The Talosian Incident (A Requiem For Doom) has been released.
Featuring new music, new skies, some new sprites and 20 of the best
looking Doom II levels you'll find on the web, this is one wad you won't
want to miss!
The Talosian Incident was created by The Black Star Coven, a group of
some of the finest level designers in the world. We're now moving on to
Quake, and this WAD is our farewell to a classic game...
V1.0 can now be downloaded from ftp.cdrom.com via our website.
Enjoy!
John (Gestalt666)
The Gestalt666 Resource - http://www.geocities.com/TimesSquare/8666
- Levels, FAQs and links for Doom, Heretic and Quake
- THE Deathmatch Database and the new Quake ClanBase
- Home to the Black Star Coven
BTW, the osiris is quite good (was surprised), are there other ones in
the normal level directory with compareable quality ?
(Not allway the need for new textures and monsters ..)
Joachim.
--
| You know the "Start me up - restart me - restart me - rest... " ? |
| I laugh about it ! The reality is : |
| "You gotta install me - reinstall - reinstall - reinstall ... " ! |
If you like, try checking out the Black Star Coven website - there's three
screenshots up there, and I may add more when I can make the space...
Oh, and anyone who does play the WAD, I'd really appreciate your feedback on the
levels - either by e-mail or to the newsgroup...
Until next time...
> John wrote:
> > The Talosian Incident (A Requiem For Doom) has been released.
...
I'm unuable to read the original post, can someone repost it or send me
a mail wich includes where i can find this wad ?
> BTW, the osiris is quite good (was surprised), are there other ones in
> the normal level directory with compareable quality ?
> (Not allway the need for new textures and monsters ..)
I'm agry that Osiris is VERY good.
From the more "recent" wads I played, 5 impress me a lot:
- TABSEQUL.ZIP (5 levels) by Michael Contorno :
No new graphics and so on but an impressive quality of conception in all
aspects of the game so a great fun is "guaranty".
- AN_COOP2.ZIP (1 level) by Michal Mesko :
Wow, only one level but it is big and it's another high quality wad.
This one is the toughest i played recently, usually if i find a wad too
difficult i give up. But it is doable and it is fascinating because of
its ambush conception and intricate architecture conception of the map.
- ENTRNITE.ZIP (4 levels) by Robert Berkowitz :
Not as persistent in high quality than the two previous, some parts have
some defaults but most often it is great and it is more original. It's
awsome how often the author succeed to make new with the same old new
material. This is particulary true for it's look but also for some
ambushes/fights and in its use of light/dark (but sometimes boring with
this).
- RELIVE.ZIP (9 levels) by Shams Young :
Probably not as giant in its conception. I loose my way often probably
because often the level progression isn't perfect, there is few unuseful
dead-traps, far too much ammo in HMP at least. But it is very very good
anyway with a nice architecture conception of the maps, some great new
sounds, some new graphics and an original and excellent use of dark
area, no nothing boring like "what happen ? i see nothing", try it
you'll understand.
- CANYON1.ZIP (1 level) by Rich Brude :
The best intensive use of "poisoned area" i ever encounter in a wad. It
exploits deeply and intelligently some idea arround this theme. The
result is very original and fun.
- SKYEWOOD.ZIP (3 levels) by Steve Resco : the general conception isn't
as great than the previous wads but it keeps an excellent quality and
the graphics/sound patchs worth completly the try (You won't believe
your eyes!)
All are available on ftp.cdrom.com in the doom2 directory.
BD
Joachim.
V1.1 of the Talosian Incident was uploaded today. You can get it from the newstuff
directory of ftp.cdrom.com (it's imaginatively entitled "talosian.zip"), and there are
links to it from the Black Star Coven home page (see the URL below)...
> V1.1 of the Talosian Incident was uploaded today. You can get it from the newstuff
>directory of ftp.cdrom.com (it's imaginatively entitled "talosian.zip"), and there are
>links to it from the Black Star Coven home page (see the URL below)...
Actually that's still 1.0 if it's in newstuff--I haven't checked or
moved 1.1 out yet and probably won't get to it for another 8 hours or
so. Might tell folks what's new to see if they want to wait...
=- Ty Halderman - TeamTNT Member - http://www.neosoft.com/~teamtnt -=
=- [Eternal DOOM]-[Grievance]-[Bloodlands]-[Icarus]-[Final DOOM] -=
=- cdrom.com idgames/ site maintainer thl...@wcarchive.cdrom.com -=
otahaljm <otah...@trick.informatik.uni-stuttgart.de> wrote in article
<339EF0...@trick.informatik.uni-stuttgart.de>...
> John wrote:
> > The Talosian Incident (A Requiem For Doom) has been released.
