================================================================ Title : UAC Head Quarters Copyright, Gordon Mulcaster, 1994 Filename : UAC-HQ.WAD Release : Beta 1.0 Author : Gordon Mulcaster Email Address : Gordon_Mulcaster@mindlink.bc.ca Misc. Author Info : Eyes - brown/green Description : You must infiltrate UAC-HQ, and find the main computer center to get the access codes for a shuttle so that you can get off Earth. (See the full story below) (Also see the play notes) Additional Credits to : JD, Dave and Vic for play testing. : Rapha‰l Quinet (quinet@montefiore.ulg.ac.be) Brendon J. Wyber (b.wyber@csc.canterbury.ac.nz) Per Allansson (c91peral@und.inda.liu.se) Per Kefod (per@ollie.dnk.hp.com) for writing and distributing DUE (gcc) : Colin Reed for writing and distributing BSP : Jens Hykkelbjerg (hykkelbj@daimi.aau.dk) for writing and distributing Reject Map Builder (RMB) : Randall R. Spangler (rspangle@micro.caltech.edu) for writing and distributing WADWHAT : id Software for releasing Doom, and allowing user created levels. ================================================================ * Play Information * Episode and Level # : E1M1 (1.666 registered) Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : No (there _are_ four deathmatch starts, but they are in the same place as the cooperative starts. I don't think this level would make a good death match level anyway...) Difficulty Settings : Yes (Ultra-violent should be challenging for even the best Doomers, I'm too young to die should be playable for even the most novice Doomers) New Sounds : No New Graphics : No (there are some new textures. I have more work to do in this area...) New Music : No Demos Replaced : DEMO2 (recorded on "I'm To Young To Die" using Doom ver. 1.666 registered) * Construction * Base : New level from scratch Editor(s) used : Waded 1.23 (until it broke) DEU 5.21 (until it broke) DEU 5.21gcc BSP 1.2x RMB 1.2 Known Bugs : The level is too big to save using 1.1 or 1.2 : Some sounds may leak into other areas. (I think IDBSP fixes this, but it breaks other stuff...) : There are HOMs using 1.2 or 1.1 : There is still lots of work to do on the textures ================================================================ * Copyright / Permissions * ----------------------- This work is copyright Gordon Mulcaster 1994 Authors MAY NOT use this level as a base to build additional levels. Make your own damn levels. You MAY NOT modify this work except for personal use. Modified versions MAY NOT be distributed in any form. This file is part of the work and must be included, unmodified, in any distribution. This wad MAY NOT be distributed for profit (that includes CDs, Compuserve, AOL, et al.) - it is debatable whether or not the above line is legal. - I don't have the money to do anything about it if it is. - so if you do you will have to live with the fact that I think you are a slimeball. ================================================================ * Where to get this WAD * FTP sites: Infant2.sphs.indiana.edu, and it's mirror sites. ================================================================ * The Story So Far * You lean back into the doorway and stroke your shotgun as the morning sun slowly creeps over the top of the burned out warehouse across the street. You can still hear unearthly howls and screams in the distance. A shotgun blast jars you awake! It takes you a few seconds to orient yourself before you realize it was your shotgun... A quick glance at the sun tells you a hour or more has passed. You re-cock your shotgun and head off down the street, your goal is only a few blocks away. You inspect the walls from around a corner, they seems fully intact-- it's possible hell's minions haven't been able to crack the UAC building. A quick sprint takes you to the North gates. You insert your dog tag in the security panel and the gate opens. You quickly slip in and hit the close panel. A wave of relief washes over you as you see fellow troopers standing watch in the yard. The relief quickly vanishes as they open fire at you. Your overall plan remains unchanged. The shuttle pad you reconnoitered yesterday has two shuttles ready to go all you need are the launch codes. Instead of being given the launch codes, you will have to get direct access to the main computer center you where you should be able to hack the codes. It won't be easy, you don't have access to any secured areas, but you've survived a trip to hell and back--this can't be that tough, can it? ================================================================ * Notes on play and development * - Please send any coments to Gordon_Mulcaster@mindlink.bc.ca - You must find the main computer center before you can finish the level. - Ignore the teleports in the stair wells, they are simply there to simulate multiple floors. - I sure found out what the limits to the Doom engine are. The original plan was for the front yard to have hills and valleys. The stairs in the entry hall was supposed to have a bannister. I had to rework the ware house a few times. All to get rid of the HOMs. Then I got 1.666 :-) - I never thought of adding toilets until it was brought up in discussion in Alt.Games.Doom, but since I didn't think of it, I decided not to rework it to add them... - One of the design criteria was to make it harder to get out then get in (its tough to get out, but I don't think it's particularly harder) I know the textures aren't