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- All material in this document except where noted is copyright 1994 by
- Michael Kelsey. Any references to the virtual reality game called Doom are
- to be understood the property of id Software, Inc., including the title,
- logo, and other properties of the program. I by no means claim any rights
- to the data included with this text file; merely the content of this text
- file and the integrity, purity and unity of the included binary file (if at
- all permitted by law).
-
- Anyone, business, or corporation wishing to use any portion, or more
- precisely, a level or group of levels from my episode; please do not do so
- without permission. Any ideas used in the levels are not copyrighted
- and therefore may be interpreted as public domain.
-
-
- ----------------
- Return to Phobos
- ----------------
-
- ...with trepidation you lift the rocket launcher into the air
- and watch with amazement after yanking firmly on the trigger. A rocket
- sails through the air, plummets into the heart of the violent baron;
- exploding upon contact and leaving nothing but a gorey pile of residue.
- As the walls of the five pointed complex fall to the floor, the
- outside world once again reveals itself to your eyes. Shortly thereafter
- a bright flash of light fades the promising victory into a terrifying
- nightmare.
- That's all it was...a nightmare. You rub your eyes, get up and
- administer an aspirin. Peering in the darkened light you find everything
- to be in its place; a reassuring sight after a stressful sleep.
- Immediately you climb back into bed, but, within moments you
- fall into slumber, returning hopelessly into yet another world of
- violence...you find that you have returned to Phobos.
-
- Things seem strangely different in this dream. Initially you
- expect a rerun, but this isn't so. One thing is for certain: this
- dream is running much slower than the first! Also, you begin to notice
- some awkward changes. For instance, ceilings and floors bearing unique
- textures no longer a butt-up against each other. Apparently somehow,
- whether magic or not, all ceilings and floors bearing different textures
- are positioned at different vertical positions...much more believable.
- Also, you can't seem to locate a single skull switch. Lastly, you can't
- find much for demonic and satanic symbolism...looks like this won't be
- quite such a nightmare after all.
-
- --------------------------------------------------------------------------
- ==========================================================================
- --------------------------------------------------------------------------
-
- Return to Phobos
-
- I. Get me going!
- II. Troubleshooting
- III. Boring stuff
- IV. Author information (aka more boring stuff)
-
-
- I. Get me going!
-
- Alright, I'm guessing that if you are reading this text file then
- you have already figured out how to extract the files from the archive.
- If not, the archive is a SFX (self-extracting archive) and will extract
- the files upon exeuction of the archive (duh). First and foremost,
- this PWAD (patchwad) replaces episode one of the registered version (and
- quite possibly commerical version) of D**m.
- So, you have the registered or possibly the commerical version
- of the realistic virtual reality game known to man as D**m. So as to avoid
- any possible legal conflict I am referring to the game as D**m. Also
- remember this when typing the command lines (don't type "d**m ....").
- This episode will function properly with v1.2 and v1.3 BETA of
- D**m; I cannot say whether the episode will function with newer versions of
- the game engine or even with the engine of D**m II. You should
- be able to determine which version you have (whether D**m or D**m II) by
- the title of the _______.WAD file in you D**m directory. If you see the
- file "d**m.wad" chances are you have D**m. If you see "d**mr.wad" then
- you are bound to have D**m II: H*ll *n Earth. This is all hypothetical and
- I really have no concrete evidence except for the behavioural patterns of
- the 1.3 game engine. (Whew!)
-
- To get going immediately in a one person game....
-
-
- d**m -file return.wad
-
-
- and select episode one or become scenery and watch the demos.
-
-
- For a multiplayer game (two player serial also)...
-
- s*rsetup -file dstink.wad return.wad <other parameters>
-
- where * should be replaced with e. Or, replace the whole
- word "s*rsetup" with any newer s*rsetup replacement.
-
- I'm guessing that if you are competent in setting up a multiplayer
- game, then you are also competent in setting the needed parameters. Be
- sure to include "dstink.wad" if you are using v1.3 BETA of the D**m exe-
- cutable. If you fail to do so, you shouldn't be surprised to encounter
- a bug requesting the presence of this file. I guess a person can always
- include this if an error is encountered. Now play!