> > Featuring new music, new skies, some new sprites and 20 of the best
> > looking Doom II levels you'll find on the web, this is one wad you
> won't
> > want to miss!
> Did anyone yet play it ? I'm interested, but I'd love to hear some
> opinions before leeching it.
>
> BTW, the osiris is quite good (was surprised), are there other ones in
> the normal level directory with compareable quality ?
> (Not allway the need for new textures and monsters ..)
>
> Joachim.
>
> --
> | You know the "Start me up - restart me - restart me - rest... " ? |
> | I laugh about it ! The reality is : |
> | "You gotta install me - reinstall - reinstall - reinstall ... " ! |
>
Ya' know...I played Osiris, and loved it until I got to about map 07 or 08
and found the exit switch with TFE all around it. What a shame. Booted it
off me hard drive after that.
cya
--
Eric James Roberts
ric...@ix.netcom.com
http://www.geocities.com/TimesSquare/Arcade/6893/
Member of the Alpha Dog Alliance
makers of S * T * R * A * I * N
and other fine Doom wads
Member of the Nostromo's Run Project
http://www.sonic.net/~nostromo/
> > BTW, the osiris is quite good (was surprised), are there other ones in
> > the normal level directory with compareable quality ?
> > (Not allway the need for new textures and monsters ..)
> I'm agry that Osiris is VERY good.
I second (third?) that.
> From the more "recent" wads I played, 5 impress me a lot:
^^^
Even 6, obviously. ;-)
> - TABSEQUL.ZIP (5 levels) by Michael Contorno :
> No new graphics and so on but an impressive quality of conception in all
> aspects of the game so a great fun is "guaranty".
The name sounds familiar somehow, but I couldn't locate it on cdrom,
although I also checked the /deathmatch and /doom dirs ... are you
sure it's there?
> - AN_COOP2.ZIP (1 level) by Michal Mesko :
Don't miss Michael's "The Dusk" (dusk.zip), either!
> - ENTRNITE.ZIP (4 levels) by Robert Berkowitz :
Not exactly my cup of tea - MAP01 is okay, MAP02 has some nice
tricks, but the other two ... oh well.
> - RELIVE.ZIP (9 levels) by Shams Young :
W0000!!! Another great .WAD author - have you tried his "Slugfest"
(slugfest.zip, in the /deathmatch dir IIRC)? He has done another
one or two great sets of levels, but I can't seem to remember their
names right now. :-/ Ah, wait - one is called "Torment", I think ...
> - CANYON1.ZIP (1 level) by Rich Brude :
> - SKYEWOOD.ZIP (3 levels) by Steve Resco : the general conception isn't
Just d/l'ed these two (but I *think* I already have Skyewood).
And these are some of my personal favourites (in no particular order):
* Malcolm Sailor: "No Sun", "Quick Is Good" & a couple of others
[cdrom only AFAIK, look for: nosun*.zip, quikisgd.zip]
* Michael Krause: "I Love You", "Do The Job", "Go The Way", "You Will Die"
plus all his other works [cdrom only AFAIK, look for:
iloveyou.zip, gotheway.zip, dothejob.zip, uwilldie.zip]
* T. Elliot Cannon aka Myscha The Sled Dog: "Diabolos", "Odyssee", "Iditarod"
[cdrom, look for <name>.zip OR Dr. Sleep's DooM Apothecary
on http://rampages.onramp.net/~drsleep/index.htm - while
you're there, get all the other levels in the Add-ons
section as well!]
* Yonatan Donner: "Hell Revealed" (Hi, Yon, I'm still alive! ;-) [cdrom, look
in /themes/hr OR on http://www.geocities.com/Hollywood/4704/]
* Adam Windsor: The "DemonFear" Series [cdrom only AFAIK, look for dfear*.zip]
* Jussi Tuononen: The "Kill Allah" Series [cdrom, look for killalla.zip,
ka[2,3,4]jt.zip, ka5.zip OR on http://hem.passagen.se/sdoom/]
* Ikka Keränen & Anthony Czerwonka aka Adelusion: "Dystopia 3" [cdrom, look for
dyst3.zip, dyst301.zip OR Ikka's page on
http://www.student.oulu.fi/~ikeranen/addon.htm OR Adel's page
on http://members.aol.com/adelusion/adel.html]
* Gaston Lahaut: "Mordeth" (when can we expect Episode 2 BTW? ;-) [cdrom, look
for mordeth.zip OR on
http://www.warande.ruu.nl/~glahaut/mordeth.htm]
* TiC, of course: everything they ever did - "Slaughter Until Death", "The Evil
Unleashed" (both for DooM), "Obituary", "Memento Mori I & II"
(all for DooM II) [cdrom, look for sudtic.zip, teutic.zip,
obtic.zip, /themes/mm, /themes/mm2 OR on http://www.tic.de/
OR on http://www.geocities.com/Hollywood/2299/]
Phew! Did I miss anything? Guess not, sorry if I did though ... 8-]
Thomas (w0000-h0000 ... haven't been posting for *ages*!!!)
