home *** CD-ROM | disk | FTP | other *** search
- ================================================================
- Title : "The Crow" (HINT: stare at the map of the
- right-hand zone for a while.)
- Second WAD title : "Really, Really, Huge, Angry, Rocket-Launching
- Bird in a Golden Cage" (subtitled "Death made Easy")
- Filename : thecrow.zip {
- thecrow.wad
- thecrow2.wad
- masochsm.wad
- masochs2.wad
- thecrow.txt }
- Author : Cory Damon Dodt
- Email Address : cdamond@ocf.berkeley.edu
- cdamond@uclink2.berkeley.edu
- Misc. Author Info : Likes to play PEACE.WAD until he has at least
- 30 self-frags. Mean with a rocket launcher at
- point blank range.
- Shameless Plugs to : PEACE.WAD, INFINITY.WAD, and LEDGES.WAD...
- Nothing like hitting 100 frags in less than an
- hour...
- Included free of charge : masochsm.wad, an amusing diversion I ripped out in
- about 5 minutes. It's fun, trust me. It replaces
- e1m1/map01. Basically just a small room with a
- Cyberjerk and 2-4 people trying to kill each other
- in it. Do whatever you want with it, it wasn't
- exactly an original concept to begin with :-P
- Description : (long)
- Doom I & Doom II DEATHMATCH. RECOMMENDED: 4 player network, with
- fast machines. (i.e. all DX/33 and up.) Was playable with 4 players on
- two DX/33's and two SX/25's, but it wasn't fast. This is a stalking level.
- Although it seems large, there are so many overlappings and connections
- and teleporters that it shrinks a bit. Nevertheless, it's a _big_ place,
- which makes it easy for someone who knows the level well to stalk.
- Weapons aren't plentiful, you have to go spelunking to get to 'em.
- I designed the level so that if you just fragged your opponent you know
- where he's gonna go because all the weapons are laid out in the TUNNELS.
- Fortunately for you, there are multiple sniper points around all weapons
- with the tools of the sniper, the chaingun and shotgun, in easy reach in
- case you forgot yours. This area works great for 3 or 4 players, but
- with only 2 the TUNNELS don't do their job quite so well.
- There are lots of suicide areas. Learn them. Beware them. In
- one of them, the suicidal maniac can defend himself against attack quite
- well (read: weapons) so beware stalker...
- ARENAS! This level has a bunch of good arena-sized arenas, all
- except one within hearing distance of at least a couple others. I went
- all-out designing creative arenas. My particular favorite is the one with
- see-through pillars. Don't hide behind one too long! There are also
- mutiple-altitude platforms, stairs and lifts, teleporters...
- ENJOY!
- Hint: In the room with four teleporters: (You'll know which one
- soon enough... you will probably learn to hate this room) No, you can't get
- the weapons in there. Yes, they're there for a reason.
- ================================================================
-
- * Play Information *
-
- Episode and Level # : E1M1--> thecrow & masochsm
- MAP01--> tc2 & masochs2
- (I included Doom I and Doom II versions of both
- wads. masochsm's so small you won't mind...
- tc & tc2 are pretty big, but I included both
- versions rather than a batch to create the second,
- I'll explain why later in this document.)
- Single Player : Possible, but why?
- Cooperative 2-4 Player : Again, quite pointless
- Deathmatch 2-4 Player : YES, rocks!
- Difficulty Settings : Skills 1-2 for minimum decorations (runs a bit
- faster.) There are no monsters, and weapons etc.
- are the same on every skill.
- New Sounds : No
- New Graphics : Yes, 13 new textures. Easy to spot.
- New Music : Yes type doom2 -nomusic at the command line, then
- put on the soundtrack for The Crow. ;)
- Demos Replaced : None
-
- * Construction *
-
- Build time : It ate my life
- Base : New level(s) from scratch
- Editor(s) used : DEU 5.21 gcc, DCK 1.0, BSP1.2x, Wacker b7,
- DEUTEX 2.9 & 3.1, DM2CONV, and (last but not least)
- ADE2.
- Known Bugs : Maybe just a little rough around the edges.
- But then, you'll be running for your life, who
- cares? There was one problem with R_FindPlane in
- the "tree" arena which I was unable to replicate
- ... if somebody encounters this AND can fix it,
- let me know.
-
- * Copyright / Permissions *
-
- Authors MAY use this WAD to build levels of their own. I love to see
- new ideas implemented.
-
- 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.
-
- * Where to get this WAD *
- FTP sites:
- --ftp.cdrom.com, the site I can type in my sleep (and do)
- --cdrom's mirrors, I suppose.
-
- * Design Notes *
- Five of the new textures are just visual clues that tell the
- deathmatchers where to find stuff. "To the BFG," that kind of thing. The
- other eight are murals that you should memorize and use to your advantage.
- Each arena has a mural, and each wall in the tele-hub has a corresponding
- mural. To get to the hub, jump in the nearest teleporter. To get to a
- particular arena, just jump in the teleporter next to the corresponding
- mural.
- There is an exit switch. It's as clearly marked as you're gonna
- get. It requires a small self-sacrifice to use, but it ain't coop. I hate
- those.
- THIS LEVEL IS DESIGNED FOR MORE THAN 2 DEATHMATCHERS. Preferably
- more than 3, since TeamDoom is my thing. There are many areas where two
- players cooperating with one another can survive where one player alone
- would not... like the series of lifts up to the supercharges.
- I like to lose my opponents once in a while, so encounters with
- them are more meaningful and there is more incentive to pursue a frag to
- its completion. Getting lost is certainly possible. However, once the
- players become familiar with the level, they should be able to find each
- other quickly (instantly, in some cases). That's why everything is
- centralized. The two hubs (triangle room as hub of the tunnels,
- eight-teleporter room as hub of the arenas) are connected and marines can
- jump from one to the other quickly if they know what they're doing.
- BEWARE OF TELEFRAGS!!! If you have to use the hub, move your ass.
- Remember that telefrags are highly possible even by random chance, since
- the teleporters are basically your standard mode of travel.
- WHY I INCLUDED BOTH DOOM I AND DOOM II VERSIONS:
- Simply put, converting this wad to Doom II was a Nightmare
- (skill level 5). My new graphics included patches from Doom I, one of
- which wasn't in the Doom II wadfile. If I used DM2CONV /TEXTURE on the
- level it didn't know what to do with the new textures, so it just left them
- in. Fortunately DEUTEX 3.1 saved my bacon here, since it autodetects missing
- stuff. After crashing Doom about 5 different ways getting the new textures
- to work, I tried to add in Doom II items, and knowing that DEU5.21 doesn't
- support Doom II I got a bunch of new editors. WADED: too annoying, and
- doesn't support new textures. EDMAP: not bad overall, but doesn't support
- new textures AND seems to be unable to save a wad without destroying the
- NODES. . . BSP was unable to successfully build them after saving with
- EDMAP; the level would load but look like utter shit. DCK2.0: Great
- interface, but wouldn't load my level in any way, shape or form (I think it
- was just too big.) I was about to start looking for DEU][ (hacked evil
- version or not) when I discovered ADE2. Loved it, used it. Anyway, after
- all that I discovered that the only way to save space on two versions was
- to include the graphics as a separate wad, because the two sets of map data
- were completely incompatible. Since this ends up saving very little space
- I just went with user-friendliness....you get both wads, fully made and
- autonomous.
-
- *Coming Soon*
- A better team implementation. I.e., areas and weapons you CAN'T
- get to unless someone ELSE wants you to get there.
- A couple 4-player demos, if I can ever to remember to record them. :P
- New sounds?
-