Well here is another great episode for doom. Just a few thanks to those creative and patient individuals out there who have managed to learn the DEU thing, and used that knowledge to produce and share these Great levles. Thanks Go out to: D. R. Duncan for the Awesome SunGod.wad - Small glitches but COOL Patrick Gorman for Hangar41.wad Jeff Johnson for Obsidian.wad Rob Reynolds for stud11.wad and of Course Laura Beyers for introducing me to what a level should be like, as far as sound and layout go! If you are unable to get through the first level do to frequent crashes, (You are unable to save in level one!) instead of loading with hopeless, load with HOPEON. HOPEON will bypass the first level and allow you to continue through the episode. I left the first level in, because it was so cool, despite the program flaws. It was a tough call, but I chose this path. Enjoy! Blackfist1@AOL.com TheLord quietpoet ***************************************************** Name of creator : Anonymous (creator of DRKSTAIR.WAD) E-MAIL address : jorge@hairball.ecst.csuchico.edu (I guess not REALLY anonymous!!) Title of patch WAD : BEWARE.WAD (version 1.2) Episode and map : E2 M6 (I like the music... frightening theme!) CHANGED TO E1 M7 FOR DM_NHOPE.WAD ============================================================================ Skill levels supported : * ALL * --With a new twist, too.... :) --Creatures and objects differ from skill level to skill level! (SEE NOTES BELOW) DEATHMATCH supported : * OF COURSE * (Over 10 places to begin!) IBM model tested on : --486DX 33Mhz, 8Mb RAM, 512K graphics card --Low detail is smooth as silk with the status bar --High detail is a bit choppy on "Ultra-Violence", but it's usually like that for regular DOOM levs ============================================================================ Difficulty of Map : 30 to 40 min. for a very good DOOM player --Really challenging on Hardest skill --"Hurt Me Plenty" is almost as hard as "Ultra-Violent" EXCEPT creatures are both placed differently and / or ENTIRELY new. Level basis : Completely from scratch Editor(s) used : DEU 5.0, 5.21 / BSP 1.1x (Special thanks to the creators of the programs; Raphael Quinet and Colin Reed) Also, a recent implementing of IDBSP.EXE and WAD_DWD.EXE has made the entire patch wad of BEWARE smoother, quicker at on-the-fly processing of visplanes when you open a door into a sector with several 2-sided lindefs... just generally better, faster game-play! THANKS TO RON ROSSBACH, WHO PORTED THE IDBSP PROGRAM, AND THANKS TO JOHN CARMACK FOR MAKING ID'S BS PARTITIONER AVAILABLE TO THE PUBLIC!! DOOM LOVERS R U L E ! ! Available where? : --> INFANT2.SPHS.INDIANA.EDU at Doom home directory --> WUARCHIVE.WUSTL.EDU at /pub/msdos_uploads/games or doom Quick Notes on Gameplay : A very detailed WAD, complete with well-matched textures, many lifts, many switches and linedefs to trigger floors and brighten or darken light levels. Nearly EVERY sector has a tag to SOME line definition to do SOMETHING! Enjoy the huge staircase into the deep poison dungeon, the "Outer Perimeter", the false wall Cove into the dark prison bars, the beginning "Cross-hair" lift sectors, the Imp teleportation zone, and a heck of a lot more!! Beware... * There are places where a quick-running DOOM hero must "jump" across gaps between ledges and sectors! By "jump" I mean, hold down the shift key (or whatever key it is you use to make the marine run) and boogey across a gap as if it weren't there. It is only NECESSARY and REQUIRED to do this ONCE in the level. Other places are merely for fun, or score you added bonuses. ============================================================================ * There IS a storyline to this wad at the end of this text file!! (If you wish to read it, go for it, but it is not REALLY short.) ============================================================================ Interesting : * Very long, deep staircase into a poison dungeon that Features is full of barrels, purgeable creatures, and a few switches to keep you busy between shells & cells * Different objects appear on different skill levels: 1. Creatures, decor, bonuses all slightly differ from skill to skill 2. "Hurt Me Plenty" differs very much from "Ultra-Violence" -- creatures appear in different locations, some entirely