=========================================================================== Archive Maintainer : Update to : Advanced engine needed : Zdoom Primary purpose : Single Play =========================================================================== Title : Warpzone Filename : Warpzone.wad Release date : 15/06/06 Author : James "Phobus" Cresswell Email Address : james@mpcressy.com Other Files By Author : Scourge (ph_scrge.zip), White Light (ph_wl.zip), The demo room for Tormentor667's Too Much Brown Texture Pack (2mbrown.zip) some stuff floating about the zdoom forums Misc. Author Info : Can be found hanging around the zdoom forums Description : This was originally MAP31 in scourge, but after my test release, I removed it, as this level is incredibly different from the rest of the wad, but I didn't think about it too much. After much advice and a few suggestions, it was removed and a replacement made (teleportation), but this level lives on. WARNING - This level is huge and quite well detailed. It may cause slowdown on most machines. The best ways to avoid slowdown are playing with a fairly low screen resolution and (particularly in GZDoom) turning off some of the more fancy effects. To combat the size and clompexity of this wad, I've implemented a simple guidance system. If a section of floor, with lite3 lower textures, in front of a teleporter is raised, then there is something to do there. I'd advise saving every now and then, as I couldn't do autosaves in the map mode I was using, and this map takes long enough to finish as is. Additional Credits to : Randy Heit (for Zdoom), Belial, Enjay & many other forumers (all for playing the early release of Scourge and making constructive comments, along with advising me on what to do about this level and how to go about doing it). My brothers for testing the wad and providing an idea or two. My team of playtesters - Belial, KingofFlames, ace, TheDarkArchon and solarsnowfall. Nash for trying to make me a track, but eventually being pulled under by more RL problems than some might even think possible. Tom Docherty for succeeding in making a cool track for me ;). CodeImp for DB, and the CSabo for XWE. =========================================================================== * What is included * New levels : 1 Sounds : Yes Music : Yes Graphics : Yes (New boss monster - the Ignis Locus, TITLEPIC) Dehacked/BEX Patch : No Demos : No Other : This text file Other files required : Aside from the obvious, nothing. * Play Information * Game : DOOM2 Map # : MAP01 Single Player : Designed for Cooperative 2-4 Player : Player starts only (Untested, but it might be fun) Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Yes (Though they might no be as balanced as UV) *Storyline* During the events of Scourge, a large network of UAC installations on the un-named planet were running a long range teleportation test. Original tests went quite well, but it wasn't very long before three of the installations met with an unexpected catastrophe. Once again the gates opened up hell. Nobody was ready and a massacre ensued. This time however, some scientists came up with an idea to try and save everybody else. They activated the teleporter grids between the three installations and a rupture point from hell. The result was very strange. Space time fragmented momentarily, almost as if it was unsure of what to do now. It moved the three insallations and the landmasses attached to them, along with a large chunk of hell, into one area, floating above the planet. They sent the report out as the area they were floating in slowly came under Hell's influence, changing the sky and closing the area off from the outside world with a field of sorts. However the UAC had a weapon left up it's sleeve. They created a small chamber, directly under the floating land masses and calibrated it to short range teleport safely between them. All four landmasses and the elements of civilisation on top of them are interwoven by the space time rupture. The UAC has got an idea of how the place is set up and has already sent in several efforts to make sure. These all died, but due to the sheer monster count, it was understandable. The straws were sent out to the crack marines who were available during this time space. Not many thanks to the Hell on Earth incident's early involvement. Guess who drew the short straw? You've taken the lift down to the chamber and have been filled in. You couldn't help but laugh when they told you what had happened. To you, it all sounded like a bad sci-fi horror. If anybody lived long enough defending Earth, they'd have known otherwise. Only a few people alive understand the reality of what you are about to undertake, and you're not one of them. Your mission is to follow the guidance and unlock the entire area, killing all opposition you encounter, then to escape. If you make it through, you are successful. The remaining opposition can be mopped up by the scientists' bodygaurds as they unravel the mysteries of this particular anomaly. Operation Warpzone is what you are embarking on. You've got the training and all the support we can give you marine. Technically you or any one of your peers can handle it, even if you don't know what you're handling. Lets put that to the test, shall we? * Construction * Base : New from scratch Build Time : Over a Year now... Editor(s) used : Doom Builder, zdbsp, MSPaint and XWE (to rip it from Scourge and work together all later elements) Known Bugs : For some reason it throws up an error message about a missing texture (with a symbol I don't recognise) in the zdoom console, but I can't work out the source. Might be an artifact of earlier texture experiments that had no real effect. Also, due to the way the guidance system is set up, you might occaisonally miss a trigger and have the objective light stay up. Be assured that if you have done everything you can get to in the area, it's just an unfortunate missed trigger. May Not Run With... : Anything other than Zdoom. * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse as long as proper credit is given. Permissions have been obtained from original authors for any of their resources modified or included in this file. 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. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Web sites: www.phobus.servegame.com FTP sites: