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- =============================================================================
- Title :Way Out and Still Doomed (all 9 missions)
- Author :Jonathan K. L. Wood
- Email Address :(I couldn't tell you for the life of me)
- Misc. Author Info :postal mailing adress:
- 360 River Bend
- Riverside, AL 35135
- phone (205) 338-6839
- Description :These are all the missions in an all-new
- Episode 1, called "Way Out and Still Doomed"--
- the mission titles, respectively, are:
- M1: "Foreward Hold" (f-hold.wad)
- M2: "Toxin Base" (t-base.wad)
- M3: "Power Plant" (p-plant.wad)
- M9: "THE ARMORY" (armory.wad)
- M4: "Operations" (ops.wad)
- M5: "Way Station" (station.wad)
- M6: "Demonic Divide" (divide.wad)
- M7: "Ritual Dens" (r-dens.wad)
- M8: "The Palace" (palace.wad)
- The Storyline for the episode is given below.
- Additional Credits to :First and Foremost, the creators of DOOM,
- id Software's 3D-madmen, to all of whom go the
- credit for allowing us DOOMERS the pleasure of
- frying demonic butt. Credit also to the creators
- of DEU, which was the only program used to create
- these new DOOM adventures.
- I must also give my special thanks to Bob Burruss,
- who was kind enough to help me out of a zip-jam,
- thus enabling me to do anything with all the
- zipped files I had downloaded from Software
- Creations' BBS--Thanks again, Bob!
- =============================================================================
- * Play Information *
-
- Episode and Level # :"Foreward Hold" (f-hold.wad) =E1M1
- "Toxin Base" (t-base.wad) =E1M2
- "Power Plant" (p-plant.wad) =E1M3
- "THE ARMORY" (armory.wad) =E1M9
- "Operations" (ops.wad) =E1M4
- "Way Station" (station.wad) =E1M5
- "Demonic Divide" (divide.wad) =E1M6
- "Ritual Dens" (r-dens.wad) =E1M7
- "The Palace" (palace.wad) =E1M8
- Single Player :Yes
- Cooperative 2-4 Player :Yes
- Deathmatch 2-4 Player :Yes
- Difficulty Settings :Yes
-
- TO RUN WITH NEW DEMO :simply type "ALL-E1" at your DOOM prompt
-
-
- * Construction *
-
- Base :New Level
- Build Time :the total build time for the episode comes out to
- just over 120 hours or so; I think the end product
- is easily worth six days' work....
- Editors used :DEU v5.21 ('nuff said!)
- Known Bugs : I must sadly relate that there are still some
- "INVISIBLE" wall sections on the circular maze
- in E!M@, the Toxin Base; these, I believe, are
- caused by the placement of vertices and the
- proximity of line definitions. I would love to
- expand the maze until the walls were thick enough
- to wipe-out this problem, but it's already vastly
- bigger than its original design!
- The only other bug I known of is on E1M5, the
- Way Station, in the large southern courtyard--and
- that's really a bother to me, because that's one of
- my favorite areas in the whole episode! There are
- simply too many 2-sided linedefs involved, and the
- effect is a "feedback" occuring in the sky; this
- I have only seen at either extreme end of the area.
- I believe they rest are all cleared-up, although
- some of the former humans in The Palace have some
- of the best hearing I've ever encountered. That
- level, by the way, is not completed, but I have
- pushed my puny 386SX33 to the max trying to get
- anything else into it, and what you have now seems
- to be the extent of it. Perhaps, when I buy a new
- 486--which is required to play DOOM 2--I'll be able
- to squeeze in the last few missing sections of the
- level; if you see !PALACE!.ZIP on id's BBS, that's
- what it is.
- As a trivia bit, the exit at the episode's
- end was not supposed to exist--the level was first
- designed to end when you finished killing the big
- baddies, but that only works on mission 8 of the
- second and third episodes. You can imagine my
- confusion when, as I first playtested the final
- area, I droppped the last enemy,...and nothing
- happened!
-
- *Copyrights / Permissions *
-
- In the spirit of shareware which id Software promoted with the first DOOM
- episode, let these levels be played and warped at will by those who have
- such urges. (Of course, in my arrogance, I think they're fine like they
- are, but to each his happy own.)
-
- ==============================================================================
-
-
- THE STORY SO FAR...
-
- First, you slugged it out on Mars' two moons, then kicked demonic
- but in Inferno, only to return to a demon-ridden Earth (this story is meant
- to take place AFTER Hell on Earth--do forgive any discrepancies that may
- arise once we all get to see what the much-anticipated DOOM sequel really
- is all about. Anyway,...) Everybody knows that you can never get rid of
- evil, and to prove that point, evil has made itself a new comfy little home
- on Io, a cozy rock that calls itself a satelite of Saturn. In the interests
- of survival, humanity sends out a fleet of ships, each packed with military
- men from the world's strongest nations; the preemptive strike, if all goes
- well, will keep the demonic forces away from Earth long enough to regroup
- for a better defensive posture.
- You spent the weeks of space travel giving lecture after lecture to the
- others, translators communicating your graphic descriptions to the various
- troops from other countries. Despite your battle scars and detailed info,
- some of the boys just didn't believe you (hadn't they seen it first hand back
- home?), while others did believe, and shivered. The others who had fought
- on Earth and lived to join the Saturn-bound fleet were few indeed, and they
- tried to help you snap the unbelievers back to reality, but rumors began to
- fly that you and the other vets were just plain nuts.
