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1995-02-25
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41KB
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747 lines
* GLADIATOR v2.2 *
DRAGONHAWK PRODUCTIONS
WAD Template v1.4 filled in/modified by Paul Pollack
Title : GLADIATR.WAD
Main author : Paul Pollack
Playtester/co-author : Andy Stevens
Release date : 02/26/95
Email Address : No Internet account as of yet, but I can be
reached as Paul Pollack on the Board of Trade BBS
(813) 862-4772
Misc. Author Info : (Paul Pollack) President of DragonHawk Productions,
main author of GamePlay Magazine
Story (yep, there actually is one)
----------------------------------
You've done your job -- you saved mankind for what seems like the
millionth time, and for what? Sure, you get a few thousand dollars, but the
thing you need right now is some good old fashioned R & R. With your money,
you purchase a room at the Holiday Hotel and pay the clerk. You take your
key, go to your room, and right as you're about to insert it, you're not
at the hotel anymore. You've been teleported, but where?
There's no time to think about it. Cacodemons, demons, imps, and
even your old friend Mancubus are all going to make you feel sorry you ever
came here, even if it was against your will. You look around; a double
barreled shotgun. A big grin creeps across your face. You grab it, put on the
radiation suit nearby and show those imps who's boss. You turn around and
walk forward, until you come to the end. You keep going, fall, run to escape
the fiery coals, and find yourself looking at a giant arena surrounded by
red torches where cyber demons and spider bosses fight it out to the death.
It is the year 2012, and where these guys come from, that's when
their `Olympics' are held. Only these aren't the usual Olympics; this is an
all-out war where the populous send out their finest warriors to battle it
out in a vicious fight to the death. You've intruded on their little game,
and now they're sending their body guards to make sure it doesn't happen
again.
Additional Credits to : -ADMiRAL and SONiC (the Un-Naturals) for DEU2C
-The creators of DeeP, a DEU-based level editor
-Clint Russell for the T2 theme (from !CSRE2M1.WAD)
-The creators of DDT, the Doom Development Toolkit
-The contributors to the Doom Level Design FAQ,
-Olivier Montanuy and HevKev for DEUTEX 3.1
-The author of the Beginner's Guide to DEU
-The original team behind the original DEU
-Ben Morris, for the Doom Construction Kit
-Steve McCrea, for tips from Trinity WAD
-Colin Reed, for his wonderful BSP 1.2x
-Bill Neisius for the Doom Music Editor
-Other Doom WAD authors for inspiration
-ID software for such an awesome game
================================================================
* Play Information *
Required Doom version : Doom ][: Hell on Earth v1.666+
Recommended system : 486 DX2-66 or better with VLB/PCI for single-player
486 DX-33 or better for DeathMatch with no monsters
14,400 BPS modem for modem play
Includes PWAD runner : Yes, GLADIATR.EXE v2.2 (single-player mode only)
Level size : Small - Medium
Estimated par time : Four-five minutes
Difficulty (estimate) : Hard, but depends on which setting you play on
Episode and Level # : Mission #1
Single Player : Yes
Cooperative 2-4 Player : Yes (untested), but made for single player mode
DeathMatch 2-4 Player : Yes (untested), but made for single player mode
Difficulty Settings : Yes (Easy -- I'm too young to die. Medium --
Hey, not too rough. Hard -- Hurt me plenty/
Ultra Violence. Nightmare)
New Music : Yes, from Terminator II (courtesy of Clint Russell)
New Sounds : No
New Graphics : Yes (FIREBLU1 redesigned from old/new patches)
New title screen and menu picture of Doom ][ logo
Demos Replaced : None
* Miscellaneous play information *
Believe it or not, GLADIATOR was originally designed with God mode in
mind; yeah, I put in a bunch of medkits and bonuses lying around for people
who wanted to play it fair and square, but the level was really quite
difficult, even with all these bonuses. While refining the level at Andy's
house, we realized it would be pretty neat to let you, the player, watch as
cyber demons and spider bosses fought it out in an all out war before
eventually coming after you. After toying with ideas and tring several
experiments to see what would look best, we came up with this finished
product. But I'm getting ahead of myself.
Gladiator is a pretty small WAD file, and it's main attraction is
the ring where the cyber demons and spider bosses fight. Sure, there's a
little bit more, but that's exactly what it is, a little bit. I tried to
add textures, monsters, and linedefs specific to Doom ][, but since I wasn't
too sure what textures were in the original Doom, I'm not sure how successful
I was. The level took a lot of my time -- I'd say at least a good 55-75
hours when you count playtesting and learning the basic DEU engine.
The actual arena where the cyber demons and spider bosses fight in
was finished long before the PWAD's completion. What took so long was the
playtesting and learning the DEU2/DDT/DEU2C/DEU 5.21 engine. After going
through the level for what seems like a million times, this is the finished
product; tell me what you think. Enjoy!
-- Version 2.0 Notes --
Before release v2.0, I could not make a door (you may have noticed
the absence of any in previous versions), so it was very difficult to create
secrets. For version 2.0, however, I got my act together, downloaded a few
documentation files, and created some nifty secrets throughout the level
(four altogether).
One of the other major changes that occurred in this version is a
way to teleport back to the beginning of each part. In previous versions,
after teleporting you were simply stuck where you ended up. This also gave me
the opportunity to distribute some more DeathMatch starting points.
Other things that I improved include the level layout, the music
(now from Terminator ][), the difficulty settings, and the multiplayer
options. Also note that saved games from previous versions of the PWAD will
not work with the current version.
Note: At the very end of my level, you'll notice that there's a nice pit
with an exit switch on one of the walls. Please note that you should not, I
repeat, should not enter there unless you intend to beat the level, as you
cannot get out (without using IDCLIP).
-- Version 2.1 Notes --
Version 2.1 is basically a minor update of version 2.0, adding a
single room near the end of the level (I moved a DeathMatch starting point
there, and this helped spread things out). (Note: check out the animated
monster on the back wall). This issue I also learned some more things
(like how to create lifts, stairs, etc.) about both Doom and the Doom
Developers Toolkit.
I was thinking about running a copy of Reject Map Builder 1.0 (RMB)
on my PWAD, but I thought it conflicted with the copy of DEUTEX I was running
for reasons too long & boring to explain here. It didn't really seem to do
much anyway, so it's nothing lost.
-- Version 2.2 Notes --
After playing the level, you'll notice that version 2.2 is really
just a cosmetic update of version 2.1, with hardly any improvements. And
you're essentially correct: I fixed some textures that I felt were downright
ugly (especially the cement rooms which are now changed to the beautiful
rock patterns you see on the title screen). I added a couple of monsters
on easy setting by the end pool, and added a very small amount of DeathMatch
specific items. There were also a few changes to ceilings/floors in the
Wolfenstein sectors, but for the most part, the level's the same. I welcome
suggestions for future editions of the PWAD, although I may not have enough
time to implement them.
* Running the PWAD *
For those of you unfamiliar with running external PWAD's, I've
included an