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- ASDOOM][: The Final Countdown (Part Three). First revision, 12/3/95.
-
- Please read ALL of this file before beginning play, especially the section
- entitled CONDITIONS OF USE as this details what you may and may not do with
- these files.
-
-
- INTRODUCTION
- Welcome to ASDOOM][, a series of completely new levels for id's DOOM ][.
- This archive contains the final two new levels, replacing MAP07 and MAP08.
-
- You should also try to secure the first two archives, ASD2_PT1.ZIP and
- ASD2_PT2.ZIP. ASD2_PT1 contains replacements for MAP01, MAP02 and MAP03.
- The files in ASD2_PT2 follow on directly from these, replacing MAP04,
- MAP05 and MAP06. These levels are best played together, as a series.
-
- ASD2_PT1.ZIP and ASD2_PT2.ZIP also include the earlier plot text. This
- text has not been repeated here as it is intended that you play all of
- the levels together, so get hold of those other archives!
-
- Note that there is also a file called ASD2.ZIP available. This archive
- contains all eight levels grouped into one big PWAD, plus all of the plot
- text. The advantages of securing this archive is that all known bugs from
- levels one to six have been cured, and I don't mind if you want to include
- THAT archive on any compilation or coverdisk that you are putting together.
-
- All DOOM levels these days seem to have to have individual names (like
- UNDERHALLS or ENTRYWAY), so I decided to give mine names too:
-
- Level seven is A FALSE SENSE OF SECURITY and level eight is aptly named
- FINALE. In each case you'll have to find out why the hard way... ;)
-
- For the ultimate experience play all eight levels in a dark room (the darker
- the better!) on Ultra Violence. If you do this I can guarantee you one of
- your best games ever (assuming that you live long enough to enjoy it). :)
-
-
- DEDICATIONS
- A full list of dedications may be found in the file ASD2_PT1.TXT in the
- first ASDOOM][ archive. I am still grateful to all of those people, but
- not repeating their names again saves you download time...
-
- Also, a big thank you to all of the people who took the time to write to
- me about ASDOOM and/or ASDOOM][. You are the reason that I went back
- to work on these last two levels after a four month break (ASD2_PT2 was
- released way back on 20/10/94), so I guess that these final offerings are
- dedicated to you. It seems fitting that they are the best.
-
- I didn't get invited to contribute to id's compilation of extra levels
- for DOOM ][. :(
-
- Of course, that means that you get to play for free. :)
-
-
- INSTRUCTIONS
- Decompress this archive if you haven't already. Place all files in your
- DOOM2 directory. None of your existing files will be altered by playing
- these levels, but if you feel nervous just make sure you back up your DOOM2
- files first.
-
- Once all of the files are in your DOOM2 directory simply change to that
- directory and type ASD2.BAT to play the new levels. This batch file is
- designed to get you straight in to the new levels without the need to set
- anything up first. A message will appear telling you that you are playing
- modified levels - this is no cause for alarm. Press Enter to continue.
-
- Once DOOM2 has loaded choose a difficulty level and play as normal.
-
-
-
- -------------------------------*IMPORTANT*-----------------------------------
-
- CONDITIONS OF USE
- Copyright for these levels remains with the author. You are welcome (even
- encouraged!) to have fun with these levels yourself, and to pass them on to
- as many other people as possible so that they can have fun with them too,
- SUBJECT TO THE FOLLOWING CONDITIONS:
- * This compressed file (zip or arj or whatever) must be passed on in its
- entirety with all files present and unaltered in any way. You may not
- add to or detract from what is here, just pass it on exactly as it is.
- * You may not use these levels as a basis for alterations to produce levels.
- * You may not sell any of the ASDOOM or ASDOOM][ levels or include them
- (or a derivative of them) on any compilation which will passed on for
- profit (e.g. sold), or given away (e.g. strapped to the cover of a
- magazine) WITHOUT THE EXPRESS PRIOR PERMISSION OF THE AUTHOR IN WRITING.