=---------------------------------------------------------------------=
- ZlatkO ThE GoDFatheR aka Thomas Zajic, Vienna/Austria -
- e-mail: <thomas...@hp.com> !Remove the "***" before replying! -
=---------------------------------------------------------------------=
Look in the themes dir.
> > - ENTRNITE.ZIP (4 levels) by Robert Berkowitz :
> Not exactly my cup of tea - MAP01 is okay, MAP02 has some nice
> tricks, but the other two ... oh well.
Yes I agree
> > - RELIVE.ZIP (9 levels) by Shams Young :
> W0000!!! Another great .WAD author - have you tried his "Slugfest"
> (slugfest.zip, in the /deathmatch dir IIRC)? He has done another
> one or two great sets of levels, but I can't seem to remember their
> names right now. :-/ Ah, wait - one is called "Torment", I think ...
The DOOMCITY.WAD from them (him ?) is also very nice.. I'll play that on
our next doom session in DM.
> > - CANYON1.ZIP (1 level) by Rich Brude :
That one has a nice idea, but something is missing..
BTW, I can remember another canyon.wad Where you walked through a lava
canyon.
I looked great, but I didn't find it again.. The three canyon*.zips on
cdrom.com
aren't the one I can remember (and they are not as good as... )
> > - SKYEWOOD.ZIP (3 levels) by Steve Resco : the general conception isn't
Looks great, although the "tree-wall" texture should have a transparent
background
instead of the sky background..
[snipped list]
Cool, another wadfiles to check....
Joachim.
>In article <01bc7817$9f0c5de0$7d885dcf@#ricrob>, Eric James Roberts
><ric...@ix.netcom.com> writes
>>Ya' know...I played Osiris, and loved it until I got to about map 07 or 08
>>and found the exit switch with TFE all around it. What a shame. Booted it
>>off me hard drive after that.
>
>TFE?
>--
I think he means Tutti Fruti Effect, Adam. Had to think hard
on that one myself.
*******************************************************
Jan Van der Veken aka El_Veke
Author of Dodead.wad (Dawn of the Dead)
http://www.geocities.com/hollywood/lot/8666/dodead.htm
e-mail: h501...@khk.be
*******************************************************
Huh ? Strange ...
Maybe anyone can describe what exactely that effect is ?
Never hearres of it, nor had problems with Osiris.
Joachim.
>Jan Van der Veken wrote:
> >
<snip>
> > >TFE?
> > >--
> >
> > I think he means Tutti Fruti Effect, Adam. Had to think hard
> > on that one myself.
>
>Huh ? Strange ...
>Maybe anyone can describe what exactely that effect is ?
>Never hearres of it, nor had problems with Osiris.
>
>Joachim.
The Tutti Fruti Effect occurs when you apply a texture with a height
of less than 128 to a wall that is taller than the texture. You will
get a lot of colored dots all over the wall, hence the name Tutti
Fruti Effect.
As an example: try to apply the graypois(72 units high) texture to
a wall that is 128 units high. You'll see what I mean.
I haven't checked out Osiris yet, so I can't verify if it has this
problem.
Bye
> > > - CANYON1.ZIP (1 level) by Rich Brude :
> That one has a nice idea, but something is missing..
Hum, perhaps, you think of the aesthetic or the realism? But realism for
Doom isn't a good goal and the asthetic is often good and in some places
excellent. If you find what is missing, i'm very interesting to know
what.
> BTW, I can remember another canyon.wad Where you walked through a lava
> canyon.
> I looked great, but I didn't find it again.. The three canyon*.zips on
> cdrom.com
> aren't the one I can remember (and they are not as good as... )
I you find it and if it's so good, please released it on ftp.cdrom.com.
About canyon.wad i played one i like a lot (don't remember if it's a
real major wad as it was one of the first good external wad i played).
It's canyon by Patrick Pirtle, a Doom 1 wad. I remember a lot of very
good tricks to find, fun fights, secrets and level progression. Also a
good architecture to symbolize the canyon better (i think) than Canyon1.
But no "lava" here."
BD
> Gestalt666 <j...@comp.brad.ac.uk> wrote:
>
> > V1.1 of the Talosian Incident was uploaded today. You can get it from
> >the newstuff directory of ftp.cdrom.com (it's imaginatively entitled
> >"talosian.zip"), and there are links to it from the Black Star Coven home
> >page (see the URL below)...
There was the 1.0 now it's the 1.1 in newstuff with the same name,
talosian.zip.
