=========================================================================== Title : BOOTHILL -- Complete Western Conversion for DOOM2 Filename : BH.WAD -- The 4 Boothill Levels BHSP.WAD -- The new sprites for Boothill Author(s) : Tim (Timinator) Ash (asht@cadvision.com) Jason Kirby (jakirby@cyberstore.ca) Dave King (dking@awinc.com) Misc. Author Info : I'm a deathmacher up here in Canada, recently moved to the city of Calgary. That's why I had to cut the Boothill project short. Oh well, life does take precedence over DOOM, I guess :) See the credits for the other guys... Other PWADS by Author : LOSTLEVL.WAD (DOOM Single/Coop) LOSTLEV2.WAD (DOOM2 Single/Coop) APOCLPSE.WAD (DOOM Single/Coop) APOCLPS2.WAD (DOOM2 Single/Coop) GLADIATR.WAD (DOOM Single/Coop) CITADEL2.WAD (DOOM2 Deathmatch) TIMJAY.WAD (8 Level DOOM2 Deathmatch) BFGSPAZ.WAD (DOOM2 Deathmatch) FURIOUS.WAD (DOOM2 Deathmatch) FURIOUS2.WAD (DOOM2 Deathmatch) BOOTHILL.WAD (DOOM2 Deathmatch Western Conversion) Construction Time : Started in February of 1995, worked at it off and on for about 3-4 months. Description : The Boothill project was a joint effort by myself and several other DOOM fanatics to put together a complete Western conversion for DOOM2, as we did not believe at the time that there were any quality western style levels out there. Boothill includes 4 deathmatch levels, with new graphics, sounds, and sprites, to capture that old "spaghetti western" feel. History : I originally got the idea for Boothill after playing a great collection of deathmatch levels called TLR-II.WAD, by Michael Houston, Greg Houston, Andrew Warrington & David Sears. The first level in the collection, "High Noon" impressed us with it's convincing look and western feel. I used this level as a base for MAP01 of boothill, and the general texture arrangement theme for the next 3 levels. Credits go to the TLR crew for the idea, thanks for a great set of deathmatch levels guys... Contents : After unzipping BOOTHILL.ZIP in your DOOM2 directory, you will have the following files: BH.WAD -- The 4 levels and wall graphics BHSP.WAD -- The new sprites. Note that this file is not usable in its current state. You must go through the installation procedure (below) for the new sprites to work. BOOTHILL.TXT -- This file. BHDEMOS.ZIP -- A zipped file containing 3 LMPs for your viewing pleasure. See later on how to run these demos. BHSPRITE.BAT -- This batch file is used to append all the missing sprites from DOOM2.WAD to BHSP.WAD. DEUSF.EXE -- This executable will append all missing sprites to BHSP.WAD. FILE_ID.DIZ -- File Identification. To properly install Boothill, follow the installation procedure later in this file. Credits : Tim Ash (asht@cadvision.com): That's me. I did some of the graphics, mostly touching up on Dave's 3Ds stuff. Oh ya, I also revamped level 1, and made levels 2 and 3 from scratch. Dave King (dking@awinc.com): Dave did almost all of the new graphics for Boothill, including the awesome look of the new weapons, which were done in 3D studio. Jason Kirby (jakirby@cyberstore.ca): Jay liked Boothill enough to want to do a level of his own. He did level 4, which is done with quite a different style than my own. He also provided some new wall graphics, and cleaned up a few of ours (he's so picky, heh). Bob Baum (bbaum@awinc.com): Bob provided us with most of the sounds for Boothill, sampled from the large collection of Western movies he has. He gave us a lot of good ideas for Boothill, and provided us with a P100 and a DX4-100 to test the levels in Deathmatch. He's my stepfather, by the way. Michael Houston (mp_hous@pavo.concorida.ca): Michael designed the original layout for boothill, level 1. This level was the original inspiration for the Boothill Project. Check out TLR-II.WAD, made by himself and the TLR team. Playtesters: Here's all the playtesters that I can think of that helped test Boothill. My apologies if I left anyone out... Dave King (dking@awinc.com) Jason Kirby (ajkirby@cyberstore.ca) Robert Baum (babaum@awinc.com) Billy Baum (My little brother) Scott West (76225,607@compuserve.com) Steve Silvester (stsilves@awinc.com) Brian Vannatta (bv980492@oak.cats.ohiou.edu) Scott Thompson (thompsos@cuug.ab.ca) Kirby Nixon (kirby.nixon@t8000.com) Stacey Lindberg (lindbers@cuug.ab.ca) Last but not least, ID Software, for the most addictive game ever made. ================================================================ * Play Information * Episode and Level # : Map 01, Map 02, Map 03, Map 04 Single Player : Not much point here, except to look around, or circle-strafe the Cyber on level 1 :) Cooperative 2-4 Player : Nope, except for coop-deathmatch... Deathmatch 2-4 Player : Yes (The more players the better!) Difficulty Settings : Skills 1 and 2 are for regular deathmatch. Skills 3, 4 and 5 are for altdeath. New Sounds : Yes (All sounds related to deathmatch replaced) New Graphics : Yes (New wall graphics and sprites) New Music : No Demos Replaced : BH1.LMP, BH2.LMP, BH3.LMP, included separately in BHDEMOS.ZIP. * Construction * Base : Level 1 : TLR-II.WAD, level 1 Level 2 : New level from scratch. Level 3 : New level from scratch. Level 4 : New level from scratch. Tools used : DEU2 5.21 (Raphael Quinet) DCK 2.2 (Ben Morris) NWT 1.1 (Dennis Miller) DEUTEX 3.4 (Olivier Montanuy) BSP 1.2x (Colin Reed) PC PaintBrush 5, v1.0 3D Studio 2.0 Known Bugs : None - extensively playtested. * Copyright / Permissions * Authors may use this wad as a base to create new levels. If you want to create new Boothill levels using the existing graphics and sounds, then by all means do so. Please email me though, as I would be interested in what you have in mind. 