- Use, decompression or duplication of this software indicates total and
- unquestionable acceptance of these conditions.
-
- I am not trying to be difficult here, but I've worked long and hard on
- these levels (over forty hours EACH) to enhance and extend your enjoyment
- of a great game. All I ask in return is that you respect my labour, please.
-
- I have extensively playtested these levels and plenty of other people have
- tested them too, but please note that I cannot be held responsible for the
- use of, or inability to use, these files.
-
- ---------------------------IMPORTANT - SEE ABOVE------------------------------
-
-
-
-
- BACKGROUND
- You step through the teleport. A moment of disorientation, then you find
- yourself standing in the middle of what looks like a small, deserted town.
- The afternoon sunlight is warm on your face, and a gentle breeze rustles
- the fallen leaves on the grass nearby.
-
- The communicator begins bleeping in your pocket. Diaz wants you. You
- power it up and tune to her frequency.
-
- "Hello, Major, this is Colonel Diaz. Are you reading my signal?"
-
- "Loud and clear, Colonel. What can I do for you?"
-
- "You have already done it. The hold on the fleet has been broken and we
- are currently clearing Earth's gravitational field. The mission has been
- a complete success." Diaz affords you a smile that is almost as warm as
- the day.
-
- "No problem, Colonel. Can you tell me where I am?"
-
- "Sorry, Major, but we are unable to track your position in the caves
- beneath the base because you are so far underground, and even slight seismic
- activity renders our motion trackers useless. We do not even seem to be
- able to get a fix on your communicator signal, even though we are running
- a concentrated scan to search for you within a ten kilometer radius of
- the bunker."
-
- "I'm not under the base, I'm above ground. I don't know where. Widen
- your scan."
-
- Diaz's smile vanishes in an instant. She begins barking orders at someone
- that you can't see. "Ensign Hardy, widen our scanning radius to maximum
- and get me a fix on that communicator signal. As soon as you have a
- location begin scanning the surrounding area. I want a full situation
- report, and I want it NOW."
-
- She turns her attention back to you. "Major, we were not aware that you
- had left the base. How did you reach your current position?"
-
- "A large demon was guarding a teleport pad deep in the caves beneath the
- base. I had cleared the caves and my protective suit was fading fast.
- There was no way back, so I used the teleport to get out."
-
- "Could any of the demons have used the teleport before you? Is it possible
- that the large demon was acting as a rear-guard, slowing you down while
- other demons escaped to your present location?"
-
- Your gun moves reflexively into your hand.
-
- "I'm not sure. There was no sign of anything before I left, and it seems
- peaceful enough here..."
-
- Ensign Hardy cuts in. "Excuse me, Colonel, I have an exact location
- confirmed: 1.4 kilometers west of New Mexico PDB. No other life forms
- present. I have one small moving object registering on the motion-trackers.
- It is currently 0.6 kilometers from the Major's position and is moving
- closer."
-
- "Are you reading this, Major? One small target, approaching your location
- as we speak."
-
- "Understood. What is New Mexico PDB?"
-
- "Planetary Defence Battery, a large energy weapon designed to defend
- against planetary bombardment or large meteor strikes. Can you see it
- from where you are?"
-
- You look east just in time to see a blinding flash of light. A pulse of
- pure energy streaks into the sky.
-
- "Colonel, it just fired at something!" The communicator screen is blank.
- "Diaz, come in! Are you still reading me? Colonel! Are you okay?"
-
- The screen comes back on. The picture is lousy but you can see Diaz's
- face, bathed in the even red glow of a starship's emergency lights.
- Blood trickles from a cut on her forehead and runs slowly down her cheek.
-
- "Diaz, are you alright?"
-
- "Shaken, Major, but not stirred. New Mexico PDB just fired on this ship.