> Actually that's still 1.0 if it's in newstuff--I haven't checked or
> moved 1.1 out yet and probably won't get to it for another 8 hours or
> so. Might tell folks what's new to see if they want to wait...
You should have named the version 1.1 with another name i will not
download it after i had download the 1.0 if i hadn't read this post.
Thank fo the information.
BD
> On Fri, 13 Jun 1997 00:48:15 +0100, BD wrote:
...
> > - TABSEQUL.ZIP (5 levels) by Michael Contorno :
..
>
> The name sounds familiar somehow, but I couldn't locate it on cdrom,
> although I also checked the /deathmatch and /doom dirs ... are you
> sure it's there?
Oops sorry, i download it when it was in newstuff and don't check but it
is now in themes.
> > - AN_COOP2.ZIP (1 level) by Michal Mesko : ...Don't miss dusk.zip
I haven't played it yet, but sure that i will do it soon because i also
like a lot An_coop. But you cheat ;-) i mention only recents wads.
> > - ENTRNITE.ZIP (4 levels) by Robert Berkowitz :
>
> Not exactly my cup of tea - MAP01 is okay, MAP02 has some nice
> tricks, but the other two ... oh well.
Oh too sad that you don't like this one. I really think that you're not
fair with it.
The third level as some defaults i'm agry but also many original
features. Only for the bridge it should be check, yes a "real" bridge
with a fantastic look. For some fights in this level he borrows a little
to hoover but brought some news to the theme and this was only a part of
the level.
For the fourth level, i think that you forget that it's a 4 levels wad
not 4 one level wads. If you look at the original Doom 1&2 levels or
even in many excellent wads you will also found levels wich will not
worth the download as a standalone. But here it's a very good tricky
final level with an excellent and awaited increase of tension. It is the
conclusion of the wad.
> > - RELIVE.ZIP (9 levels) by Shams Young : have you tried his "Slugfest"
> > "Torment"
I only mention recent wads. But for wads by Shams Young, at each new
wads this guy release, he shows progress and made better. I hope that he
will release some other new wads.
He released :
* Slugfest, ok it'a a good wad but, if the architecture is often very
well-done, the fights, the ambushes, the tricks, the level progression
and so on haven't the same quality. At HMP, it soon becomes somehow
boring and this isn't only because it is too easy at this setting. At UV
it is a lot more fun, but the fights are too much based on the number of
monsters, the ambushes lack somehow of interest, the level progression
is too much (not only) : "I must explore systematically the level to
find the keys". A good wad but at this date just a promising author, the
wad itself isn't a major wad.
* Torment, is better, the fights are a lot more fun (even at HMP) the
level progression more interresting. But it is a bit too repetitive from
one level to another. The levels are a little too empty, the voluntary
choice to use a small set of textures is not very well implemented. Here
it gives too much a sensation of repetition. About this choice, another
wad made the same choice, proxyon (or prox) by Scott McNutt. And for
this feature it performs a lot better.
* Doomcity. I miss Doomcity yet but for the two others they don't
reach the quality of Relive.
> And these are some of my personal favourites (in no particular order):
> * Malcolm Sailor: nosun*.zip, quikisgd.zip
I played only nosun2, nosun4, nosun5, for the three, ok basically they
are pretty good but far too short. It's frustrating for a standalone one
level wad when they are so short. But i also played nosun and yes i
forgot it, it has a descent size and is very good. For the other ok, i
will play them soon, thank for the advice.
> * Michael Krause: "I Love You", "Do The Job", "Go The Way", "You Will Die"
> plus all his other works [cdrom only AFAIK, look for:
> iloveyou.zip, gotheway.zip, dothejob.zip, uwilldie.zip]
> * Adam Windsor: cdrom only AFAIK, look for dfear*.zip
Where can i find these wads ?? What mean AFAIK ??? Pleaaase :-)
> * T. E. Cannon: "Diabolos", "Odyssee", "Iditarod"
> * TiC, : sudtic.zip, teutic.zip, obtic.zip, mm, mm2
> * Ikka Keranen & Anthony Czerwonka: dyst3.zip
Very classical but you cheat they aren't recent wads!! :-)
But i'm agry except for T. E. Cannon wads wich are on my play list but i
don't play them yet. (Odyssee is in fact Odyssey2). Thank for the advice
i will play them in priority.
> * Yonatan Donner: in /themes/hr
I think i played it, but remember only a good wad, major for the first
levels, but slowly loose its qualities and after the level 10/11, the
quality drop a lot, particulary with too much borrow from the original
levels of ID. And overall this depreciate too much the whole wad. But
I'll check it again :-)
> * Jussi Tuononen: killalla.zip, ka[2,3,4]jt.zip, ka5.zip
I haven't even loaded anyone of them, thank a lot for the advice.
