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sacrfice.txt
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1994-09-05
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================================================================
Title : DOOM "Sacrifice" Episode
Filename : SACRFICE.WAD (DMSACR.ZIP)
Authors : Ty Halderman and Robert Taylor
Email Address Halderman : CIS [70155,1125]
Internet: 70155.1125@compuserve.com
Email Address Taylor : Internet (preferred): rtaylor@sam.neosoft.com
CIS [74513,3065]
Misc. Author Info : 2 guys with patience and obsession. Many
testing hours in modem and single user
play. Yeah, it was *testing* ...
that's what it was!
NOTE: This is the initial "Labor Day" release of levels 1-6. Levels 7,
8 and the secret level (9) will follow within about 2 weeks (just like
DOOM releases do...)
Description : This set of 9 episodes attempts to use
mature levels of sophistication and
puzzle solving rather than just turning
up the volume. Children (you know who
you are) may be bored. Levels increase
in complexity, difficulty and violence.
Definite considerations were given to
consistency, theme and fairness. Plan
to die a bit, but to be able to finish
with a sense of true accomplishment.
Additional Credits to : DEU (5.0, 5.1, 5.2GCC, 5.21), BSP (1.1, 1.2x)
and their many contributors; the masses
of Compuserve Gamers who have unwittingly
helped by allowing their problems and ideas
to further our productivity; the WADmakers
of the world for sharing their ideas and
examples with us; the folks at id for
making such a creative endeavor possible;
all those who have made other tools and
nifties that have allowed us to keep our
sanity (if we still have any).
Specific people who mostly unknowingly have
helped: Dr. Sleep, Paracelsus, Patrix, Blackfist,
the Brunis, and whoever those others are that
we can't remember suddenly (sincere apologies).
Yes, Paracelsus, these levels will save under
version 1.2 <g>.
================================================================
* Play Information *
Episode and Level # : E1M1 through E1M9, see below for descriptions
Single Player : Yes
Cooperative 2-4 Player : Yes
Deathmatch 2-4 Player : Yes
Difficulty Settings : Yes - every difficulty level different
Note that the levels get tougher as they
go, just like the "real" levels do.
New Sounds : No
New Graphics : No (maybe next time)
New Music : No
Demos Replaced : All 3. Demos are partial runs of levels 1, 2
and 5. Sorry, none of them show everything in
the levels. We want you to see stuff firsthand.
* Descriptions *
Level 1 Description : "A Good Day to Die"
You'll see why the name is Sacrifice. Several
separate puzzles; be careful not to get over-
anxious. Brains are better than brawn. Visual
clues are important.
Level 2 Description : "Goop City"
Must have gotten lost. Lots of goop around,
but be careful--the barrels are tough. Can't
go swimming in that stuff for long, but there
are enough suits around to keep alive if you
don't waste too much time. Some interesting
views here.
Level 3 Description : "The Morgues"
Even the bad guys have morgues. They aren't
as picky about our dead as their own though.
You can enjoy some nice views--briefly. Don't
miss the elevator rides, especially after dark.
Level 4 Description : "The Office"
The idea is, it's a level that looks like it
might have offices in it and is reminiscent of
our office building enough to be a kick to people
who work there. Meanwhile, it's one of the
largest levels, and should take a while to
complete. Takes "us" about 45 minutes and we
aren't stopping to admire the great level
design...
Level 5 Description : "The Throne Room"
One of the rooms is the Throne Room (you'll know
it when you see it). Interesting altar area, and
don't miss the subtle(?) humor in the dining rooms.
You *will* hate stairs when you get through...
Level 6 Description : "The U(AC)-Bahn"
Or something. A cross between a subway station
and UAC Central. Be sure to ride the subway.
Level 7 Description : (** In progress, available soon **)
"Mining Camp"
We tried _not_ to make this just another endless
maze of underground tunnels. You decide.
Level 8 Description : (** In progress, available soon **)
???