new 3. Retrieving weapons becomes a task from skill to skill as they are placed differently * Light levels in nearly every sector can darken or fill up with light, changing the appearance of each room, sector and area: trip the correct linedef (with or without knowing... ;) and you may not recognize that sector you went through 2 minutes before! * Over 10 DEATHMATCH startup locations * Beginning lift creates illusion that there are sectors on TOP of sectors (which can't occur in DOOM) * Possibility of achieving each and EVERY Weapon offered in game, on both DEATHMATCH & 1-player mode: No more chinsy excuses from authors of Wads who keep the weapons from you, expecting you to dust a Caco with a pop-gun or Fist-O-rama!! Hate stuff like that! Your only chance in THIS wad is to FIND all the weapons! If they WEREN'T there, you wouldn't be be-waring, you'd be-RUNNIN'! * Immense REVERSED teleportation zone which sends creatures and players all over this huge room--fun on DEATHMATCH ( You can even shoot yourself with ) ( your OWN missile! Sorry, your own ) ( BFG doesn't hurt you--hehehehehehe ) * Over 660 objects total in wad! (That's including decorations, creatures, teleport exits, and the like... don't worry; there AREN'T 660 Cacos!!) * Nearly ALL of the 380 sectors that make up BEWARE are tagged to some linedef so that they darken by a step, lift with a switch, brighten as you go, frighten as you play, and change the whole level's appearance around ---------------------------------------------------------------------------- Time allotted for : OVER 120 hours (really). This is my second creation of map WAD, and I've been fooling around adding and deleting and fixing and changing it for about a month or so. I just spent about an hour or so each day trying to improve it, and I think it's definitely a keeper! Enjoy it! ---------------------------------------------------------------------------- ** Special thanks to the creators of DEU 5.21, IDBSP, and BSP1.1x--all of these are really wonderful for making workable, interesting DOOM levels ---------------------------------------------------------------------------- ** B E W A R E ** ---------------------------------------------------------------------------- ///////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ---------------------------------------------------------------------------- THE STORY BEHIND "BEWARE": You can hear only your breath. This suit isn't much, but it's better than sucking on the simple nothing that space is made of. A lump in your throat forms as you recall the silence just before... this. The silence in Grainer's realization that things were no longer in control... yours, his, or even McCarter's... maybe not even God's... And if God's responsible for THIS one, you wonder what IN BEELZEBUB'S name he was THINKING, and what the MORAL of this horrifying disaster is... As you float into the ex-space station that was once called ILSA, you recap everything that you remember--you thank the UAC for making log recorders able to be hooked up while in an air-tight space suit, and try to describe just exactly what took place on the Magellan before she went down. You figure, "If I don't make it, at least what happened will..." You pause only to secure your feet to ILSA with the G-boots you equipped yourself with in your spastic frenzy to save your crew. And with a deep breath, you begin at the beginning... the Light Anomaly-- ...everything that happened... those last few minutes... what happened... to you, Davis, Gary, Grainer: all in a matter of a few measely parsecs, minutes and adrenaline burning events which you'll never forget... IF you live through this. ================================== ******* ================================== Davis: "I'll just be glad when we've completed ILSA. She'll be one h*** of a great station and all, but I'm tired of breathin' man-made air! I want to get the f*@* off this hunk of tin ship and go home!" One of the boys: "Hey, Magellan's no hunk!! She's a gem! More than I can say for Kendra....!" (Friendly, kind-hearted joking laughter from the tables in the Meal Sector) Davis: "Cute... Real cute, guys... a gem, huh? How 'bout a mouth FULL of gems?! My fist'll arrange that! Heh-heh... dang bums..." (Friendly chuckles and mumbles about Davis from the boys) Gary: "Earth, huh... you want to go back to Earth?" Davis: "Heck, yes!.... What, I'd suppose YOU want to live on the station?!" Gary: "No, no! Not LIVE on ILSA, but at least take an assignment on her!" Davis: "Gary, you don't even know what ILSA stands for! How can ya say you want to ensign there? You just stick to being on Captain --YOUR NAME--'s ship, and MAYBE he won't 'demote your sorry rear'! Heh-heh." (Laughter from the boys in the Meal Sector) The Boys: "Ha-ha, Davis. 