> * Gaston Lahaut: mordeth.zip
I asked to the author a compatible version of the wad with the Mac
tools. It's probably a problem of SS_START, S_END and so on wich miss
for the mac tool to expend sprites and flats. He answered me that he
will search but no answer yet. So i wait.
> Phew! Did I miss anything? Guess not, sorry if I did though ... 8-]
If you ask not only of recent wads, and the list shows it, yes i think
that you miss "a lot" of major wads :-) Ok it's my own opinion.
Anyway thank for the list.
BD
Now that you mention it... I was about to try that a while ago, but
something came up :) But I DO have an idea about how to do this in an
easy way... I hope. I'll mail you tomorrow about the result. That's a
promise :)
Gaston Lahaut
Author of Mordeth
http://www.warande.ruu.nl/~glahaut/mordeth.htm
>In article <01bc7817$9f0c5de0$7d885dcf@#ricrob>, Eric James Roberts
><ric...@ix.netcom.com> writes
>>Ya' know...I played Osiris, and loved it until I got to about map 07 or 08
>>and found the exit switch with TFE all around it. What a shame. Booted it
>>off me hard drive after that.
>>
>TFE?
What the...! You're an expert level maker and you don't know what TFE
is?!?
TFE is the Tutti-Frutti effect, caused by using a less-than-128-high
texture on a wall that is taller than the texture.
By the way, when are you going to get back to work on your Dark
Quadrant levels?
Does any one know what fastest Time/kills/etc for (doom2) Icon of Sin?
i got 1.46 minutes, 1100% kills, a couple of days ago (turbo 250 though) :(
but any way i want to compare times (the par in 3.00 minutes i think) :)
any info? any 1?
...
: Does any one know what fastest Time/kills/etc for (doom2) Icon of Sin?
I've recorded that map both in UV and Nightmare in 32 seconds, I've handmade
a demo of 30, and Uwe Girlich has finished that map within 31 seconds
in a 10 level run.
I've also set the best maxkills entry for that map so far, with 18400(?)%
kills in 18 minutes something. Because I used a trick here, this value
can be improved fairly easy.
Everything available at the COMPET-N -site of cdrom.com
--
Kai
mailto:gaz...@cs.tu-berlin.de / mailto:hum...@zib.de
WWW: http://user.cs.tu-berlin.de/~gazelle
> And these are some of my personal favourites (in no particular order):
>
> * Malcolm Sailor: "No Sun", "Quick Is Good" & a couple of others
> [cdrom only AFAIK, look for: nosun*.zip, quikisgd.zip]
Funny you should mention that, because Malcolm actually designed
about half the levels in the Talosian Incident, which is what started
off this discussion... Oh, and T. Elliot Cannon is the guy who came up
with the original concept for the game, though sadly he was too busy
with Unreal to design any levels for the final WAD...
Another of life's great coincidences...
John (Gestalt666)
The Gestalt666 Resource - http://www.geocities.com/TimesSquare/8666/
Hmmm... have you thought about the possibility that he is the kind of
expert that DOESN'T make that kind of mistake in the first place? :))
o> BTW, I can remember another canyon.wad Where you walked through a lava
o> canyon. I looked great, but I didn't find it again.. The three
o> canyon*.zips on cdrom.com aren't the one I can remember (and they are
o> not as good as... )
Perhaps this was one of the levels in the Apocalypse wad? You started the
level in an enclosed space and made your way out (with an incredibly long
drop) into this really huge canyon filled with lava. Then you made your
way up what has to be the longest continuous, winding stairway I've ever
seen on a Doom level until jumping off the end onto a rising platform on
the other side of the chasm and making your way back on the other side.
- J<
>> * Yonatan Donner: in /themes/hr
>I think i played it, but remember only a good wad, major for the first
>levels, but slowly loose its qualities and after the level 10/11, the
>quality drop a lot, particulary with too much borrow from the original
>levels of ID. And overall this depreciate too much the whole wad. But
>I'll check it again :-)
Hell Revealed was a great WAD!!! The levels from MAP13 on are the best
of them all. How did the quality drop? What levels borrowed for the
original ID levels? If it borrowed from anything it would be the
Plutonia Experiment. BTW, I just put a review for HR on my DooMPage...