There are several ideas in progress, and the first
one finished will become #8.
Level 9 Description : (** In progress, available soon **)
"Redundancy revisited"
Hey, this is the secret level. If we described
it (more than the title does), it wouldn't be
secret. Lotsa luck. You get here from
"The Morgues" if you go the right way...
* Construction *
Base : 9 new levels from scratch, probably hundreds
of hours over 4 months; who cares, this is fun!
Editor(s) used : DEU 5.0 through 5.21, plus BSP 1.2x
Known Bugs & Limitations: None that we caused (we hope).
DOOM 1.2 engine has some limitations when you
get many transparent (2 sided) lines in a row.
1.6xx improves that limit. Also doesn't like
rooms over about 500 units high -- may briefly see
nothing but ceiling (like a flash). Sorry about
that, Chief, but it was worth it for some of the
effects. There are brief HOM (Hall Of Mirrors)
problems in level 6 if you stand in the right
places, but with 1.6xx right around the corner,
it didn't make sense to mess up the level by taking
out the offending lines. Pardon us if you disagree,
but we needed to release this by Labor Day weekend.
Please report any "features" (other people call
them bugs) to us via one of the addresses above.
* Philosophy *
Appearance/Design : A lot of effort was put into making things look
good. After your killing spree is over, take the
time to look around. Several levels have some
vantage points with grand vistas (or at least as
grand as the DOOM engine would allow). If you
want to see how fast you can get done, fine. Then
go back with the -nomonsters switch and just look.
Not everything has a purpose. Some things are
just there for artistic or architectural interest.
We think that is one of the things that made the
original DOOM levels so good.
We used Episode One because we liked the sky better.
Of course, that means you have to hear the Episode
One music. Put on a CD and turn up the SFX if you
don't want to hear the Episode One tunes again, but
the Level 3 music really fits well.
Traps : All levels were intentionally made so you should
not get trapped irreversably (though you may die
learning how to get out). Please let us know if
you end up stuck in a place you wouldn't think
you'd fit. We tried to be _real_ careful about
this.
Secret Areas : You should not have to get into all secret areas
to complete a level. Keys or switches to open
main path doors or areas should not be located in
secret areas.
All secret doors should be slightly different or
highlighted in a way that a casual stroll through
the area (as opposed to a 70MPH screaming streak)
should allow you to find them. You should _not_
have to resort to pushing everything in sight.
However, if you miss Wolfenstein, go on and push.
Secret doors will not show up on the map. Sorry,
but if we allowed that, we wouldn't need to make
them subtly different, and that wouldn't be as
much fun. For either of us. Sometimes you'll get
a computer map, and that will usually show the
areas. But we'll hide that map in a secret area,
so you'll still have to use the little gray cells.
Monsters : We prefer a few sneaky ones to a roomful that
makes you prefer a date with Godzilla. This also
means that once you learn our levels, they become
easier to play. Don't like that? Go Nightmare.
That'll teach you.
Levels were all built for Ultraviolence (skill 4).
Then some of those bad & good things were changed
for the lower levels (2 & 3--level 1 is the same
as 2 except the goop doesn't hurt as bad). Some
areas are differently populated (different
critters) and others are less densely populated
with the same critters. Whatever seemed
appropriate. Sometimes "easier" levels just get
more health and ammo, or guns are more readily
available. Since the original design was for
UV, you'll probably get the best total feel for
what we built if you play at that level. Of
course, you have to live that long...
* Copyright / Permissions *
Authors may NOT use this level as a base to build additional
levels. Let us do that. This is all 9 levels anyway--a set.
Ideas are fair game, in the spirit of synergy. I'll steal yours
if you'll steal mine...
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 (how about two free copies of the CD's. Huh? Huh?).
* Where to get this WAD *
Compuserve GAMERS library 8 [subject to change] as DMSACR.ZIP
Various places on the Internet including the orginal posting at
infant2.sphs.indiana.edu [subject to change]