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- ================================================================
- Title : UAC Head Quarters
- Copyright, Gordon Mulcaster, 1994
- Filename : UAC-HQ.WAD
- Release : Beta 1.0
- Author : Gordon Mulcaster
- Email Address : Gordon_Mulcaster@mindlink.bc.ca
- Misc. Author Info : Eyes - brown/green
-
- Description : You must infiltrate UAC-HQ, and find the main
- computer center to get the access codes for a
- shuttle so that you can get off Earth.
- (See the full story below)
- (Also see the play notes)
-
- Additional Credits to : JD, Dave and Vic for play testing.
- : Raphaƫl Quinet (quinet@montefiore.ulg.ac.be)
- Brendon J. Wyber (b.wyber@csc.canterbury.ac.nz)
- Per Allansson (c91peral@und.inda.liu.se)
- Per Kefod (per@ollie.dnk.hp.com)
- for writing and distributing DUE (gcc)
- : Colin Reed for writing and distributing BSP
- : Jens Hykkelbjerg (hykkelbj@daimi.aau.dk)
- for writing and distributing Reject Map
- Builder (RMB)
- : Randall R. Spangler (rspangle@micro.caltech.edu)
- for writing and distributing WADWHAT
- : id Software for releasing Doom, and allowing
- user created levels.
- ================================================================
-
- * Play Information *
-
- Episode and Level # : E1M1 (1.666 registered)
- Single Player : Yes
- Cooperative 2-4 Player : Yes
- Deathmatch 2-4 Player : No (there _are_ four deathmatch starts, but they
- are in the same place as the cooperative
- starts. I don't think this level would make
- a good death match level anyway...)
- Difficulty Settings : Yes (Ultra-violent should be challenging for even
- the best Doomers, I'm too young to die should
- be playable for even the most novice Doomers)
- New Sounds : No
- New Graphics : No (there are some new textures. I have more work
- to do in this area...)
- New Music : No
- Demos Replaced : DEMO2 (recorded on "I'm To Young To Die" using
- Doom ver. 1.666 registered)
-
- * Construction *
-
- Base : New level from scratch
- Editor(s) used : Waded 1.23 (until it broke)
- DEU 5.21 (until it broke)
- DEU 5.21gcc
-
- BSP 1.2x
- RMB 1.2
-
- Known Bugs : The level is too big to save using 1.1 or 1.2
- : Some sounds may leak into other areas. (I think
- IDBSP fixes this, but it breaks other stuff...)
- : There are HOMs using 1.2 or 1.1
- : There is still lots of work to do on the textures
-
- ================================================================
-
- * Copyright / Permissions *
- -----------------------
-
- This work is copyright Gordon Mulcaster 1994
-
- Authors MAY NOT use this level as a base to build additional levels.
- Make your own damn levels.
-
- You MAY NOT modify this work except for personal use.
-
- Modified versions MAY NOT be distributed in any form.
-
- This file is part of the work and must be included, unmodified, in any
- distribution.
-
- This wad MAY NOT be distributed for profit (that includes CDs, Compuserve, AOL, et al.)
- - it is debatable whether or not the above line is legal.
- - I don't have the money to do anything about it if it is.
- - so if you do you will have to live with the fact that I think you are a
- slimeball.
-
- ================================================================
-
- * Where to get this WAD *
-
- FTP sites: Infant2.sphs.indiana.edu, and it's mirror sites.
-
- ================================================================
-
- * The Story So Far *
-
- You lean back into the doorway and stroke your shotgun as the morning sun
- slowly creeps over the top of the burned out warehouse across the street.
- You can still hear unearthly howls and screams in the distance.
-
- A shotgun blast jars you awake! It takes you a few seconds to orient
- yourself before you realize it was your shotgun... A quick glance at the
- sun tells you a hour or more has passed. You re-cock your shotgun and head
- off down the street, your goal is only a few blocks away.
-
- You inspect the walls from around a corner, they seems fully intact--
- it's possible hell's minions haven't been able to crack the UAC building.
- A quick sprint takes you to the North gates. You insert your dog tag in
- the security panel and the gate opens. You quickly slip in and hit the
- close panel.
-
- A wave of relief washes over you as you see fellow troopers standing
- watch in the yard. The relief quickly vanishes as they open fire at you.
-
- Your overall plan remains unchanged. The shuttle pad you reconnoitered
- yesterday has two shuttles ready to go all you need are the launch codes.
- Instead of being given the launch codes, you will have to get direct access
- to the main computer center you where you should be able to hack the codes.
- It won't be easy, you don't have access to any secured areas, but you've
- survived a trip to hell and back--this can't be that tough, can it?
-
- ================================================================
-
- * Notes on play and development *
-
- - Please send any coments to Gordon_Mulcaster@mindlink.bc.ca
-
- - You must find the main computer center before you can finish the level.
-
- - Ignore the teleports in the stair wells, they are simply there to
- simulate multiple floors.
-
- - I sure found out what the limits to the Doom engine are. The original
- plan was for the front yard to have hills and valleys. The stairs in the
- entry hall was supposed to have a bannister. I had to rework the ware
- house a few times. All to get rid of the HOMs. Then I got 1.666 :-)
-
- - I never thought of adding toilets until it was brought up in discussion
- in Alt.Games.Doom, but since I didn't think of it, I decided not to
- rework it to add them...
-
- - One of the design criteria was to make it harder to get out then get in
- (its tough to get out, but I don't think it's particularly harder)
-
- I know the textures aren't as good as they should be, but I don't have
- any more time to work on it, or to figure out how to get my custom graphics
- into the WAD (I keep breaking Wacker :) If I waited until the textures are
- perfect, I'd probably never get it out...