/***********************************************************/
Andy R. Olivera
http://www.geocities.com/Hollywood/4736/
Author of:
CHEMLAB.WAD (DooM2 WAD)
OBTICDMO.ZIP (DooM2 LMP's for OBTIC11.ZIP)
P32GMARO.ZIP (Grand Master style LMP for Plutonia MAP32)
Co-Author of:
MM2UVDMO.ZIP (DooM2 LMP's for MM2.ZIP)
DooM Honorific Titles:
DooM1 Master
DooM2 Master
DooM1 Grand Master
DooM2 Speedy Gonzales
Quote(everybody has at least one):
Outside the soundness of your mind
Bathing your soul in silver tears
Beneath a blackened Summer sky
Praying for time to disappear
-Dream Theater
/***********************************************************
I found it got much better after about MAP12, and Yonatan said it should
too (most of the post MAP12 levels were designed much later, when him
and Haggay had a better grip on editing). It is, as has been mentioned
before, absolutely as hard as nails. Don't try this unless you have a
very long fuse, a fairly large amount of skill, a beefy computer and an
F2 key that doesn't wear out easily :). Making it through on HMP took me
four almost continuous days of play, and after watching the UV
collection I won't be touching it on UV for a while.
>> * Gaston Lahaut: mordeth.zip
>
>I asked to the author a compatible version of the wad with the Mac
>tools. It's probably a problem of SS_START, S_END and so on wich miss
>for the mac tool to expend sprites and flats. He answered me that he
>will search but no answer yet. So i wait.
Haven't played it yet Gaston, sorry :)
>
>> Phew! Did I miss anything? Guess not, sorry if I did though ... 8-]
>
>If you ask not only of recent wads, and the list shows it, yes i think
>that you miss "a lot" of major wads :-) Ok it's my own opinion.
>Anyway thank for the list.
Hmm...well, one that hasn't been mentioned yet that's a pretty cool wad
- The Trooper's Playground, by Matthias Worch, called ttp.zip or
something similar, look around. Neat .wad, some rock hard enemies too.
Also, of course, without a modicum of bias (:>) there's Memento Mori 1
and 2, some bits of Icarus (most of it I didn't like, some levels were
good though), Obituary (obtic11.zip, by TiC), S.T.R.A.I.N whenever it
comes out (i've got the early beta, and from what I saw I can't wait for
the release version), and (of course) Requiem - we're actually getting
somewhere with it, we've now got an ftp site that won't fill up in the
foreseeable future, 11 levels on it already, and more to come. We might
even release it one of these days. :)
I know what Tutti-frutti effect is, just didn't make the link between
the acronym and the name.
>
>By the way, when are you going to get back to work on your Dark
>Quadrant levels?
>
Whenever I actually hear something from the Dark Quadrant guys, I think
I got wiped from the mailing lists or something...
Make a perfectly normal step. Edit the lower texture, make it a normal
step texture (STEP1, STEP2 etc). Now lower-peg it. Go into the game,
look at the step. That's tutti-frutti effect.
Okay, time for an update after the weekend - let's see,
what have we got here ... ;-)
> > > - TABSEQUL.ZIP (5 levels) by Michael Contorno :
> > The name sounds familiar somehow, but I couldn't locate it on cdrom,
> > although I also checked the /deathmatch and /doom dirs ... are you
> > sure it's there?
> Oops sorry, i download it when it was in newstuff and don't check but it
> is now in themes.
Nevermind, I already had this (plus the rest of the TAB* series)
at home already (I only have net.access@work, so I didn't know
exactly when I wrote this) ... AND I played some of it on the
weekend. Conclusion: very nice layout, architecture and gameplay,
BUT (and this is a really BIG *BUT* ;-) - Mr. Contorno REALLY (and
again, this is a really BIG *REALLY* ;-) should pay attention to
proper texturing, especially the usage of the upper/lower unpegged
setting! He would get rid of lots of tutti-frutti, vanishing
elevators and strange looking windows ... :-/
Could you imagine what these levels would look like? Exactly:
they would look like ... The Winning .WADs of the Weekend!
[ Taaaaaa-daaaaaaaa!!!]
And this is: Travers & Alister Dunne's T_DUNNxx series, w0000! 8-]
There are no fancy tricks and special effects (at least not in the
levels that I played so far, T_DUNN08-11), but good, solid DooM fun.
Although their .TXTs don't exactly suggest this, all levels do in fact
have *very* nice architecture, look & feel and gameplay, as I already
mentioned above: just imagine the TAB* series with proper texture
alignment! ;-)
All I have to say is - download and see yourself! The downside of
this suggestion is, sadly enough, that these levels are not available
on cdrom. :-( I remember that Travers posted the URL of his homepage
to these groups a few weeks ago, and I went off and d/l'ed his works -
and I have to say I'm glad I did! However, I've seen a few posts of
him just before, so he's still around somewhere.
Travers (and, of course, Alister) - if you're reading this, reply!
There's a couple of (potential) fans out there who want your levels,
and they want EVEN MORE of them! (at least me, that is ;-) We all
appreciate your being humble in the .TXTs, but believe me - there's
no need to! <sublim> Upload to cdrom - NOW! When you're done, create
more levels! Repeat. </sublim> :-)
Okay, I'm done. There, I hope these levels were recent enough! ;-)
> > > - AN_COOP2.ZIP (1 level) by Michal Mesko : ...Don't miss dusk.zip
> I haven't played it yet, but sure that i will do it soon because i also
> like a lot An_coop. But you cheat ;-) i mention only recents wads.
