================================================================ Title : "The Crow" (HINT: stare at the map of the right-hand zone for a while.) Second WAD title : "Really, Really, Huge, Angry, Rocket-Launching Bird in a Golden Cage" (subtitled "Death made Easy") Filename : thecrow.zip { thecrow.wad thecrow2.wad masochsm.wad masochs2.wad thecrow.txt } Author : Cory Damon Dodt Email Address : cdamond@ocf.berkeley.edu cdamond@uclink2.berkeley.edu Misc. Author Info : Likes to play PEACE.WAD until he has at least 30 self-frags. Mean with a rocket launcher at point blank range. Shameless Plugs to : PEACE.WAD, INFINITY.WAD, and LEDGES.WAD... Nothing like hitting 100 frags in less than an hour... Included free of charge : masochsm.wad, an amusing diversion I ripped out in about 5 minutes. It's fun, trust me. It replaces e1m1/map01. Basically just a small room with a Cyberjerk and 2-4 people trying to kill each other in it. Do whatever you want with it, it wasn't exactly an original concept to begin with :-P Description : (long) Doom I & Doom II DEATHMATCH. RECOMMENDED: 4 player network, with fast machines. (i.e. all DX/33 and up.) Was playable with 4 players on two DX/33's and two SX/25's, but it wasn't fast. This is a stalking level. Although it seems large, there are so many overlappings and connections and teleporters that it shrinks a bit. Nevertheless, it's a _big_ place, which makes it easy for someone who knows the level well to stalk. Weapons aren't plentiful, you have to go spelunking to get to 'em. I designed the level so that if you just fragged your opponent you know where he's gonna go because all the weapons are laid out in the TUNNELS. Fortunately for you, there are multiple sniper points around all weapons with the tools of the sniper, the chaingun and shotgun, in easy reach in case you forgot yours. This area works great for 3 or 4 players, but with only 2 the TUNNELS don't do their job quite so well. There are lots of suicide areas. Learn them. Beware them. In one of them, the suicidal maniac can defend himself against attack quite well (read: weapons) so beware stalker... ARENAS! This level has a bunch of good arena-sized arenas, all except one within hearing distance of at least a couple others. I went all-out designing creative arenas. My particular favorite is the one with see-through pillars. Don't hide behind one too long! There are also mutiple-altitude platforms, stairs and lifts, teleporters... ENJOY! Hint: In the room with four teleporters: (You'll know which one soon enough... you will probably learn to hate this room) No, you can't get the weapons in there. Yes, they're there for a reason. ================================================================ * Play Information * Episode and Level # : E1M1--> thecrow & masochsm MAP01--> tc2 & masochs2 (I included Doom I and Doom II versions of both wads. masochsm's so small you won't mind... tc & tc2 are pretty big, but I included both versions rather than a batch to create the second, I'll explain why later in this document.) Single Player : Possible, but why? Cooperative 2-4 Player : Again, quite pointless Deathmatch 2-4 Player : YES, rocks! Difficulty Settings : Skills 1-2 for minimum decorations (runs a bit faster.) There are no monsters, and weapons etc. are the same on every skill. New Sounds : No New Graphics : Yes, 13 new textures. Easy to spot. New Music : Yes type doom2 -nomusic at the command line, then put on the soundtrack for The Crow. ;) Demos Replaced : None * Construction * Build time : It ate my life Base : New level(s) from scratch Editor(s) used : DEU 5.21 gcc, DCK 1.0, BSP1.2x, Wacker b7, DEUTEX 2.9 & 3.1, DM2CONV, and (last but not least) ADE2. Known Bugs : Maybe just a little rough around the edges. But then, you'll be running for your life, who cares? There was one problem with R_FindPlane in the "tree" arena which I was unable to replicate ... if somebody encounters this AND can fix it, let me know. * Copyright / Permissions * Authors MAY use this WAD to build levels of their own. I love to see new ideas implemented. 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. * Where to get this WAD * FTP sites: --ftp.cdrom.com, the site I can type in my sleep (and do) --cdrom's mirrors, I suppose. * Design Notes * Five of the new textures are just visual clues that tell the deathmatchers where to find stuff. "To the BFG," that kind of thing. The other eight are murals that you should memorize and use to your advantage. Each arena has a mural, and each wall in the tele-hub has a corresponding mural. To get to the hub, jump in the nearest teleporter. To get to a particular arena, just jump in the teleporter next to the corresponding mural. There is an exit switch. It's as clearly marked as you're gonna get. It requires a small self-sacrifice to use, but it ain't coop. I hate those. THIS LEVEL IS DESIGNED FOR MORE THAN 2 DEATHMATCHERS. Preferably more than 3, since TeamDoom is my thing. There are many areas where two players cooperating with one another can survive where one player alone would not... like the series of lifts up to the supercharges. I like to lose my opponents once in a while, so encounters with them are more meaningful and there is more incentive to pursue a frag to its completion. Getting lost is certainly possible. However, once the players become familiar with the level, they should be able to find each other quickly (instantly, in some cases). That's why everything is centralized. The two hubs (triangle room as hub of the tunnels, eight-teleporter room as hub of the arenas) are connected and marines can jump from one to the other quickly if they know what they're doing. BEWARE OF TELEFRAGS!!! If you have to use the hub, move your ass. Remember that telefrags are highly possible even by random chance, since the teleporters are basically your standard mode of travel. WHY I INCLUDED BOTH DOOM I AND DOOM II VERSIONS: Simply put, converting this wad to Doom II was a Nightmare (skill level 5). My new graphics included patches from Doom I, one of which wasn't in the Doom II wadfile. If I used DM2CONV /TEXTURE on the level it didn't know what to do with the new textures, so it just left them in. Fortunately DEUTEX 3.1 saved my bacon here, since it autodetects missing stuff. After crashing Doom about 5 different ways getting the new textures to work, I tried to add in Doom II items, and knowing that DEU5.21 doesn't support Doom II I got a bunch of new editors. WADED: too annoying, and doesn't support new textures. EDMAP: not bad overall, but doesn't support new textures AND seems to be unable to save a wad without destroying the NODES. . . BSP was unable to successfully build them after saving with EDMAP; the level would load but look like utter shit. DCK2.0: Great interface, but wouldn't load my level in any way, shape or form (I think it was just too big.) I was about to start looking for DEU][ (hacked evil version or not) when I discovered ADE2. Loved it, used it. Anyway, after all that I discovered that the only way to save space on two versions was to include the graphics as a separate wad, because the two sets of map data were completely incompatible. Since this ends up saving very little space I just went with user-friendliness....you get both wads, fully made and autonomous. *Coming Soon* A better team implementation. I.e., areas and weapons you CAN'T get to unless someone ELSE wants you to get there. A couple 4-player demos, if I can ever to remember to record them. :P New sounds?