'Demote your sorry rear'-- nice one." *** (YOU, the space marine Captain of the UAC ship Magellan enter *** *** quietly, overhearing the boys' argument) *** Gary: "Aw, shoot, Davis... I KNOW what ILSA is all about..." Davis: "Okay, brainiac, what's the 'I' for? Heh-heh..." (More chuckles) Gary: "Okay, very funny... 'I' stands for Interplanetary: can I get a drink of water, Mrs. Davis? Do I need a bathroom access card??" (Rolling against Davis with the laughter) Davis: "Cute; It just so happens that General McCarter named his daughter ELSA, and thats why they call the new station that, Gare..." You: "For BOTH of your information, Davis... Gary.... McCarter's WIFE is, or rather WAS named Elsa before she died. The station's name just came out that way, and it was kind of nice that it resembled Tom McCarter's wife's name... ILSA... Interplanetary Linking Satellite Archive. Elsa was a heck of a lady, or so I hear from old Tommy... I saw her picture once; lemme tell you-- she was drop-dead gorgeous. Tom said her dream was to make information from planet to planet accessible to all--to somehow link information that was worldwide right through space. A sort of Planetary Internet, I guess. Look, I don't want to be a kill-joy, and I never met her, but I want this station to be a success." (Pause. The crew is somewhat struck by your sudden sappiness.) Davis: "Aw, Cap why do you have to go and get sappy on us? I ain't never seen you give us no "speech" before like this?" You: "Jesus, Davis, I'm NOT opening up a 'let's explore our feelings' session, I just think we ought to give McCarter's wife-God rest her soul-some respect! This station is not just ANOTHER assignment, Davis... McCarter's been our Big Sarge for a little less than two hands worth of fingers to count in years!" One of the boys: "Cap, you know Davis can't count that high...." (Laughter) You: "Heh-heh... Davis, I know you want off this assignment... I mean, I understa... I... Davis, what is your wife's nam..." Davis: "...Oh, Kendra, Captain --YOUR NAME--, Kendra..." The Boys : "the GEM...." You: "..RIGHT! Kendra. Anyway, I know she's probably as anxious to see you as you are to see her, bu.." ============================================================================= (A sudden wisp of light flashes through the Meal Sector, blinding the entire room of crew members for a second, as if a beam of light with the intensity of a small sun had rolled over the area. The ship is lightly shaken.) ============================================================================= Davis: "What th..." The Boys: "Hey.. Wh.. Holy Sh... Ay..." (The lights dim slightly during the confusion...) Voice over your communicator: "Captain..." You: "Status, Mr. Grainer! What happened?" Voice of Grainer: "Captain, I'm not sure... for a moment, we had something that basically resembled a... well a... (long pause)" You: "Go on, Mark..." Voice of Grainer: "Well... I hope you know what I mean Captain, if I say we had what resembled a.. 'power surge'." You: "A powe.. a sur..., Mark you can't be serious..." Voice of Grainer: "Aye Sir, I know it's 99.9 percent impossible after 2207, when Professor and scientist James D. Jen..." You: "..I know, Grainer... James D. Jenkins solved the problem of surges, anomalies and other power abnormalities greater than 2048-ei and less than 4194304-ei through a specific formula to control the current and source of energy... But how, then did th..." Voice of Grainer: "I don't know, sir." (You are not amused. What seemed to have happened HASN'T HAPPENED for nearly one-hundred and fifty YEARS!!! How could a surge occur on a spaceship? A couple hundred years ago, this was no big thrill, but on a spaceship that packs the power of over 1200000-ei, a SURGE makes a laser blast look pretty pathetic in terms of brightness... AND