Hehe. I didn't say my list would only contain recent .WADs, did I? ;-)
> > And these are some of my personal favourites (in no particular order):
> > * Malcolm Sailor: nosun*.zip, quikisgd.zip
> I played only nosun2, nosun4, nosun5, for the three, ok basically they
> are pretty good but far too short. It's frustrating for a standalone one
> level wad when they are so short. But i also played nosun and yes i
> forgot it, it has a descent size and is very good. For the other ok, i
> will play them soon, thank for the advice.
Hmmm ... I have to agree. They're quite short, indeed - but on the other
hand, they're also quite intense & thrilling, which makes up for their
being a bit short, IMHO. Anyway, I'd rather blast through his levels in
a few minutes than to keep wandering around in a half empty level for
hours, looking for the top-secret switch that releases the next four imps
and maybe a demon or two (okay, that was a bit exaggerated, but you get
the point ;-).
> > * Michael Krause: "I Love You", "Do The Job", "Go The Way", "You Will Die"
> > plus all his other works [cdrom only AFAIK, look for:
> > iloveyou.zip, gotheway.zip, dothejob.zip, uwilldie.zip]
> > * Adam Windsor: cdrom only AFAIK, look for dfear*.zip
> Where can i find these wads ?? What mean AFAIK ??? Pleaaase :-)
Okay, okay ... here we go. "cdrom" = "ftp.cdrom.com/pub/doom/levels/doom2/",
"AFAIK" = "As Far As I Know". Does that answer your questions? ;-)
> > * T. E. Cannon: "Diabolos", "Odyssee", "Iditarod"
> > * TiC, : sudtic.zip, teutic.zip, obtic.zip, mm, mm2
> > * Ikka Keranen & Anthony Czerwonka: dyst3.zip
> Very classical but you cheat they aren't recent wads!! :-)
You say it yourself - they're classics! Should be enough to place them
in my list of personal favourites, right? :-)
> > * Gaston Lahaut: mordeth.zip
> I asked to the author a compatible version of the wad with the Mac
> tools. It's probably a problem of SS_START, S_END and so on wich miss
> for the mac tool to expend sprites and flats. He answered me that he
> will search but no answer yet. So i wait.
Uh-oh, Mac alert! ;-) No offense intended (as well as no intention to
start one of the famous, dreaded OS flame wars!), but I can count the
number of Mac produced .WADs that did NOT crash my PC upon startup with
the fingers of one hand ... ;-(
But, even more important - where is Gaston's reply?! Gaston, just in
case you missed it - I was asking for the second episode of Mordeth. ;-)
Anything in sight yet? Other than, of course, "when it is finished" or
"in two weeks" ... :-)
> > Phew! Did I miss anything? Guess not, sorry if I did though ... 8-]
> If you ask not only of recent wads, and the list shows it, yes i think
> that you miss "a lot" of major wads :-) Ok it's my own opinion.
Hehehe ... I don't think I miss a lot. You don't know the contents of
my UltraLaunch database, do you? ;-) The above list was only a small
excerpt of .WADs waiting to be played sooner or later. I have about 150
.WADs for DooM, and about 550 .WADs for DooM II on a 1GB HD, dedicated
to DooM exclusively. So much to do, so little time. *** SIGH! ***
> Anyway thank for the list.
You're very welcome! BTW, did I mention I also like Andy Badorek's
stuff a lot? ;-)
Bye,
Thomas
> In article <1997061517...@paris29-176.paris.worldnet.fr>,
> bde...@worldnet.fr (BD) wrote:
> >> * Yonatan Donner: in /themes/hr
> >I think i played it, but remember only a good wad, major for the first
> >levels, but slowly loose its qualities and after the level 10/11, the
> >quality drop a lot, particulary with too much borrow from the original
> >levels of ID. And overall this depreciate too much the whole wad. But
> >I'll check it again :-)
>
> Hell Revealed was a great WAD!!! The levels from MAP13 on are the best
> of them all. How did the quality drop? What levels borrowed for the
> original ID levels? If it borrowed from anything it would be the
> Plutonia Experiment. BTW, I just put a review for HR on my DooMPage...
Ooops sorry as I wrote i wasn't sure that i remember well, i should
better not wrote anything about it because i made a confusion with Hell
in Hell (helinhel by Nathaniel Carll).
Damn, The word hell in the name and because they are both a 32 levels
wad make me do the confusion, sorry :-(
If they have choosed more original name for their wads this will never
happen! so i'm not culprit ;)
About what i remember about (in fact) helinhel, i'm even not sure
because i don't find any quick review i should have made for it. So
forget this.