- I think that we can now reasonably assume that some of the demons used
- the teleport before you did. Hold this channel for a moment." She turns
- away from you slightly. "Ensign Hardy, damage report please."
-
- Hardy's voice is nowhere near as calm as Diaz's. "Shields were not raised
- when we were hit, Colonel. We've lost 46% hull integrity, with most of
- the damage being to the aft of the ship. The starboard engine has been
- destroyed and the port engine is currently off-line. Engineering is
- working on it, but at the moment we are dead in space."
-
- "Can we raise our shields?"
-
- "Negative, Colonel. The reactor has been badly damaged. All available
- power is being redirected to vital systems such as life support."
-
- "What about sensors? Can we scan the PDB?"
-
- "Aft sensors have been totally destroyed, and we can't manoeuvre to bring
- fore sensor array to bear on the target."
-
- "Which ship in the fleet is nearest to us?"
-
- "The 'Conqueror' is somewhere ahead of us. I can't give you an exact
- distance at this time, Colonel."
-
- "Very well. Establish a communications link to the 'Conqueror', have them
- scan the PDB and feed the data back to us in real-time. I want to know
- what is happening down there. Major, are you still there?"
-
- "Right here, Colonel."
-
- "It looks as if the mission is not quite finished yet. Most of the fleet
- is likely to escape, but we are crippled, a sitting duck for them to shoot
- at. Ensign Hardy, can we take another hit from the PDB?"
-
- "Negative, Colonel. The next shot will destroy us. I have the data feed
- from the 'Conqueror' in place now. New Mexico PDB is recharging for
- another strike. I can't give you any indication of time or target."
-
- "Keep working on it. Major, start moving towards the PDB immediately.
- Running would be preferable to walking. When you arrive, seek and destroy
- all hostiles as quickly as possible. Depending on how long it takes you
- I may be available to congratulate you afterwards."
-
- "On my way, Colonel. And I'll run all the way."
-
- "Thank you, Major. Good luck." She manages a final smile, blood dripping
- from her chin. "Diaz out."
-
- You flip the communicator closed and stow it away. There is no sign of
- the PDB to the east, but most of the weapon would be underground.
-
- At that moment a single zombie soldier rounds the nearest building and
- begins moving towards you.
-
- Bad timing, pal. Very bad timing indeed....
-
-
-
-
- CONTACTING THE AUTHOR
- If you want to write to me about ASDOOM][ (or anything else interesting)
- I'd love to hear from you. If you have access to comms post a message to
- Andy Sheppard in the DOOM echo of Fidonet (it should find me) or e-mail me
- at the address below. I try to reply to EVERY message, so if I don't reply
- to you it means that I haven't received your marvellous missive! Send it
- again. As an absolute last resort you can contact me via snail-mail at:
-
- Andy Sheppard
- 89 Gordon Road
- Corringham
- Stanford-le-hope
- Essex
- SS17 7QZ
- England.
-
- I don't actually live there (so keep it clean please) but I'll get your
- mail eventually!
-
-
- KNOWN PROBLEMS WITH ASDOOM][
- These levels need a fairly powerful machine to get the very best from
- them - 486DX and 8Mb RAM recommended, but it'll run on less. If your PC
- is struggling a bit please either reduce the size of the playing window
- (by pressing "-") or decrease the detail level (by pressing "F5").
-
- ASD2_PT1 contains no problems that I am aware of.
-
- ASD2_PT2 contains the following two known bugs:
- Only three Deathmatch start points on MAP04.
- No Deathmatch start points on MAP06.
-
- Fixes for each of these have been implemented in ASDOOM2.ZIP.
-
- If you encounter a problem please let me know. I'll try to fix it ASAP.
-
-
-
-
- Enjoy these levels. I certainly enjoyed creating them.
-
- I am not intending to do any more ASDOOM (but you never know...).
-
-
-
-
- andy@sheppard.demon.co.uk
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- ;)