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- ================================================================
- Title : Vaults ... 6 level adventure for Hexen
- Filename : VAULTS.WAD version 1.1
- Author : Chet Walters / WizWorks!
- Email Address : mtz@cris.com (write if you like it)
- WWW Address : http://www.cris.com/~mtz
- Game : Hexen (1.1 update recommended)
- Base : From scratch by yours truly
- Level #'s : Map 01 thru Map 06 cluster 1
- Single Player : Yes
- Cooperative 2-4 Player : Yes
- Deathmatch 2-8 Player : Yes (untested but 8 starts/map)
- Difficulty Settings : Yes (1&2 is a Home & Gardens tour)
- New Sounds : No
- New Graphics : Yes (flats & textures)
- New Music : No
- Demos Replaced : No
- System Required : Computer years are like dog years
- so get yourself up to speed if you've
- been resting on your 486/33 laurels
- for the last 14.
- Base Machine : Developed on a p90 with 32 meg. Run
- thru Win 95 to simulate slower machine
- (seems to work but see notes)
- Scripts & Sectors : 141 scripts, 1889 sectors, 2447 things
- (see notes at the end of this file)
-
- Description : You thought you defeated ol' Korax
- but it was merely his hologram. He's
- back with a vengeance! He's locked you up in his maximum
- security cellblock. You awaken just as the cell door slams
- shut. You don't like the looks of your cellmates and you
- surely don't like the sounds emanating from the next cell!
-
- Remember, you're in the middle of a desert where the only water
- that flows is a disgusting brackish swill. It's here Korax
- trains his armies. Supplies are sparse until and if you can
- fight your way through the playing fields. You've heard rumors
- that this is also where Korax keeps part of his treasure trove
- guarded by his dark Bishops. If you can find the entrance and
- decipher the vault's complicated combination, you can stock up
- on needed supplies and gain access to other domains. Perhaps
- even find your way to Korax himself so you can serve your own
- vengeance (a dish best served cold) upon him for a change.
-
- (see notes at the end of this file for more)
-
- Utilities used : WAD Author 1.2 3/9/96 (the best!)
- WinTex 4.0, 4.2 for graphics
- Paint Shop Pro for editing graphics.
- Zennode .98a for nodebuilding
- (vaults.zen necessary for effects)
-
- Additional Credits to : John Williston for WAD Author.
- of course, ID and Raven
-
- Where to get it : http://www.cris.com/~Mtz/vaults.zip
- ftp.cdrom.com/pub/idgames vaults.zip
-
- NOTE: If there are any bugs, please report them to:
- Chet Walters internet address mtz@cris.com
- If there are any bugs found the update file
- will be available at:
- http://www.cris.com/~Mtz/vaults.zip
- Look to the version number at the beginning
- of this file and notes at the end.
-
- * Copyright / Permissions *
-
- Authors may NOT modify this WAD. I spent too many hours and
- too much care in the details to have this hacked up. Besides,
- map01 and map06 are at the limit. Found some limits. Max 32
- mapvars. Max 200 items with TID. Max Visiplanes. Had to remove
- some stuff so it would run. Oh well...... However, the climax
- map06 contains two exit teleports. One is the end game and the
- other takes you to level 7 map 13 cluster 2 just as in the Hexen
- IWAD. You can start there with additional levels if you wish
- but you must give me full credit for the first six.
-
- You MAY distribute this WAD, (please do, I think it's great!
- Yeah, yeah. I'm a legend in my own mind) but, 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 and unmodified.
-
- NOTES: This wad contains some never before seen Hexen special
- effects: Electric fences, spinning flesh tearing hazards,
- stationary fireballs, electrified invisible force fields, icy
- whirlwinds, deep water, sparking switches, hidden fire pits,
- a "basement" that is actually "under" the floor above and
- much more. If you use WAD Author, I've been kind enough
- to leave the original (but sloppy) script source code there
- for your edification. Some comments too. Many of the scripts
- use common "subroutines" for compactedness Take a look at
- the scripts if you wish to see how they work. If you want to
- create new Hexen levels using these scripts... by all means.
- I'm a real Hexen fan (the "behavior" makes the difference)
- and would like to see more well thought out third party wads
- made for Hexen so feel free! This wad also contains plenty
- of weapons, health and ammo. Try not to cheat.
-
- Notes for slower machines:
- In Dark Mire, Vaults makes use of the floor waggle special.
- This special is known to slow down game play and even on
- the p90, I notice a little slowdown when it's on. There is
- a switch just outside the main porticullus before you enter
- the main castle. You can turn the floor waggle on or off
- here if your machine is experiencing too much of a slowdown
- as a result of the Floor Waggle.
-
- More Details....
-
- LEVEL ONE:BISHOP'S VAULT (map01 scripts:48 sectors:640)
- Desert maximum security prison surrounded by military training
- field, Bishop's Vault and main chapel. Any similarity to
- an existing church structure in which treasure and knowledge
- are under strict lock and key accessible only to the "elect"
- is purely coincidental and should not be construed otherwise.
