Oh, and they'll serve you a wicked subpoena too. * Where to get this WAD * FTP sites: ftp.cdrom.com or any mirror of ftp.cdrom.com * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * SPOILER ALERT!!! Do not read further if you want to figure out the secrets for yourself. Map01 -- The Ramparts In the room with the chaingun, look BEHIND the switch that opens the door down the hall. The hidden switch opens a small area in the same room as the switch. In the tower south of the entrance (to your right when the level starts), look behind the switch that opens one set of bars leading to the level end. The hidden switch opens the door in the curved stairway leading up to the tower. Map02 -- The Keep YOU HAVE ONLY 30 SECONDS TO GET THE FIRST SECRET. It is located in a room to the north (left) of your starting point. Run between the 2 towers guarded by imps, climb the stairs to the pavilion on your right, and voila! the door is to the right of the stairs. This route is only recommended if you are starting with weapons from the first level, in which case proceed directly to the secret with your weapon of choice. If you are starting the level from scratch (pistol only), proceed to the funeral parlor at the end of the tradesman's compound, pick up the handy implement (without pissing off any baddies that happen to be hanging out waiting for business), and hurry back to the secret room. To get into the room (with the blue skull sign outside) at the bottom of the curved stair that leads to the inner courtyard, climb to the wall that separates the chapel from the inner courtyard. Go to the middle of the wall and face the chapel. Jump and look for the blue skull sign on the chapel wall. Jump and shoot the skull. (Btw, you will need to shoot while jumping, as you will not be able to jump up onto the wall parapet.) To get into the room (with the curved symbol) between the library and the bedchamber, jump on top of the bookshelves in the library (tough jumps!) and shoot the curved symbol in the hole in the wall. To get into the cemetary, walk down the passageway from the switch that opens the main doors of the castle (above the inner courtyard). To your left is a wall that can be opened. Inside is a switch that lowers the floor of the corner tower overlooking the cemetary. Hit the switch and run back to the tower, and through the door before the floor rises. When you leave the secret area with the curved symbol, turn left, walk past the library door, and step towards the door leading outside (which needs the yellow key). A wall behind you (down the stairs) will open. In the fountains area, enter the alcove to the east (i.e., to the left, as you enter under the 3 arches) after hitting the switch. When traveling north to the other alcove, press the wall to the left. Map03 -- The Crypt In the area where you pick up the blue key, look for the hanging flag with the 2 candles in front. The flag is a switch that opens a wall in the room on the other side of the area. You will need to run down the steps, through the open area, up the other steps, and all the way to the other end of the room before the wall shuts. When you've entered the secret room (described above) and picked up the goodies, a passageway in the secret room will open. At the other end is a curved symbol. It is a switch that opens a wall in the area with the yellow key. (If you entered the yellow key area first, you will have noticed a recessed wall with the same curved symbol.) In the darkened maze, there is a wall with a slightly different and misaligned texture. From the room in the lower left corner of the maze (with 3 tombs), take the doorway to the North. Head up the stair, and turn right, then left. The secret area is behind the wall to your left. ** Technically this is not a secret, as it is required before you can proceed further, but I ** am including it for those who don't like to figure out what door a switch opens. In the maze ** you will find a skull switch that temporarily opens the door on the other side of a gap in ** the passageway in the lower left corner of the maze. You'll need to run and time your jump ** to get into the room. Use the goodie that's in secret #3 to help.