-
- II. Troubleshooting
-
- Okay, when aren't there problems with new levels...yes, that's right
- but I don't think Satan would appreciate snow. I can't really give much
- advice, except, there are some bugs in these levels. Try and try again;
- hopefully something will work out.
-
-
- Clipping Bug(s)
- ===============
-
- "It's not my fault," a common response when the nodes builder fails
- to correctly compile the level. These things happen...just try to avoid
- the spot if it bothers you. Just by chance, there may be a wall texture
- that I have foolishly forgotten...all I can say is "bad design on my part."
- E1M6 of my PWAD may cause clipping around the immediate vicinity of
- the twin elevators...I have double and triple checked this area. Also,
- some perspectives of large open (highly detailed) regions may cause some
- random effects of clipping. Once again, this is poor design on my part --
- in other words, I should have discovered the bug previously, but, being
- the person that designed the level, I take only certain routes through
- the level.
-
-
- I'm trapped in a wall! Bug(s)
- =============================
-
- E1M2 had this type of bug. If you save your game while sitting
- atop a thin ledge, you may find the upon loading the game, your man falls
- to the level of the lower floor. This is not something that I accounted
- for, so, try completing the level without saving...it's the only fix that
- I know of. If all else fails, type IDSPISPOPD and move into a safe
- position. Now, type IDSPISPOPD and disable "walk thru walls" mode.
-
-
- It runs too slow! Bug(s)
- ========================
-
- Doom creeps amazing slow when I approach certain wall textures?
- The wall texture is black with randomly colored dots? It's possible that
- I did a "no-no" and applied a wall texture to the primary sidedef and
- a two-sided sidedef. Outside of lingo, it's another one of the walk-thru
- walls (that doesn't look like a walk-thru but instead like a curtain)
- except that the D**m kernel demands the these walls be designed in a specific
- way.
- My solution: write me, I'll see if I can't fix the bug. Or, shift
- to low detail and shrink the screen until you can turn your character away
- from the bad wall.
-
- Heck, the game is playable, but still fairly slow? Well, what can
- I say? E1M2, E1M4, E1M3, E1M6 and E1M9 all have demanding architecture...
- I would redesign the level execept that the architecture has its roots in
- my levels. To be honest, I have a machine fast enough that even the most
- demanding of my levels only places two full dots (full screen) with the
- "-devparm" option. My brother, my only BETA-TESTER, has an ISA DX/33
- which assists me in designing and redesigning decent, yet, less-demanding
- levels. He operates the machine at full screen w/ribbon bar on low-detail.
- This gives him animation as smooth as my DX2/66 on high-detail. So, if it
- gets too slow, either try upgrading, or, shift to a different detail level.
- All my levels have been tested at the equivalent of a 386DX/33 VESA Local
- Bus. I simply depress turbo and play.
- Lastly, if all else fails, try loading your caching program with
- optimal performance level...(i.e. "smartdrv c /e:8192 256 256 /b:16" for
- machines with 4mb. of RAM).
-
-
- I can't escape the level! bug(s)
- ================================
-
- In E1M2 you may experience a bug where the exit bridge reaches to
- the ceiling...I've tested it outside of netplay and it functions fine --
- everytime -- even when my brother played. But, during a two person game,
- it choked! And in my most recent test it functioned fine...go figure. (???)
-
-
- A doorway doesn't raise high enough! bug(s)
- ===========================================
-
- It's not a bug (unless you can't *ever* get the door to raise high
- enough). This is my attempt to create a stubborn doorway. Try closing the
- door and open it again...it if doesn't come to another altitude, try again.
- Eventually it should let you through; if not, contact me.
-
-
- The levels are too hard! bug(s)
- ===============================
-
- Once again, these aren't bugs...they are levels designed for
- the experience D**m player. In almost all scenarios, the exit switch
- is readily available...use it if you get frustrated. You think that
- the levels are difficult now!?! You should have seen them prior to
- modifications. Or, if there are too many creatures, try an easier difficulty level.
- Lastly, try using the "-nomonsters" parameter when starting D**m (v1.2 or
- later). Then you can see the architecture without the nusiance.
