----------------------ÅÄÄÄWAD DescriptionÄÄÄÅ----------------------- On the 12th of July 2001 I announced the opening of the One Week Mapping Contest, an ongoing exercise that lasted ten weeks in total. The objective was to make a fully playable, self-contained map in a week (or less) and send it to me. After ten weeks and ten themes, I have a collection of 11 levels ready for you, the Dooming public, to play and enjoy. (hopefully :) Much thanks to all of the authors for keeping me busy on my feet and for their (mostly) fantastic maps. NOTE: These maps may not be used as a base for others without the authors' permission. The authors have the right to extend and add on to these maps after this WAD has been released. ----------------------ÅÄÄÄWAD InformationÄÄÄÅ----------------------- Name: oneweek.wad Game: Doom II 1.9 (+ BOOM-compatible port for map10 & 11) Advanced port recommended. Maps Replaced: map01-11 Authors: Several (see below) Email Addresses:Several (see below) New Graphics: Skies by ZSignal title+inter screen by Metabolist New Sounds: none New Music: map01: "Breach of Madness" (M.Klem) map02: "Beneath" map03: "Terror's Loft" map04: "Mirage" map05: "Phenomenon" map06: "Under Death" map07: "Take All (I have more)" map08: "Organic Gods" map09: "TechnoDoom" map10: "Midnight Call" map11: "Somewhere On the Horizon" title: shamelessly lifted Perdition's Gate title tune (L.A.Sieben) inter: "One Week Intermission" (Metabolist) storyline: "Tides of War" (J.Doyle) New Demos: --- Known Bugs: Tutti-Frutti at the end of map03 HOMs and VPOs. (esp. in map02,7,8) Map11's blockmap is greater than 64k. Run it in Boom/MBF/whatever. Unknown Bugs: --- Build Time: 10 weeks Tools Used: see below ---------------------------ÅÄÄÄAuthorsÄÄÄÅ-------------------------- Name: ERIK ALM E-mail: erik_a80@hotmail.com Tools used: Doomcad 6.1, DETH 4.24, BSP 2.3 Statement: This mapping contest gave me the opportunity to actually release some finished maps. I have been editing quite a lot in the past, mostly years and years ago when I didn't even have an internet connection (and thus had a hard time publishing anything). I picked up Doom editing again this summer when I finally realized that Diablo II sucks. (I died with my 89 sorc, 84 barb, 75 barb, 67 barb). Oh well, these maps are my first released ones ever so dont expect too much. I am not saying that they are bad, just that I was developing mapping skills while doing them, so I may have overused some cool new thing I discovered or missed out on something important which I haven't learned about yet. and yeah.. if you beat map 11 on uv, send me a demo =). Also, look out for the first map in my work in progress mini series, it focuses on detailed lightning and extremely non-linear gameplay. I will release it around Nov 1. Maps made: map01, map02, map07, map08, map11 ------------------------------------------ Name: PHIL BROWN E-mail: phil4v_lush@yahoo.com Tools used: Wadauther Statement: Maps made: map06 ------------------------------------------ Name: DAN CROWLEY (SPINSPYDER) E-mail: crow1126@bolt.com Tools used: WinAuthor Statement: I kinda get the feeling that maybe Metabolist just included my maps cuz I was the only choice ^_^;;;. Well, I don't care too much, I like em. Anyway, it was fun makin wads for the contest and I gained some good map making experience. I'm probably going to stray from original Doom2 map format and get into ZDoom deathmatch wads, since I usually play that way. So the next time you see a real good Zdoom DM wad, ask yerself "I wonder if Spin is behind this?" Maps made: map03, map05 ------------------------------------------ Name: GREGORY DICK E-mail: greg_br549@yahoo.com Tools used: Wauthor, RMB Statement: Tried to keep things simple yet interesting with the time constraint. Since detailing wasn't much of an option, I focused on intense game play and overall map structure. Most Doomers shouldn't have to much trouble with this one. Reasonable amount of health and ammo (but don't get lazy!). This was really fun. The one week time constraint is a perfect deadline as opposed to the one hour speedmapping contests