================================================================ Title : Rambutt & Ruffian's Greatest Hits : Feb 1995 - May 1997 Date : 7/22/1997 Filename : RAMHITS2.WAD Author : Ruffian Email Address : ruffian16@aol.com Misc. Author Info : Just another wanderer in the field of poppies.... Description : If these levels don't seem like a cohesive set of levels, it's because they're not! This is a collection of my best levels...11 single player, 5 deathmatch, and 1 dethtag. Additional Credits to : The Almighty id My dad for buying me my first computer in 1983, thus introducing me to something called "video games" My brother and Lord Dread, for putting up with my madness Domino's and Coke for supplying the nurishment And all the little people Notice : Levels 1-6, 12-17 were previously collected together in RamHits.wad (12/??/95), the first Greatest Hits wad by me. The single player levels have been rearranged by order of completion. ================================================================ * Play Information * Episode and Level # : Doom 2 levels 1-17 Single Player : Sure...only on 1-11 Cooperative 2-4 Player : Yeah, I guess... Deathmatch 2-4 Player : YES ! DethTag 2,3,4,Team : Only on level 17 Difficulty Settings : Yepper New Sounds : Yes, sounds from my RamDeth.wad New Graphics : The sky from Hexen (Dwango6 by Aikman) and some special textures for map 17 that I "stole" from somebody..... New Music : Yes (all 17 levels have their original music that I choose for them when I first released them, plus the music for the intro, intermission, and instruction screens was taken from Descent using DTX.) Demos Replaced : 3 brand MIGHTMARish short films ! * Construction * Base : All original levels by me and only me ! Editor(s) used : DEU2, BSP, NWT, DTX, and Paint Shop Pro Known Bugs : what mean bug ? * Copyright / Permissions * Authors may NOT use these levels 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. You must also obtain permission from me before doing so. * Where to get this WAD * Wherever you got it from or maybe your computer ! ============================================================================== And now for the individual level descriptions ! (Yeah !) ============================================================================== * SINGLE PLAYER DESIGNED LEVELS * Level 1 - Operation : Telefrag ------------------------------ Designed : March 1995 First Released : Rambutt5.wad (level 13, 4/29/95) This was inspired by "Io Training Camp" by Cris Klie in The Lost Episode of Doom. It had a huge room, in the south, where you could telefrag a group of sargeants, which I thought was cool ! For my second original level, I decided to an entire level based on that one room ! There's also some multi-player only areas that can't be accessed in single player (as long as you don't cheat). The only way to get to these areas is with the yellow key. The only problem is, the key is behind the yellow doors ! If you find the way to the key in single player, you might not like want happens ! Level 2 - Run For Your Life --------------------------- Designed : April 1995 First Released : RamDoom.wad (level 17, 8/17/95 version) Designed to replace "Mushfest '95"'s original level 17, this one is my version of Doom with a Descent style ending ! I always wanted to do something huge with the barrels and this is want I came up with ! You don't have to play the entire level (you could just go the exit), but then you'd missed all the fun ! Once the barrels are blown, you have 30 seconds before the you explode !! Level 3 - Peace, Love, And Happiness ------------------------------------ Designed : July 1995 First Released : RamDoom.wad (level 25, 8/17/95 version) I finally figured out how to design buildings that are taller than the walls along the edge of the level ! While you're playing this one, you'll see what can happen when I don't know when to stop. Level 4 - The Fields Of Paranoia -------------------------------- Designed : August 1995 First Released : RamDoom.wad (level 5, 8/17/95 version) After I converted my first episode to Doom 2 , "Helter Skelter", I felt that 2 of the original 9 levels didn't work, so I designed brand new levels to take their place ! This one might seem kind of lonely at first, but wait until you make a sound, that's when the party begins ! Due to the way this level is designed, you might not get 100% kills every time. Level 5 - The Zoo ----------------- Designed : August 1995 First Released : RamDoom.wad (level 27, 8/17/95 version) In March, I tried to do a zoo-style level, but it failed. 3 months later, I tried again and succeeded ! This is the largest level I ever did for Doom 2, with large outside areas and tight buildings that hold their own surprises in store for you. I've beat it on Ultra-Violence without cheating a few times, so I know it can be done ! Level 6 - The Runaround ----------------------- Designed : August 1995 First Released : RamDoom.wad (level 28, 8/17/95 version) The final level done for "Rambutt's Doom", I did this in a frenzy - less then 2 days (it took me one week to do Operation : Telefrag !). After finishing "The Zoo", I wanted to design a much smaller, compact level that was still a challenge and here it is ! Level 7 - As The Silence Grows... --------------------------------- Design Started : February 19, 1996 Design Completed : March 4, 1996 First Released : Ram14 (3/4/96) Now the real fun begins...it doesn't take long for this level to come alive. If you look hard enough, you may notice a smile from the ground to the sky. This was the first release under WTF Productions for Rambutt. Level 8 - On Your Knees, Human! ------------------------------- Design Started : March 9, 1996 Design Completed : March 19, 1996 (texture alignment fixed May 5, 1997) First Released : Ram15 (3/19/96) Break out of your cell and make your way into the Arena...only to face off with the Spider Mastermind, all for the Arch-Vile's entertainment. Rambutt's 2nd release for WTF Productions...And the last. Level 9 - Cave Of Deth ---------------------- Design Started : January 1996 Design Completed : August 5, 1996 First Released : RamDm96 (8/14/96 version) You find yourself in the Arch-Vile's underground cave, filled with lots of playmates and even the Arch-Vile's Throne. Don't forget to bring some presents... Level 10 - No Sense Of Direction -------------------------------- Design Started : January 1996 Design Completed : August 13, 1996 First Released : RamDm96 (8/14/96 version) Another large level (226k) that seems to have been designed without any sense of direction, until you've beat it and found all the little secrets. Then and only then, will you be able to understand. Level 11 - Trigger Happy ------------------------ Design Started : February 1996 Design Completed : May 22 1997 First Released : RamDm96 (5/22/97 version) Wide open level on which you will learn to love switches and the surprises they hold ! * DETHMATCH ONLY DESIGNED LEVELS * Level 12 - Nazi Deth Kamp ------------------------ Designed : August 1995 First Released : RamDeth.wad (level 2, 8/17/95) During a break I took from "Rambutt's Doom", I designed 3 deathmatch-only levels in 2 days that later became "Rambutt's Deathmatch". The second level is my tribute to Wolfenstein 3D, the first id game I ever played ! I had wanting to design a level that used only the Wolf3D textures in Doom 2, so I did this. Check out the map to see what the level forms ! When I first released RamDeth.wad, I changed this level's name to "The Reconstruction" to match the much larger version I did in "Rambutt's Doom" (level 6) of this so I wouldn't get confused. "Nazi Deth Kamp" is the original title for this level and appears here for the first time. ****************************************************************************** Levels 13-16 are part of my 11 part series of DethMatch levels titled "Frag Fever". After I had finished RamDoom in August, I decided that that was it, no more designing Doom levels for me. Well, after I got my new computer in November, I fired up DEU2 to see if I could design a level. The first one was released as Ram7 on 11/12, and was followed by Ram8, Ram9, Ram10, Ram11, and Ram12, each an individual level. Then I combined Ram7-Ram12 and added the last 5 parts of "Frag Fever" and released it as Ram13. ****************************************************************************** Level 13 - The Cancer Spreads ---------------------------- Designed : November 13, 1995 First Released : Ram8.wad (11/13/95) Level 14 - Diarrhea ------------------ Designed : November 15, 1995 First Released : Ram10.wad (11/15/95) Level 15 - Rigor Mortis ----------------------- Designed : November 19, 1995 First Released : Ram13.wad (level 8, 11/20/95) Level 16 - Farewell ------------------- Designed : November 20, 1995 First Released : Ram13.wad (level 11, 11/20/95) * DETHTAG DESIGNED LEVELS * Level 17 - Deadly Xposure ------------------------- Designed : December 11-18, 1995 First Released : RamTag3.wad (12/18/95) Inspired by DethTag.wad by Aikman and Talon, "Deadly Xposure" is perhaps my greatest piece of work, as well as my last Doom level. The second largest level I've done, this is my favorite way to play Doom. I really went nuts with this one ! ****************************************************************************** HOW TO PLAY RAMTAG 3 : DEADLY XPOSURE ****************************************************************************** RAMTAG 3 : DEADLY XPOSURE for Doom ][ allows gameplay in one of 4 ways, and allows you to choose which mode you want to play in from within the game. The modes of play are: - Team Dethtag (This is the default mode) - 2 player Dethtag - 3 player Dethtag - 4 player Dethtag Deathtag is a great new way to play Doom][ created by Aikman and Talon in the original Dethtag.wad. The goal of Team Dethtag with 4 players is to team up with a partner, and, with his help, score 5 points to win the match. Frags are incidental (they dont count towards your winning), but nothing says lovin' than fraggin' someone in the back ! ------------------------------------------------------------------------------ Basically, RamTag 3 in 2/3/4 player Dethtag goes like this ; ------------------------------------------------------------------------------ You all start in the starting area; a big room with 4 teleports and 3 switches (labelled 2, 3, and 4). Hit the "2" switch for 2 players, the "3" switch...you get the idea. After the switch has been flipped, the level will be arranged to fit the style of play you have chosen. Now, hop into a teleporter and get ready to rock ! Once in the outside area, you'll find a scoring area that matches your color (green, indy, whatever), along with a scorebored labelled with your color too. THIS IS IMPORTANT : The switch to open the green player's door is behind the red player's scoring area (all switches that open the doors are lion switches). The switch for the brown player's door is behind the indigo players' area and vice versa. The switches in the middle of the small puddle of water close the door that is directly in front of you when you are facing that switch. (ex. The switch on the eastern side of the pole closes the green player's door) Once you have the switches figured out, climb the steps up to your scoring area. The last step is a lift ! When you're inside, flip the switch and you score a point. You'll notice that the switches for your 4th and 5th points are actually outside ! Be careful, someone might be waiting for you ! After you have scored your 5th point, a wall raises up and blocks off your door. There's also a door that opens up in the exit building in the north just for you ! ------------------------------------------------------------------------------ RamTag 3 in Team Dethtag goes like this ; ------------------------------------------------------------------------------ If you want to play Team Dethtag, then don't do anything in the starting area except jump in a teleporter ! This is the default mode when you first begin RamTag 3. OK, let's say you're on the Blue team and you're the one who is hitting the switch to open the door. Once your partner has made it to the top of the hill up to the blue building, hit the blue switch which opens the door for 6 seconds. Your buddy will run inside, hit a switch to score a point, and be teleported back to the area outside of the starting room. Repeat this four times and you've won !! Once either the red or blue team has scored 5 points a door opens up in the exit building allowing you to leave. ****************************************************************************** Have fun ! Copyright 1995,1996,1997 by OverBored Publishers, a division of Lawsuit, Ink. All rights reserved.