-
- Level two through five can be visited at your leisure in pretty
- much a circular fashion so they are listed below in name only.
- Their entry doors on level one are in no particular order and
- you can travel back to level one to visit another any time
- you like. Once on level six, though, you're there for good.
-
- DARK MIRE (map02 scripts:8 sectors:124)
- Plod along the muddy bayou. Make sure the swimming nasties
- don't mistake you for a cajun crawdad! Flesh tearing "iron
- maidens" bar your path to the prize. (see notes)
-
- DEEP END BAY (map03 scripts:15 sectors:370)
- WaterWorld with deep water, six puzzles and a much smaller
- budget than Kevin Kostner's offering. Watch out for the
- electric fences! There's "ghosts", too!
-
- CRYSTAL CAVERNS (map04 scripts:14 sectors:179)
- Play the slots and win the prize. Careful of the icy winds...
- Geez, those frozen windows are hard to break. (Just one
- hint here. Try different weapons on the icy windows. They
- _will_ all break if you hit them right.)
-
- MILL BORN (map05 scripts:21 sectors:361)
- The fiery realm where Korax forges his weapons. Lots of sparks
- and heat here. My rust belt roots are showing....
-
- LEVEL SIX:KORAX VAULT (map06 scripts:35 sectors:215)
- Finally made it! Now you can give him what he deserves!
- But watch out for his ghostly minions and tricky traps. Those
- exploding ice cubes can give you a headache. Be careful when
- trying to turn on the Tiffany lamp, it may be shorted. Any
- similarity between map06 and an existing major joint U.S.
- military installation is purely coincidental and should not
- be construed otherwise.
-
- A simple FAQ file which will give you detailed hints to solve
- the puzzles of Vaults by level is available at this WWW address:
-
- http://www.cris.com/~mtz/vaults.faq
-
- Don't cheat and look at it unless you are really stumped.
-
- DEATHMATCH NOTES: I've never played a deathmatch. I don't know
- how they work, exactly, but I've gleaned the logic from perusing
- the Hexen IWAD and scripts so I think I've made the proper
- adjustments to VAULTS to make it a passable Deathmatch wad.
- There are 8 deathmatch starts on each level along with extra
- weapons and such for each. Level one gets turned into a race
- for the prizes, but you will have to cooperate in order to
- open the teleport to level six with the puzzle pieces. The
- rest of the levels should work just fine and level six should
- be a blast. The elevators and doors and teleports are fully
- adjusted for deathmatch and multiplayer cooperative games. Vaults
- was designed as more of a single player "head" game, but there's
- plenty there to make it a good slugfest as well. Difficulty
- level 1/2 is a cook's tour and there are a few differences between
- 3, 4/5. You'll need Hexen 1.1 for 8 player deathmatch else only 4.
-
- BUG FIXES AND ADDITIONS:
- version 1.1
- A switch was added to Dark Mire to turn off the floor waggle
- special to accommodate slower machines.
-
- A bug which caused Level Six:Korax Vault to crash if the Tiffany
- Lamp door was opened while Korax was active has been fixed.
-
- ============================================================
- Zennode .98a .zen file for vaults.wad
- ============================================================
- #
- # Zen file for Vaults.wad
- #
-
- [MAP01] # 'BISHOP'S VAULT'
-
- [ignore-linedefs]
- # lineDefs bounding polyObjects
- 37-40
- 825-828
- 2782-2785
-
- # polyObject lineDefs - !!! DON'T IGNORE THESE !!!
- !2782-2785
- !41-44
- !76-87
- !829-844
-
- [dont-split-linedefs]
- #
- # None
- #
-
- [dont-split-sectors]
- # sectors containing polyobj at runtime
- 526 #church doors
- 135-138 #prison tunnels
- 10-13 #vault pillar sectors
-
- [unique-sectors]
- #
- # None
- #
-
- [MAP02] # 'DARK MIRE'
-
- [ignore-linedefs]
-
- [dont-split-linedefs]
- # linedefs for waggle
- 548
- 564-569
- 584-591
- 600-602
- 713-718
- 719-724
- 725-730
- 930-935
- 936-941
- 942-947
- 948-953
- 954-959
-
- [dont-split-sectors]
-
-
- [MAP03] # 'DEEP END BAY'
-
- [ignore-linedefs]
-
- # lineDefs bounding polyObjects
- #1544-1547
- #1564-1567
-
- # polyObject lineDefs - !!! DONT IGNORE THESE !!!
- !1548-1551 #rotator
- !1556-1563 #hall blocks
-
- [dont-split-linedefs]
- # linedefs for deep water
- 4-27
-
- [dont-split-sectors]
- 353
-
- [MAP04] # 'CRYSTAL CAVERNS'
-
- [ignore-linedefs]
-
- # lineDefs bounding polyObjects
- 851-854
-
- # polyObject lineDefs - !!! DONT IGNORE THESE !!!
- !864-867 #rotator
-
- [dont-split-linedefs]
-
-
- [dont-split-sectors]
- 193
-