I've seen which are simply ridiculous. Looking forward to the megawad, and would definitely like to see another contest like this. Some of the best maps are compact, small quick fixes which is the intent behind in_out. I just hope it fits in well with the other maps. Have fun! Maps made: map04 ------------------------------------------ Name: DOUG MERRILL (OPULENT) E-mail: opulent.doom2@home.com Tools used: DeepSea Statement: Sam's a bastard for turning down my other map. :) Glad that he thought this one was good enough. A good challenge on UV and I think it accomplished that 'HR' feel. as probably all the maps: play it from scratch. Thanks. I look forward to the other maps. too bad that there are no new Metabolist maps for this wad... Maps made: map09 ------------------------------------------ Name: VIRGIL THE DOOM POET E-mail: virgil_32@hotmail.com Tools used: DMapEdit 4.0 (it frikin' RULES) Statement: My other, better designed :) levels are at my home page: http://www.geocities.com/Virgil_32_0 If you visit it in the future, you just might see new wads appear from time to time... Maps made: map10 ----------------------------ÅÄÄÄLevelsÄÄÄÅ-------------------------- Listed below are comprehensive descriptions of all 11 levels in this WAD, created by members of the Dooming public because of etc. etc... +-------+ | MAP01 | +-------+ Name : INDUSTRIAL 4 Author : Erik Alm Week # : 07 Description : A small industrial map with a metal theme and some nice slime areas. Not too hard, just blast away with the shotgun when you have enough shells. Some minor traps, the one with the sargeants teleporting behind you can hurt some on ultra violence. Nightmare is hard as hell, I tried 20+ runs, died all times right after getting the red card or on the way to the exit. There are a few very minor bugs: Some node problems in the blue key area sometimes. The trap by the shotgun can be avoided if you approach it very carefully (can't get 100% kills then though). Difficulty : Easy +-------+ | MAP02 | +-------+ Name : INDUSTRIAL 5 Author : Erik Alm Week # : 09 Description : A short, intense map with many gunners, watch your health. Difficulty : Medium/Hard +-------+ | MAP03 | +-------+ Name : CAVERNS OF MALICE Author : Dan Crowley Week # : 02 Description : No secrets, a simple, straight forward level. Rather small, it was intended to be an early level, but with a good amount of challenge anyway, especially for those who don't know what awaits them... Difficulty : Medium +-------+ | MAP04 | +-------+ Name : IN AND OUT Author : Gregory Dick Week # : 05 Description : Tech style map for Doom 2 v1.9.(Metabolist speedmapping contest) Designed strictly for single player. (deathmatch and co-op in possible later version). A small/compact level consisting of a technicaly advanced alien fortress buried within a mountain side. Opposition is heavy at times...I've spread the monsters on kind of thick...PrBoom counts this level at 165 monsters strong, so things will get a little chaotic at times! Other features are a secret, a one way door >:>, and a massive toxic silo. Difficulty : Medium/Hard +-------+ | MAP05 | +-------+ Name : Fort Aphex Bioweapon Containment Facility (F.A.B.C.F.) Author : Dan Crowley Week # : 03 Description : Pretty much the opposite of 2CAVE_DC, very large and belittling. A good amount of fighting. A tip to keep in mind: You get what you pay for. >;) Difficulty : Easy +-------+ | MAP06 | +-------+ Name : CLOSE COMBAT Author : Phil Brown Week # : 01 Description : Level from a future Mission pack "UAC- Close Combat Squad" Difficulty : Easy/medium +-------+ | MAP07 | +-------+ Name : HELL SIMPLE Author : Erik Alm Week # : 08 Description : This is a level in the Doom2 map07 genre, Dead simple. This time things are a bit more complicated though, the weapons aren't just laying around. You need to go and get them in various dangerous areas. The main area is outdoors, one big central castle and a few side areas, all filled with mancubi to kill. And when you finally kill them all, you gain entrance to the central castle where a few spiders await you. Areas to look out for: If you