destructive force!) (The ship is rocked once more, the flash and shake even brighter this time.) You: "STATUS, GRAINER!! HANSON, RAENER, BOYER--BRIDGE!" (Your bridge crew scrambles for the compression lifts...) Voice of Grainer: "CAPTAIN, WE'VE LOST AUTO-PILOT! LOOKS LIKE LUNCH IS OVER! I NEED SOME HANDS DOWN HERE! CLASS 3 ELECTRICAL DISTUR- BANCE ON THE BOARDS!!! REPEAT-- ASSISTANCE REQUIRED!!" You: "GARY, DAVIS, ATTEND TO MR. GRAINER IN ENGINEERING!" (Frantically, as the preceding dialogue overlapped generously, you rush your way through the dimly lit ship, up a lift to the bridge.) (Helmsman Erikson meets you just as you arrive from the lift, reporting the ship's situation in respect to ILSA...) Erikson: "ERIKSON REPORTING, SIR. ILSA STATION HAS UNDERGONE SOME MASSIVE POWER ANOMALIES... EQUIVALENT TO EXPLOSIVE BLASTS OF RANDOM ENERGY THAT HAVE THROWN IT OUT OF ORBIT AROUND MARS! SHE'S DRIFTING." You: "Are we still maintaining orbit, and if so, can we pursue ILSA?" Erikson: "CAPTAIN...." (HE GRABS YOUR ARM) You: "What? What... What is it?!" Erikson: "The Magellan is no longe...." Voice of Grainer: "CAPTAIN! THE SHIP'S NOT RESPONDING! WHAT THE HECK HAPPENED TO DAVIS AND GARY?!! THIS CAN'T BE HAPPENING! THERE IS N O WAY THE SHIPS DRIVER CONTROL COULD HAVE BEEN LOST.... CAPTAIN, YOU'LL HAVE NO CONTROL OVER THE SHIP FROM THE BRIDGE... I... OH SHOOT, OH SHOOT.... ONLY SIX MINU... (No breath) --your name--.... ..... There's nothing more we can do... We're headed directly toward Mars' atmosphere... there's not even enough time to reach the shuttles before Magel... You: "The H E C K there ISN'T MISTER!!! YOU GET YOUR REAR IN GEAR, OR I'LL DEMOTE YOUR PATHETIC ***!!! MOVE IT!!! M O V E your ***!! GO, GO!! MOVE * * * !!!" Over intercom: "DOCKING--- ALL STATIONS, ALL FLOORS, THIS IS EVAC 5, THIS IS NO DRILL, AND I WILL NOT, REPEAT N O T REPEAT THIS MESSAGE!!! DOCKING.... MOVE NOW.... EVAC 5 E V A C 5--- N O W !!" ----- (In a whirlwind of commotion, in an emergency evac-situation never even practiced in UAC Marine/Cadet training school, you attempt every effort to get your crew the heck off the Magellan before it's all over. The G-forces alone would smash the crew's bones like grapevines if the Magellan entered the atmosphere of Mars without proper entry. The biggest problem remains... who will survive, and who will not... as you barked out the EVAC 5 order, you knew that not everyone would make it off the ship in time: ... Jesus... only four minutes left after the crew was notified and in gear. Record time for carrying out a full ship order-- one minute, fifty-six seconds.) Dangit, though, it's not enough! Oh, Christ why my crew... ---------------------------------------------------------------------------- *** You're not sure if Davis made it..... --------------- (player 2) *** You're not sure if Erikson made it... --------------- (player 3) *** You're not sure if Grainer made it... --------------- (player 4) --------------------------------------------------------------------------- But... Unfortunately, you know YOU made it. Allowing as many crew members per shuttle as possible, you jettisoned your- self with the garbage cell, full-clad in gravity boots, a space suit and helmet, complete with a 4-day air supply, and three meals of food--hopefully your crewmates will navigate to Mars, relay the disaster to UAC, and send a patrol to find you for the 50 parsecs you could possibly travel with the dang garbage unit. You surmise that your chances of being rescued are grim. You know one thing though... you'll be sure to mention that record-timing full-ship EVAC in your log. Dang proud. Dang sorry. You hope to God somehow all of the crew made it somewhere, anywhere, anyplace, anyplanet safely. You'll have a lot of time to record what happened in the log recorder while you're on the garbage un... But WAIT!! The garbage unit... of COURSE! Well, how the heck ELSE would it get clea... (!) You suddenly remember: Every garbage unit HAS to have a homing device to eventually be RECEIVED by a space station, and flown to Jupiter, where a WM SpaceBlock can hold the refuse! So, you don't even have to WORRY about being sent for--you'll just hang on the the garbage cell, float on its sub-sub-warp power to the nearest..... space.. sta... (In the distance, a glowing, randomly