- Most of the textures should be aligned correctly, please don't send
- texture bug reports unless the texture alignment is way out of wack. If you
- come up with an idea of what should be in the empty basement rooms, send me
- some email... I'm thinking of filling them with file cabinets, once I get
- the graphics done...
-
- ================================================================
-
- The following information may spoil your enjoyment of theis level. It is the
- text produced by Randall R. Spangler's (rspangle@micro.caltech.edu) excelent
- little utility WADWHAT. It contains a total count of all the monsters and
- items, and various other details.
-
- If you don't want to know how many Imps there are, or how many Soul Spheres,
- stop reading...
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- Note: I have removed the Multi Player Information, since it's exactly the
- same as the Single Player Information.
- .
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- ---------------------- Start WADWHAT text ----------------------
-
- ================================================================
- WADWHAT 1.1 by Randall R. Spangler (rspangle@micro.caltech.edu)
- ================================================================
- PWAD FILE UAC-HQ.WAD:
- -----------------------------------------------------
- EPISODE 1 MISSION 1 S1 S2 S3 S45
- -----------------------------------------------------
- Play modes:
- Single player
- Cooperative (4 player)
- Deathmatch (4 starts)
- Bosses:
- Baron 0 0 2 1
- Cyberdemon 0 0 0 2
- Monsters:
- Trooper 42 42 15 9
- Sergeant 6 6 46 50
- Imp 32 32 51 64
- Demon 13 13 42 54
- Spectre 0 0 2 32
- Lost soul 3 3 15 39
- Cacodemon 5 5 9 13
- Weapons:
- Shotgun 10 10 10 10
- Chaingun 1 1 1 1
- Rocket launcher 1 1 1 1
- Plasma gun 1 1 1 1
- Chainsaw 1 1 1 1
- Equipment:
- Invulnerability 1 1 1 1
- Invisibility 1 1 1 1
- Radiation suit 12 12 8 4
- Computer map 1 1 1 1
- Lite amp goggles 1 1 1 1
- Expendibles:
- Bullets 2500 1250 765 635
- Shells 792 396 456 432
- Rockets 126 63 41 18
- Cells 1760 880 680 460
- Armor points 1228 614 614 514
- Health points 1918 959 859 679
- Barrels 19 19 19 19
- Difficulty:
- Total monster hp 719 719 1844 3652
- Max ammo damage 14084 7042 6137 4939
- RATIO 0.051 0.102 0.300 0.739
- Other info:
- Average brightness 139 (0=dark, 255=bright)
- Secrets 10
- Nukeage / sectors 60 / 774
- Triggers / linedefs 181 / 3170
- Reject resource YES
-
- ----------------------- End WADWHAT text -----------------------
-
- Notes: Ultra-violent with a ratio of 0.739 is similar to E2M4 and E3M6,
- but with 2.5 and 2 times the total monster hps, it is tough but
- should be doable. Especially since you get a change to get all the
- ammo and power-ups prior to running into the "big bad ass" (tm).
-
- Yes there are two Cyberdemons, but only in Ultra-violent. Hurt me
- plenty should still be tough for anyone who can't handle it. It's set
- up so that you can run away from them if you want. They will both be
- encountered in large open areas so you have lots of maneuvering room.
-
- I have yet to complete the level on Ultra-violent, but I also have
- yet to complete L3Mx in Ultra-violent...
-
- ================================================================
-
- * SPOILERS!!! *
-
-
- A L E R T A L E R T A L E R T
-
- The
- following
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- S P O I L E R S
- for
- UAC-HQ.WAD
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- Q: Is that thing in the yard supposed to be a semi trailer truck?
- A: Yup - graphics to come...
-
- Q: How do you get the rocket launcher and light amplification goggles (LAG)
- without cheating?
- A: Head up the boxes on the north end of the east wall and _run_ across the
- gap to the south. _Run_ across the gap to the south east corner with the
- missiles (of course you already killed that imp, right?). To get the LAG
- you _run_ there from here. This will take practice, but trust me it
- CAN be done (watch the included DEMO2).
-
- Q: Why is that one area so dark? Why doesn't it appear on the map?
- A: That area is supposed to be a small bit of hell, (get the LAG just
- before going in). It's supposed to be dark and not supposed to be on the
- map, hell doesn't play fair!
-
- Q: How do you get back from hell?
- A: You have to jump into the "bottomless pit" there's another teleport down
- there.
-
- Q: Where is the red key?
- A: The red key, which gives you alpha clearance, is in the radioactive
- waste pool in the courtyard (which you teleport to from hell)
-
- Q: Where is the yellow key?
- A: The yellow key, which gives you beta clearance, is in the sewer. After
- going down the stairs in the NE corner, take the second right hallway
- and shoot the wall. A small tunnel to the sewer opens up (the door just
- to the left has a bunch of anti-radiation suits...)
-
- Q: Where is the blue key?
- A: The blue key, which gives you gamma clearance, is in a secret room in
- the armory. There isn't much wall, just keep looking for it.
-
- Q: How do you get out of the sewer?
- A: Run down the sewer until you are opposite the yellow key, then head
- directly towards it--there is a ladder there. There is another one on
- the opposite side at the opposite end. There is a third ladder back up
- to the entry way.
-
- Q: Where are all the secrets?
- A: I could tell you, but then I'd have to kill you...
-
- Q: Where the !@#$#$ is the end switch.
- A: After entering the main computer center, return to the yard and head out
- either gate.
-
-