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. Installing Boothill: ^^^^^^^^^^^^^^^^^^^^ To install Boothill, unzip BOOTHILL.ZIP into your DOOM2 directory. Note that you MUST unzip this file in the DOOM2 directory if you want to be able to use the new sprites with the game. The installation batch file requires the location of DOOM2.WAD to be in the same directory as itself. You can change the sprites in DOOM2, but it is somewhat cumbersome, as the wad file you keep your sprites in MUST have ALL the ORIGINAL DOOM2 sprites in it, excluding the ones you replaced. Obviously, I was not going to include a wad with all the sprites from doom2 in it, as it would be about 3.8 megs. So I did the next best thing and distributed a wad with only the sprites that I changed in it, called BHSP.WAD (about 163K). If you try to run this wad by itself, DOOM2 will hang. You must append the missing sprites to BHSP.WAD, and I have included a utility to do this, DEUSF.EXE. There is a batch file included also, to start DEUSF with all the neccessary parameters to finish BHSP.WAD (BHSPRITE.BAT). So, to set up the sprite wad BHSP.WAD, just type BHSPRITE while in your DOOM2 directory. This will append all missing sprites to BHSP.WAD, leaving it at about 3.8 megs in size. AFTER you have constructed the sprite file, you may move the two wad files (BH.WAD and BHSP.WAD) anywhere you like, and load them from there. BH.WAD and BHSP.WAD need not be in the DOOM2 directory to work, but BHSP.WAD must be in the DOOM2 directory when you append the missing sprites with BHSPRITE.BAT. If you move the wad files, note that the batch files set up to run the demos in BHDEMOS.ZIP will not work because they expect to find the two wads in your doom2 directory. Now, I realize some of you out there may not want to have a 3.8 meg sprite wad eating up valuable hard disk space, so Boothill is playable without the BHSP.WAD, but you will be missing all the neat new stuff in Boothill. Running BOOTHILL.WAD: ^^^^^^^^^^^^^^^^^^^^^ All participating players must have a registered copy of DOOM II and a copy of BH.WAD. It is not neccessary to have BHSP.WAD, but it greatly enchances the feel of Boothill if you do. Use the -FILE parameter with DOOM2, when running sersetup or whatever DOOM launching program you use. Load both BH.WAD and BHSP.WAD, like this (form the command line): For Modems: SERSETUP -COMx -DIAL xxx-xxxx -FILE BH.WAD BHSP.WAD -SKILL x -WARP x For Networks: IPXSETUP -NODES x -FILE BH.WAD BHSP.WAD -SKILL x -WARP x "x"s are user defined for skill level, nodes, number, level, com port, etc. These commands assume that you have the two wads in your doom2 directory, and that you are in the doom2 directory when you type them. You do NOT have to load BHSP.WAD to play Boothill, and you do not have to load BHSP.WAD to playback demos either (LMPs). However, you will not get all the neat new weapons and other sprites if you do not load BHSP.WAD. Running the DEMOS: ^^^^^^^^^^^^^^^^^^ Included in BOOTHILL.ZIP is a file called BHDEMOS.ZIP, which has the following files in it: BH1.LMP -- 4 player deathmatch recording on level 1. BH2.LMP -- 4 player deathmatch recording on level 2. BH3.LMP -- 4 player deathmatch recording on level 3. BHDEMO1.BAT -- Batch file to run DOOM2 and load the level 1 demo. BHDEMO2.BAT -- Batch file to run DOOM2 and load the level 2 demo. BHDEMO3.BAT -- Batch file to run DOOM2 and load the level 3 demo. LMPUT210.ZIP -- Raymond Chi's LMPUTIL used to convert the demos to a different game version. Unzip BHDEMOS.ZIP in your doom2 directory. Then run the batch file BHDEMO1, BHDEMO2, or BHDEMO3 to run the desired demo. Note that if you have moved the wad files BH.WAD or BHSP.WAD, these batch files will not work, because they expect to find the two wads in your doom2 directory. You can edit these batch files to change the path of the wad files to fix this if you are so inclined. The demos were recorded by myself, from my perspective. All three demos were recorded with the -timer 15 parameter. The demos were recorded using DOOM2 version 1.9. If you have a different version of DOOM2, you can use Raymond Chi's excellent utility LMPUTIL (LMPUT210.ZIP) to convert the game version of these demos. If you like, you can play these demos from the command line, using the following syntax: DOOM2 -FILE BH.WAD BHSP.WAD -PLAYDEMO BHx -TIMER 15 "x" is the number of the demo you wish to view. Make sure you include the "-timer 15" parameter or you will not get the end screen. The BOOTHILL Levels: ^^^^^^^^^^^^^^^^^^^^ Weapons: ======== Double Barrelled Shotgun: This arguably the best weapon to use in Boothill, especially in the buildings. However, there is only one of these on each level of