flashing space station ILSA looms, drifting further and further from orbit around Mars.) Oh.... shoot. The nearest space station is... ILSA. WELL, but.... they... well they WOULDN'T have the GARBAGE units running if.. ...if, uh... the... station wasn't.. running, right? Right? Um,.... right? Terrified, you wonder what anomalies occurred in the ILSA station.... You KNOW you'll eventually land there... You KNOW the garbage unit MUST be working since they were building... You KNOW because you were just THERE about 48 hours ago! *** Now, if you could only REMEMBER where the small armouries all about ILSA were... you knew they were preparing the station to be able to defend itself. You just KNOW it's through some UAC door, at the top of the cross-hair lift... You cock your head back as well as you can to see your unstable Magellan behind you. From this distance, you couldn't possibly make out if any shuttles were anywhere near, or even jettisoned. In a flash of red and white flame, your ship is lost, and you eventually lose sight of the largest pieces of wrecka... Oh... Oh my god.... You see the tortured remains of Ensign Gary floating through the darkness of space, limp and lifeless. It was just plain unjust for him to have to die this way. He was young, and would've been a great asset to ILSA... You: "F*@k......... I'm demoting my OWN sorry ***..." ============================================================================ *************************************************************** WAD Authoring Template V1.4 (Clip this line) ================================================================ Title : Hangar41 Filename : Hangar41.WAD Author : Patrick N. Gorman Email Address : PaGorman on AOL Misc. Author Info : Description : Opening scene on Phobos; your left standing guard at the hangar door. After what seemed like an eternity of listening to the screams of your buddies over the radio, and the sounds of combat in the distance, your radio goes silent. Additional Credits to : Si Spectre, WatcherTwo, Vidgame528, Computrdude ================================================================ * Play Information * Episode and Level # : E1M1 CHANGED TO E1 M2 FOR DM_NHOPE.WAD Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Difficulty Settings : Yes New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : New level from scratch Editor(s) used : Deu 5.2.1 and BSP 1.2 Known Bugs : A couple of HOMs due to the complexity of the room in an outside area. It won't hamper the playability because you have to be standing in just the right spot looking in just the right direction. (2 places) * Copyright / Permissions * Authors (may NOT) use this level as a base to build additional levels. (One of the following) 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: BBS numbers: Other: AOL *********************************************************** ================================================================ Title : OBSIDIAN FORTRESS Filename : OBSIDIAN.WAD Author : Jeff Johnson Email Address : pdj@cpu.us.dynix.com Misc. Author Info : From Kalamazoo, MI Description : You must find a way to get into the obsidian fort and destroy the vile things within. This is my first attempt at a WAD file. Additional Credits to : The makers of DEU. ================================================================ * Play Information * Episode and Level # : Episode 3, mission 2 CHANGED TO E1 M3 FOR DM_NHOPE Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Difficulty Settings : Not implemented New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : New level from scratch Editor(s) used : DEU Known Bugs : None known Time : 15+ hours * Copyright / Permissions * Authors MAY use this level as a base to build additional levels. (Give credit to the author though) 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: BBS numbers: Other: COMPUSERVE, AOL ******************************************************* WAD Authoring Template V1.4 (Clip this line) ================================================================ Title : STUD OF DOOM! Filename : stud11.WAD Author : Rob Reynolds Email Address : RobertR855 on America online Misc. Author Info : college student at south alabama mojoring in computer information system graduating this summer! Description : First try at creating pwads