-
-
-
- III. More Boring Stuff
-
- Many of these levels were developed in partial and later finished
- when I had empty slots in my episode. You may notice some significant
- style changes between some of these levels. Although I feel that my most
- recent design style is by far the best, it also taxes a machine more
- heavily than if designed in a simple fashion. My earlier levels (E1M2,
- E1M4, and E1M9) were an attempt at high detail, at which end I found the
- levels far too complicated for mid-to-low end machines. Thus, I had no
- choice but to simplify the levels *some*. I refuse to simplify the levels
- any further as it will begin to detract from the overall impression. I
- designed the levels in a frame of mind where detail and design surpassed
- playability. Even though a faster machine is recommended I hope that you
- (the audience) will find the levels appealing.
- Episode 1 Mission 5 represents my apology to all folks with slower
- machines. I understand that the level still heavily taxes the 80386 series,
- but, even I found it playable with my machine *off* turbo. Hopefully I have
- planned accordingly and thereby provided an honest to goodness apology. One
- should realize that where the amount of rendering is high, the quantity of
- creatures is low. And likewise for vice versa. I have no clue how all
- (if any) of my levels will perform for deathmatch play; since I don't have
- anyone to compete with (willingly) I can only guess that my levels will
- provide adequate entertainment should the need arise. (Enjoy!) Please
- understand that many of my levels were designed for some deathmatch play
- and will at the very least provide some alternative routes.
- As you might have guessed, I did find pleasure when designing this
- episode. I am willing to admit that I spent around 35 hours in per level (on
- average) therefore accumulating 315 hours total (including moderate level
- testing). If you are interested in designing levels, feel free to send
- questions or comments, but, *please* do attempt several tries and expect
- to spend about 40 hours on your first good-sized level.
- All these levels have a trademark of DEU 5.x, an excellent editor
- created by Raphael Quinet. Without this vital editor, these levels would
- not exist. Also, many of these levels would be much smaller if it were not
- for the kind heart of Colin Reed. His editor (COLCAD2) allowed for the easy
- generation of levels and texture selection, something which DEU 5.x simply
- couldn't provide. Many, many thanks to both of these incredible authors...
- I owe all of my development and success to you both. Oh, yes. And where
- would I be without BSP11X. Great thanks!
- All in all, I must admit that I really don't have a *favorite*
- level. Each level has its unique property, whether in architecture or
- event, and this makes it extremely difficult to choose.
-
-
- IV. Author Information (More Boring Stuff)
-
- I, Michael Kelsey, hereby decline any responsibility for any
- damages caused to anyone else, their property, etc., by the improper
- or proper usage of this new episode. I sincerely hope you do not find
- this a waste of you time (downloading especially) as it took an incredible
- amount of my time during development.
- If you must know, this episode was designed with the following
- hardware/software:
-
- This stuff not copyrighted by me.
-
- 80486 DX2/66 (thank goodness!)
- VESA Local Bus Cirrus Logic CL-GD5424
- Rewired Apple II analog joystick
- Mouse Systems serial trackball (ditto above)
- DEU 5.21 GCC and previous versions
- COLCAD (revision 2)
- BSP11X
- and many many batch files written by me.
-
- Here's how you can reach me if you have questions or comments.
-
- Michael Kelsey
- P.O. Box 88
- Connell, WA 99326
-
- Feel free to send questions or comments. Maybe at some point I will have
- a consistent E-mail address, but, for now...this is it!
-
-
- *Apology*
-
- To all the members of id Software, I greatly apologize for generating
- levels that operate in the episode 1 slot. Unfortunately, I despise the use
- of the CyberDemon and SpiderDemon and therefore required some means by which
- to prevent the player from easily escaping the final level (E1M8) without
- some work. I found the sector tag of 666 a needed event.
-
- *Limitations and Bugs*
-
- I realize that under normal circumstances an author should take
- full responsibility for late release and program bugs. I know that there
- are some bugs in the levels that extend beyond my control. Although I have
- done extensive testing on my levels, many of them were only tested under
- the nodes compiler native to DEU 5.21 GCC. Upon the use of BSP11X I noticed
- a major bug when compiling E1M7; in compensation, I am trusting the nodes
- built by DEU 5.21 GCC which may cause some unsightly responses. For
- instance, some creatures may be able to see your character even though they
- are locked behind a door...with BSP11X this problem disappers; however,
- other problems surface under given circumstances. I wish you luck in playing
- these levels and may the force be with you.
-
-
- 940801 Michael Kelsey
-
-
-
-
-