Boothill, and it's always behind the bar, in the Long Branch Saloon. Single Barrelled Shotgun: These weapons abound, actually converted to an 1850 Winchester Shotgun, lever action. Watch the lever go when you shoot! Six-Shooters: These twin Peacemakers are most usefull outside, where you can spray your opponent with bullets from a distance. Field Artillery Cannon: This mother fires explosive cannon balls with quite a kick. Use them in the medium to large size buildings, or just fire them down the street in 3 or 4 player, where they are hard to see against the dirt road. Plasma and BFG: What? What the heck are those gosh-darn things?! Levels ====== Level 1: The Boothill Original (originally "High Noon") Author: Tim Ash (based on a level by Michael Houston) Description: Level 1 is the largest of the three wads, and is the one that has the most graphics and sounds. It may be a little large for 2 player though (for my taste anyway) unless you are very familiar with it. This level is IDEAL for 2-on-2 deathmatch play, and we have played team deathmatch more than regular deathmatch on this one. All the buildings have signs on them, allowing for easy identification if you are on the street. Strategies: The size and variety in this wad should appeal to all types of players: there are plenty of large, open areas for you knife-fighters, and lots of buildings with doors and windows for you snipers. Try firing the cannon down the street. The cannon balls are hard to see, and you can almost always get a frag or two in four player this way. If you are low on health, head for the hotel, as you can defend yourself fairly easily in there. Use the six-shooters outside from a distance, and the super shotgun in the buildings. The single shotgun is usefull in both instances. Use the cannon to root the "campers" out of thier hiding spots (heh). Ending it: The exit to this level goes like this: Just jump off of the gallows, towards the street. The outhouse behind the hotel will lower, and if you jump on top, the level will end. Probably requires both players to do this, unless you can run REAL fast. Level 2: Boothill Small Town Author: Tim Ash Description: This is basically a smaller version of level 1, with almost all the same elements. It is much more suited for 2 player deathmatches, and it's pretty wild in four player. Strategies: Keep moving, or you will not live long. Prowl the outside of the level with your six-shooters, where you can pick at the other players as they battle in the distance. Then get close and mix it up with your super shotgun. There are not many places to hide in this one, so just go out there and prove that you are a mean hombre. Ending it: To end this level, there is a switch downstairs in the jailhouse, in the far cell. Hit it and the outhouse next to the bar will lower, then just move over it and the level will end. Level 3: Boothill Ghost Town (night time) Author: Tim Ash Description: This level is the same layout as level 2, but it takes place at night. The darkness totally changes the strategies of this level, as now you can use some stealth to do your killing. Strategies: The six-shooters are not a good idea in this level, as you will glow like a beacon in the dark while you are firing them. Use your shotguns, and those cannon balls, which are hard to see in the dark. Stay in the shadows if you can, and blast your opponents as they stray into the lit streets. Ending it: Same as level 2. Level 4: Boothill Park Author: Jason Kirby Description: Jason Kirby just made this one, so I have not played it much. It's just about perfect for 3 players, and fairly constant even with 2. You've gotta find your own strategies for this one. Ending it: There is a switch in the warehouse, on the end of the ledge in there. It lowers the outhouse, which you can move on top of to end the level. Where to get BOOTHILL: ^^^^^^^^^^^^^^^^^^^^^^ ftp.cdrom.com/.2/idgames (and its mirrors) ftp.idsoftware.com/tonsmore Final Notes: ^^^^^^^^^^^^ Boothill was the result of a lot of free time wasted to create an enjoyable enhancement to ID Software's king of games, DOOM. Unfortunately, not all the features initially planned were implemented in Boothill. The largest enhancement that was scrapped was the player's sprites. Me and Dave were going to change the marines into western-style dudes, complete with cowboy hats and spurrs. However, I moved, and we lost some of our enthusiasm for it. Oh well, maybe I'll pick this up again as an add-on for Boothill in the future. I was also going to do a few more levels, but I figured that if I waited too long procrastinating, it would never get released. If anyone wants to create additional levels for Boothill, feel free, but please give us credit! Some of you may have seen a few of the LMPs I have distributed to the net, mostly on Brian Vannatta's danzig and igor levels. If anyone wants to send me LMPs of yourselves playing on Boothill, please do! I'm always interested in seeing how other deathmatchers play! If you experience any problems with Boothill, email me and we will try to work them out. Otherwise, have fun and send me any comments that you have! Timinator Tim Ash (asht@cadvision.com)