Additional Credits to : Nobody ================================================================ * Play Information * Episode and Level # : E1M1 (,ExMx,...) CHANGED TO E1 M5 FOR DM_NHOPE.WAD Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : No Difficulty Settings : Not implemented New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : New level from scratch Editor(s) used : BSP 5.21, BSP Known Bugs : hall of mirror effects on the lift in north part of the map * Copyright / Permissions * Authors (MAY/may NOT) use this level as a base to build additional levels. (One of the following) 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: BBS numbers: Calluses Dungeon-Mobile, Al 1-205- Other: *********************************************************** ---------------------------------------------------------------------------- TITLE :"Sun God" FILENAME :SUNGOD.WAD (version 1.0) AUTHOR :D.R. Duncan E-MAIL ADDRESS :b4boredom@aol.com MISC. AUTHOR INFO :This is my first (and probably my last) PWAD creation. It is the direct result of the frustrating (or should I say "challenging") process of learning how to use DEU. Hopefully my perfectionism shows. If I get enough posi- tive response to this level (yes, I am asking for some feedback here!), I may be persuaded to try again. I hope this level is continuing proof that DEU is capable of enabling computer-retarded idiots such as myself to create quality levels. :-) DESCRIPTION :Although most of the sectors in this level began as experimentaion, I think you will find this level rela- tively consistant (notice the octagon fetish). Many of the architectural oddities I had in mind were abandoned due to nasty HOM errors, yet the aesthetics & atmosphere of this level remain in-tact. Theme?... Story?... Go read a book! I won't give you any dull excuses for plot. Your mission is to *survive*. The only thing the bad-guys need to whip your ass, is a reason. So I gave 'em a good "reason": They need a sacrifice to offer to their God in a bizzarre sacrificial ceremony... some- thing only you have... a human heart. Unfortuneately, your heart is something you might need, so you'll have to fight for it! VERSION INFO :Changes in ver. 1.0 from 0.9: New rooms and escape routes added to rear of main complex; Texture changes throughout; Improved texture alignment; Enemy & bonus implimentation improved; New music; various bug-fixes. CREDITS :Credit where credit is DEU! Much gratitude is owed to authors of DEU from all DOOM-heads everywhere. They have opened new BIGDOOR1's to the world of DOOM! (Heheh, get it? Never mind... inside joke.) Also to Colin Reed, the author of BSP (without which this level would not have been possible!). And of course, the geniuses at ID! ADDITIONAL CREDITS :Big thanks go to Gendut, Comptrdude & others who answered my pleas for help during this levels creation, and to those who beta-tested for ver. 1.0. KEEPING ME SANE :Fugazi, Godflesh, Tool, The White Album, Moussorgsky "Night On Bald Mountain", Snapple Ice Tea (spiked with Quervo Gold, of course), Camel Lights... 66MHz helps! ---------------------------------------------------------------------------- > PLAY INFORMATION < EPISODE & LEVEL # :E1M1 LEFT INTACT AS A GREAT INTRO TO DM_NHOPE.WAD SINGLE PLAYER :Yes COOPERATIVE :Yes* DEATHMATCH :Yes* DIFFICULTY SETTINGS :Yes NEW SOUNDS :No NEW GRAPHICS :No NEW MUSIC :Yes DEMOS REPLACED :None (E-mail for solution) *"SUN GOD" was designed with single-player and cooperation play in mind. There are some great rooms for Deathmatch but, be warned, due to it's size & detail, unless your hardware runs at warp-speed, this level *will* be slow! NOTE: In version 0.9 & 1.0, Deathmatch and Cooperative play have been implemented, but not fully tested. > CONSTRUCTION < BASE :New level from scratch EDITORS USED :DEU 5.21, BSP 1.2x, Reject 1.0, MIDI2MUS, DMMUSIC BUILD TIME :I am ashamed to admit how long this level took to build; one might think I needed to "get a life". KNOWN BUGS :Very small HOM in "living column" room. (otherwise HOMless) > COPYRIGHT / PERMISSIONS < In keeping with the spirit of DOOM, authors MAY use this level as a base to build additional levels, preferably for personal use only. Please seek permission from the original author before distributing custom levels based on this level. (If I had to