dont have the plasma when you get the rocket launcher, you will probably be in trouble, that arch-vile is not nice at all. Also note the e3m7 rip-off (nothing copied from the original doom, just inspiration). I know this map was supposed to be short, this is not exactly short if you measure it in time to finish, ammo can be a problem in the last area unless you make some infights between the cyberdemon and the spiders (or if you get 100% secrets). With infights I finished in 17 minutes and without in 14 minutes (I am not all that fast though). Sources of inspiration: E3M5,E3M7,E3M6,E3M1,MAP07, various E4 and HR maps and my own twisted mind. Bugs: Some texture misalignments, minor node problems Difficulty : just finishing in UV isn't all that hard, 100% secret is a bit harder since you have to get the rocket launcher before the plasma and SSG (Rocket launcher area is cramped and filled with revenants + an evil arch-vile). As usual in my maps, none of the secrets are actually hidden, you can see them clearly, you just need to get there. +-------+ | MAP08 | +-------+ Name : CASTLE Author : Erik Alm Week # : 06 Description : This is my first map not made for personal purposes only. It may not be the all time high of doom editing, but it has it points. Castle1.wad begins inside a castle, on the ground floor. To finish the map, you have to make your way through the basement and the two towers to the outside area (which may be a bit bare, ran out of time here) where a large battle unfolds, including tons of hell knights and baby spiders (and a teleporting cyber who spews rockets all over the place). Difficulty : Medium +-------+ | MAP09 | +-------+ Name : THE ARCHVILE'S REVENGE Author : Opulent Week # : 04 Description : [Metabolist: the description is best left to the player! :) ] Difficulty : Very Hard +-------+ | MAP10 | +-------+ Name : 3-TECH Author : Virgil the Doom Poet Week # : 05 Description : You saunter toward the dark, hulking shape of the building, whose shape against the city's dark-gray twilight sky outlines itself as if it was merely a dark blotch of ink on a picture. As you near it, the ink fades away and what's left fuses into the picture. You stand before a relatively quiet place.. Too quiet... Small/medium size map, tekgren/compblue with some BOOM-style 3D bridges, glowing slime, and enemies appearing out of nowhere. Careful with your ammo and health, especially on Ultra-Violence. Difficulty : Medium/Hard +-------+ | MAP11 | +-------+ Name : THE 24 CYBER SPIRITS Author : Erik Alm Week # : 10 Description : Here's my final entry for Metabolist's mini wad. I worked really hard on this map and I think that it turned out ok. It's a large hellish map with 4 different sections, one for each key and one final section which requires all 3 keys to enter. The difficulty level is rather extreme, Hell revealed style. There are over 1000 monsters on every difficulty setting and 24(!) cyberdemons (on UV) to defeat. The difficulty settings are implemented a bit differently than usual. Instead of removing monsters on the lower difficulties, I added ammo and health. I also changed some monsters in the most difficult situations (Mostly replaced cyberdemons with arch-viles and arch-viles with chaingunners). The different difficulties plays as follows: skill 1 & 2: mindless slaughter, mega spheres and cell packs all over the place, the only dangerous situations includes many arch-viles at once. skill 3: This is hard, some mega spheres and extra cell packs makes life easier though, a little less cybies than on skill 4. skill 4: Urgh, this is mega hard. I had to use save games and reload over 10 times to finish this. The cyber battles and arch-vile/revenant packs are deadly, you'll probably need the secrets to live through this. skill 5: =) Difficulty : Excruciatingly Hard ----------------------ÅÄÄÄWhere To Find ItÄÄÄÅ---------------------- At the One Week Contest homepage: http://www.doomworld.com/metabolist or at the central archives: ftp://3darchives.in-span.net/pub/idgames/levels/doom2/Ports/m-o/ ---------------------------ÅÄÄÄE.O.F.ÄÄÄÅ---------------------------