home *** CD-ROM | disk | FTP | other *** search
- ================================================================
- Title : DOOM II "Argus" Episode
-
- Filename : ARGUS.WAD (ARGUS.ZIP)
- Authors : Ty Halderman and Robert Taylor
- Email Address Halderman : CIS [70155,1125]
- Internet: thldrmn@sam.neosoft.com
- Email Address Taylor : Internet: rtaylor@sam.neosoft.com
-
- Misc. Author Info : 2 guys with patience and obsession. Many
- testing hours in modem and single user
- play. Yeah, it was *testing* ...
- that's what it was!
-
- Description : This is the first of a series of levels, some
- of which are completely revamped levels first
- released as Sacrifice levels 1-6 for DOOM I.
- These levels offer sophistication and
- puzzle solving rather than just turning
- up the volume. Children (you know who
- you are) may be bored. Definite consideration
- was given to consistency, theme and fairness.
- However, you should remember that these are
- levels for DOOM II, and that presupposes that
- you are an experienced player.
-
- Additional Credits to : DEU (5.0, 5.1, 5.2GCC, 5.21), BSP (1.1, 1.2x),
- DEU-ii (5.21 hacked -- sorry but the official
- one isn't here yet!) and their many
- contributors; the masses of Compuserve Gamers
- who have unwittingly helped by allowing their
- problems and ideas to further our productivity;
- the WADmakers of the world for sharing their
- ideas and examples with us; the folks at id for
- making such a creative endeavor possible;
- all those who have made other tools and
- nifties that make things a lot easier.
-
- ================================================================
-
- * Play Information *
-
- Episode and Level # : MAP01
- Single Player : Yes
- Cooperative 2-4 Player : Yes
- Deathmatch 2-4 Player : Yes
- Difficulty Settings : Yes - every difficulty level different
- New Sounds : No
- New Graphics : Not yet
- New Music : No - Use IDMUSxx to use music from episode xx
- Demos Replaced : No
-
- * Description *
-
- Map 1 Description : "Argus"
- Argus refers to the Greek mythological creature
- used by Hera to watch over Io. You'll "see"
- what we mean.
-
- Several separate puzzles; be careful not to get
- overanxious. Brains are better than brawn.
- Visual clues are important.
-
-
- * Construction *
-
- Base : Originally a new DOOM I level from scratch,
- vastly redone and added to with new DOOM II
- textures, monsters and features. Was part
- of the "Sacrifice" WAD series.
-
- Editor(s) used : DEU 5.0 through 5.21+, plus BSP 1.2x
-
- Known Bugs & Limitations: None that we caused (we hope).
-
- * Philosophy *
-
- Appearance/Design : A lot of effort was put into making things look
- good. After your killing spree is over, take the
- time to look around. Several levels have some
- vantage points with grand vistas (or at least as
- grand as the DOOM engine would allow). If you
- want to see how fast you can get done, fine. Then
- go back with the -nomonsters switch and just look.
-
- Not everything has a purpose. Some things are
- just there for artistic or architectural interest.
- We think that is one of the things that made the
- original DOOM levels so good.
-
- Traps : All levels were intentionally made so you should
- not get trapped irreversibly (though you may die
- learning how to get out). Please let us know if
- you end up stuck in a place you wouldn't think
- you'd fit. We tried to be _real_ careful about
- this.
-
- Secret Areas : You should not have to get into all secret areas
- to complete a level. Keys or switches to open
- main path doors or areas should not be located in
- secret areas.
-
- All secret doors should be slightly different or
- highlighted in a way that a casual stroll through
- the area (as opposed to a 70MPH screaming streak)
- should allow you to find them. You should _not_
- have to resort to pushing everything in sight.
- However, if you miss Wolfenstein, go on and push.
-
- Secret doors will not show up on the map. Sorry,
- but if we allowed that, we wouldn't need to make
- them subtly different, and that wouldn't be as
- much fun. For either of us. Sometimes you'll get
- a computer map, and that will usually show the
- areas. But we'll hide that map in a secret area,
- so you'll still have to use the little gray cells.
-
- Monsters : We prefer a few sneaky ones to a roomful that
- makes you prefer a date with Godzilla. This also
- means that once you learn our levels, they become
- easier to play. Don't like that? Go Nightmare.
- That'll teach you.
-
- Levels were all built for Ultraviolence (skill 4).
- Then some of those bad & good things were changed
- for the lower levels (2 & 3--level 1 is the same
- as 2 except the goop doesn't hurt as bad). Some
- areas are differently populated (different
- critters) and others are less densely populated
- with the same critters. Whatever seemed
- appropriate. Sometimes "easier" levels just get
- more health and ammo, or guns are more readily
- available. Since the original design was for
- UV, you'll probably get the best total feel for
- what we built if you play at that level. Of
- course, you have to live that long...
-
-
- * Copyright / Permissions *
-
- Authors may NOT use this level as a base to build additional
- levels. Let us do that. Ideas are fair game, in the spirit
- of synergy. I'll steal yours if you'll steal mine...
-
- 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 (how about two free copies of the CD's. Huh? Huh?).
-
-
- * Where to get this WAD *
-
- Compuserve GAMERS library 12 or 8 [subject to change]
- Internet: ftp.orst.edu:/pub/doom/doom2 initially, final
- location depends on where infant2 relocation ends up.
-
-
-
-