suffer through level editing, so should you, so get yourself some imagination and a cumfy chair, and start from *scratch*!) However, suggestions, criticism, and ideas for improvements are welcome. I will glady add names to the credits. Cooperation/Co-author requests are also welcome. "Ideas are difficult to claim": Although the versatility of the DOOM engine and the DEU level editor allow for endless possibilites in the creation of custom levels, similarities are inevitable. In the event that ideas/sections are knowingly/intensionaly extracted/copied from this level, please credit the original author. This is nothing more than common freeware courtesy... :) You MAY distribute this WAD, provided you include this file with no modifications. You are encouraged to distribute SUNGOD.WAD in any electronic format (BBS, Diskette, CD, etc.) as long as you include this text file (SUNGOD.TXT) intact. The music contained in this file is original, and MAY NOT be copied, covered, extracted from this level, or saved into another level without the authors' E-mail consent. > WHERE TO GET THIS WAD < -America Online & wherever the I-net takes it... -Requests by E-mail, b4boredom@aol.com > OTHER < HINTS :(DON'T READ THIS!) -Don't even bother trying to get past the Cyber-Demon until you have explored the main complex. -It is possible to trap other players, and likewise be trapped! However, in the interest of continuity during multiplayer games, I have added escape routes which are not always convenient or easy to find. You may just have to wait for the elevator. :-o -The "worship/sacrifice" room is the bridge to the end. -Blue teleport pads must close before activated. <- big hint! -Keep a lookout; especially in Deathmatch. Many areas provide perfect posts for picking off prime opponents (say that ten times fast). -Some of the "living" pillars may be sleeping. Push them to wake them up. {:-) -Keys to the end are in the beginings... HOW TO RUN :At the "DOOM>" prompt, type: DOOM -FILE SUNGOD.WAD -Start a new game in episode 1, difficulty of your choice. -Plugging-> DOOM MASTER is a DOOM "shell" program avail- able online, which makes organizing & running WAD files a sinch! Check it out! COMMING SOON... :"Sun God" -Version 1.0; New rooms, new music, improved texture alignment. -Version 1.1; Fully beta-tested for DM play (available E-mail only) FINAL WORD! :If you haven't done so already, register "DOOM"! A)It's worth it! B)You're missing a lot of great levels, including the new "Hell On Earth" due out in the fall (I think). C)You can't use SUNGOD or any of the other great custom levels available online. D)The authors of "DOOM" deserve imense amounts of recog- nition, and registering is the best way to show it! E)Be a sport! Call 1-800-IDGAMES! ABOVE ALL :Enjoy "Sun God" and, for God's sake, get some sleep! B-) ZZZZZZZzzzzzzzzzz *********************************************************** "X" AND YOSHIAKA PROUDLY PRESENTS: ÉÍËÍËÍËÍËÍËÍËÍËÍ» ÌÄÅÄÅÄÅÄÅÄÅÄÅÄÅĹ ÌÄÅÄÅÄTHEÄÅÄÅÄÅĹ ÌÄÅÄÅÄKEEPÅÄÅÄÅĹ ÌÄÅÄÅÄÅÄÅÄÅÄÅÄÅĹ ÈÍÊÍÊÍÊÍÊÍÊÍÊÍÊͼ WE ARE GROUP OF DOOM DEVELOPERS IN HYUSHA, JAPAN, WHO RISE ABOVE REST WITH OUR LEVELS. THE AVERAGE DOOM PLAYER WILL NOT SOLVE THIS LEVEL. TO DATE, FEW HAVE. WE GUARANTEE QUALITY AND PRIDE OF OWNERSHIP. THANK YOU. NAME : THE KEEP LEVEL: E2M1 CHANGED TO E1M8 (SINCE I DON'T THINK IT'S POSSIBLE TO COMPLETE THIS LEVEL IN COOPERATIVE OR GROUP MODE.) THE END OF THE EPISODE DM_NHOPE.WAD IN THIS FLOOR YOU REALLY HAVE NO HOPE! ESPECIALLY IF YOU ARE PLAYING COOPERATIVELY OR TEAMED! TIME : 20 HOURS (IF LUCKY) MOST OF YOU WILL NEVER COMPLETE THIS. BUGS : AS SOON AS YOU START, COORD X1235 Y5400 WITH HOM - WE KINDA LIKED IT SO WE KEPT IT! HINTS: THIS IS NOT A MONSTER FILLED DUNGEON LIKE MANY LEVELS WE SEE. PUZZLES EXIST WHICH REQUIRE TIMING AND PRECISION OF MOVEMENT. YOU HAVE WARNED. IF YOU CAN SOLVE THIS LEVEL, CALL US. WE WILL SEND YOU A CERTIFICATE WORTH 10 U.S. DOLLARS TOWARDS U.V.C. -C.A. SOFTWARE. (+24,815-55346) CALL XBBS: +103,425-12211 12 NODES ONLINE INSTANT ACCESS! OVER 3500 DOOM WADS AND MORE! TO RUN TYPE: DOOM -FILE THEKEEP.WAD X WOULD LIKE TO THANK THE FOLLOWING: YOSHIAKI TSUMI (DESIGN) C.F. KOO AND FRIEND (ARCHITECTURE) AND THANKS TO MOORIASHA TSUTSUMI FOR TEXTURE ENHANCEMENTS AND MUSIC.  ***************************************************************