- Finally, the hour was at hand, and thousands of hands went to work,
- putting on armor, loading and readying weaponry, checking communication
- systems,... But disaster had followed you like a demon through a gate (oops!
- I know that's a sore spot.) Minutes before the first fleetship landed, the
- chaos broke out, apparently started by a few dozen troopers who were either
- already possessed (in which case they hid it all too well,) or--the more
- likely story--were traitors to the rest of you, traitors to goodness and
- life and all mankind, hoping for some "higher station" in the dark hereafter.
- The battles exploded everywhere before you could really get your bearing on
- the situation, and by then it was too late; former humans (possessed or not)
- had taken a few of the fleetships, and the battle now was in the stars.
- Like creamer gone bad, these guys screwed it all up; the fleetships were
- blowing up like a string of firecrackers. You desperately tried to order
- men out of the landing areas and onto the bridge in the hopes of keeping at
- least YOUR ship from being taken, but the next thing you new, you were
- crash landing.
- The next few hours were the bloodiest you'd seen in...well,
- not that long, really, but bloody enough. Traitors and comrades alike lay
- around the crash site, their blood steaming in the freezing atmosphere of
- Io. When the last of the gunsmoke cleared, you were alone among the bodies,
- Kneedeep in the Dead yet again. Attempts at contacting the other fleetships
- brought only static--if there was anyone left alive up there, they weren't
- anyone you wanted too see. Suddenly a thought struck you--"Now what?"
-
-
- NOW . . .
-
- The math was pretty simple: butt-kickin' time. As your rotten luck would
- have it, the only functional weapon you could scrounge from the wreckage was
- your trusty sidearm, and only fifty rounds or so hadn't been plugged into
- the bodies already surrounding you. Wearing a grim face and wanting one more
- cup of coffee before you moved on, you scanned the horizin. To the north,
- the shape of a small installation caught your eye. As you approached, you
- noticed a couple of the fleetships--undamaged in landing--parked to the west.
- Could it be?--was it possible that you wouldn't have to do this alone? As
- you stepped into the Foreward Hold, you saw your answer....
-
-
-
-
- [READ THIS AFTER YOU'VE MADE IT THROUGH THE POWER PLANT]
-
- Your buddies were all either dead or converted to the demonic Way, leaving
- you the only guy left on your team. As you battled through the Foreward Hold
- and the Toxin Base, you started to pick up pieces of a puzzle that has had
- your head spinning for an answer: since the mighty U.A.C. did not originally
- have a base out here, how did they get here? And why? It was obvious why
- the forces of Hell had gathered here; it was easily defendable and gave them
- a pretty safe "foothold" in the solar system--from there, they could soon
- take the rest. But why was U.A.C. here? With more pressing problems to
- weigh on your mind, you blasted through the Power Plant and moved on, hoping
- you could find enough puzzle pieces along the way to figure out some means
- of putting an end to the demonic advance here, to stop Hell before it once
- again reached Earth--this time, for the last time.
-
-
-
-
- [READ AFTER YOU HAVE COMPLETED E1M5, DEMONIC DIVIDE]
-
- The puzzle was starting to fit together; there were simply far too many
- Former Humans and Sargeants around, which meant that some of them, at least,
- were already here. That meant that U.A.C had made some sort of arrangement
- with the forces of Hell! What the reasons could possibly be was beyond you,
- but you weren't leaving until you had finished the mission, which was a plain
- old-fashioned preemptive strike!
- Checking your weaponry and cuurent supply of bullets, shells, et cetera,
- you vowed to blow everything straight back to Hell on your way to the end of
- the line. You had just rendered Operations dysfunctional, and then had a
- short stop at the Way Station, where you decisively whacked a lot of guys.
- Now you dust off the remains of your armor as you stride into the teleporter
- and zap into...you don't know, actually, but you didn't come this far to
- get slagged now! As you materialize, you hear the breathing of old friends.
-
-
-
-
-
-
-
- [READ AFTER YOU'VE COMPLETED ALL OF E1, WAY OUT AND STILL DOOMED!]
-
- The Cyberdemon and his two slagged Spiders lay at your feet, mangled
- masses of metal and demonic muscle--the general and his commanders, dead.
- But that, from what you figured, couldn't be the last of it; you'd seen
- enough from these bastards to know! Somewhere, the head of it all, the
- one who had given the general his command, sat brooding over a minor defeat
- at your hands.
- As you step toward the exit of the Palace, you stop, noticing... amidst
- the pulp of the dead General lay a glowing green gem, big and mystical and
- just flat oozing with evil magic. You hesitate--should you pick it up and
- see what happens?--or just call it a day and head home?....
-
-
-
-
-
-
-
-
-
-
-
- *** Personal Notes ***
-
- "Way Out and Still Doomed" is one of a two-episode storyline intended
- to take place after DOOM 2: Hell On Earth. The second episode, entitled
- "The Bowls of Hell", takes up where this one left off. If you liked this
- new episode and are interested in getting the next one, keep your eyes open
- for it on id's BBS, Software Creations, or you can contact me at the address
- given below (you can call, if you want--there is a machine). DO NOT try to
- contact me via the BBS or any other electronic-mail-type system; I am
- an idiot and do not know how to use them. I am, however, interested in your
- comments--negative, positive, or simply constructive--so please contact me
- if you have any.
- I hope you enjoyed "Way Out and Still DOOMED!"
-
-
-
-
-
-
- Jonathan "Shotgun" Wood
- c/o Winged Panther Creations
- 360 River Bend
- Riverside, AL 35135
- (205) 338-6839
-
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- P.S.--DOOM RULES
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