as good as they should be, but I don't have any more time to work on it, or to figure out how to get my custom graphics into the WAD (I keep breaking Wacker :) If I waited until the textures are perfect, I'd probably never get it out... Most of the textures should be aligned correctly, please don't send texture bug reports unless the texture alignment is way out of wack. If you come up with an idea of what should be in the empty basement rooms, send me some email... I'm thinking of filling them with file cabinets, once I get the graphics done... ================================================================ The following information may spoil your enjoyment of theis level. It is the text produced by Randall R. Spangler's (rspangle@micro.caltech.edu) excelent little utility WADWHAT. It contains a total count of all the monsters and items, and various other details. If you don't want to know how many Imps there are, or how many Soul Spheres, stop reading... . . . . . . . . . . Note: I have removed the Multi Player Information, since it's exactly the same as the Single Player Information. . . . . . . . . . . ---------------------- Start WADWHAT text ---------------------- ================================================================ WADWHAT 1.1 by Randall R. Spangler (rspangle@micro.caltech.edu) ================================================================ PWAD FILE UAC-HQ.WAD: ----------------------------------------------------- EPISODE 1 MISSION 1 S1 S2 S3 S45 ----------------------------------------------------- Play modes: Single player Cooperative (4 player) Deathmatch (4 starts) Bosses: Baron 0 0 2 1 Cyberdemon 0 0 0 2 Monsters: Trooper 42 42 15 9 Sergeant 6 6 46 50 Imp 32 32 51 64 Demon 13 13 42 54 Spectre 0 0 2 32 Lost soul 3 3 15 39 Cacodemon 5 5 9 13 Weapons: Shotgun 10 10 10 10 Chaingun 1 1 1 1 Rocket launcher 1 1 1 1 Plasma gun 1 1 1 1 Chainsaw 1 1 1 1 Equipment: Invulnerability 1 1 1 1 Invisibility 1 1 1 1 Radiation suit 12 12 8 4 Computer map 1 1 1 1 Lite amp goggles 1 1 1 1 Expendibles: Bullets 2500 1250 765 635 Shells 792 396 456 432 Rockets 126 63 41 18 Cells 1760 880 680 460 Armor points 1228 614 614 514 Health points 1918 959 859 679 Barrels 19 19 19 19 Difficulty: Total monster hp 719 719 1844 3652 Max ammo damage 14084 7042 6137 4939 RATIO 0.051 0.102 0.300 0.739 Other info: Average brightness 139 (0=dark, 255=bright) Secrets 10 Nukeage / sectors 60 / 774 Triggers / linedefs 181 / 3170 Reject resource YES ----------------------- End WADWHAT text ----------------------- Notes: Ultra-violent with a ratio of 0.739 is similar to E2M4 and E3M6, but with 2.5 and 2 times the total monster hps, it is tough but should be doable. Especially since you get a change to get all the ammo and power-ups prior to running into the "big bad ass" (tm). Yes there are two Cyberdemons, but only in Ultra-violent. Hurt me plenty should still be tough for anyone who can't handle it. It's set up so that you can run away from them if you want. They will both be encountered in large open areas so you have lots of maneuvering room. I have yet to complete the level on Ultra-violent, but I also have yet to complete L3Mx in Ultra-violent... ================================================================ * SPOILERS!!! * A L E R T A L E R T A L E R T The following text contains S P O I L E R S for UAC-HQ.WAD . . . . . . . . . . [blank lines added to prevent accidental viewing] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q: Is that thing in the yard supposed to be a semi trailer truck? A: Yup - graphics to come... Q: How do you get the rocket launcher and light amplification goggles (LAG) without cheating? A: Head up the boxes on the north end of the east wall and _run_ across the gap to the south. _Run_ across the gap to the south east corner with the missiles (of course you already killed that imp, right?). To get the LAG you _run_ there from here. This will take practice, but trust me it CAN be done (watch the included DEMO2). Q: Why is that one area so dark? Why doesn't it appear on the map? A: That area is supposed to be a small bit of hell, (get the LAG just before going in). It's supposed to be dark and not supposed to be on the map, hell doesn't play fair! Q: How do you get back from hell? A: You have to jump into the "bottomless pit" there's another teleport down there. Q: Where is the red key? A: The red key, which gives you alpha clearance, is in the radioactive waste pool in the courtyard (which you teleport to from hell) Q: Where is the yellow key? A: The yellow key, which gives you beta clearance, is in the sewer. After going down the stairs in the NE corner, take the second right hallway and shoot the wall. A small tunnel to the sewer opens up (the door just to the left has a bunch of anti-radiation suits...) Q: Where is the blue key? A: The blue key, which gives you gamma clearance, is in a secret room in the armory. There isn't much wall, just keep looking for it. Q: How do you get out of the sewer? A: Run down the sewer until you are opposite the yellow key, then head directly towards it--there is a ladder there. There is another one on the opposite side at the opposite end. There is a third ladder back up to the entry way. Q: Where are all the secrets? A: I could tell you, but then I'd have to kill you... Q: Where the !@#$#$ is the end switch. A: After entering the main computer center, return to the yard and head out either gate.