For my penitence, i will play all the 32 levels of HR and will read
entirely the review you made of it :-)
Just a joke, it's for my pleasure for sure.
BD
> Haven't played it yet Gaston, sorry :)
Shame on you, Adam :)
will do. thanx.
i spose u've seen the lv07-52.zip (located on cdrom.com)... (doom2, map 7
in 52 sweet kick butt seconds)
(if any1'z interested)
it's the fastest lmp of that map that i know of.
full 100% everything.
sweet.
cya'z.
><snip>
>
>Could you imagine what these levels would look like? Exactly:
>they would look like ... The Winning .WADs of the Weekend!
>
>[ Taaaaaa-daaaaaaaa!!!]
>
>And this is: Travers & Alister Dunne's T_DUNNxx series, w0000! 8-]
>There are no fancy tricks and special effects (at least not in the
>levels that I played so far, T_DUNN08-11), but good, solid DooM fun.
>Although their .TXTs don't exactly suggest this, all levels do in fact
>have *very* nice architecture, look & feel and gameplay, as I already
>mentioned above: just imagine the TAB* series with proper texture
>alignment! ;-)
>
>All I have to say is - download and see yourself! The downside of
>this suggestion is, sadly enough, that these levels are not available
>on cdrom. :-( I remember that Travers posted the URL of his homepage
>to these groups a few weeks ago, and I went off and d/l'ed his works -
>and I have to say I'm glad I did! However, I've seen a few posts of
>him just before, so he's still around somewhere.
>
>Travers (and, of course, Alister) - if you're reading this, reply!
>There's a couple of (potential) fans out there who want your levels,
>and they want EVEN MORE of them! (at least me, that is ;-) We all
>appreciate your being humble in the .TXTs, but believe me - there's
>no need to! <sublim> Upload to cdrom - NOW! When you're done, create
>more levels! Repeat. </sublim> :-)
>
>Okay, I'm done. There, I hope these levels were recent enough! ;-)
>
Oh yes, these wads are very good indeed. Nice atmosphere and
gameplay. If you want to check them out go to:
http://www-mugc.cc.monash.edu.au/~tjdun2
That's Travers' homepage. While your at it you might as well check out
my wad. I've been getting some good reviews too. It's a 8 level wad
(9th level is on it's way) for episode 1 of Doom and it's called
"Dawn of the Dead". I've uploaded the second beta to ftp.cdrom.com a
few days ago. You won't regret it if you download it, I promise :-).
Here's the URL:
ftp://ftp.cdrom.com/pub/idgames/levels/doom/d-f/dodead.zip
BTW Me and Travers are going to team up for a Doom2 wad. Keep an
eye out for that one. It's gonna be fantastic.
Bye.
Michael Hildenbrand ec...@uclink.berkeley.edu
Christian Gould (083...@bud.cc.swin.edu.au) wrote:
: Does any one know what fastest Time/kills/etc for (doom2) Icon of Sin?
: i got 1.46 minutes, 1100% kills, a couple of days ago (turbo 250 though) :(
: but any way i want to compare times (the par in 3.00 minutes i think) :)
: any info? any 1?
: ...
--
Ive just had a few "miff miff's" with my server and i accidently deleted
ALL the zipfiles! ARRRRGGGGHHH.... but their back on it now so the links
work... whew..
Well all those levs were pretty much all my dooming history. Some were
created 2yrs ago! some were done a few months ago... but me and Jan are
gonna be doing some stuff (should rock da house!). and if i must keep it
cryptic or somethin for secrets sake:
yltrohs +2mDcihtoG+ no gnikrow eb lliw i
But my bro is very rapped! maybe hell get inspired and finally do a
level! ;)
As for the cdrom.com, Im having *MAJOR* probs using ftp through my uni!
ARRRGGGHHH!!!! So until i get my own account the levs just aint getting
there.. bummer although i can probably get a friend to blast'em up
there, but im toooooooo lazy to do it. ;)
And if you like my architecture (which was a bit so so) in those ones,
wait till i release a cool as DM lev ive just completed! This one WILL
be going to cdrom.com to be sure! its got a mean as quake feel.
Well im gone,
Travers
Here's the link to absolutly ingrain it upon everyone and totally piss
them off when they can get it out of their heads... >=)
http://www-mugc.cc.monash.edu.au/~tjdun2
> > * TiC, : sudtic.zip, teutic.zip, obtic.zip, mm, mm2
I really liked sudtic & teutic (got my first copies w/o any text files but
still pegged 'em as early Moeller work, just by the general style) ... but
didn't care for obtic at all, IMHO it was made too deliberately difficult
& not sufficiently playable.
ZTG> But, even more important - where is Gaston's reply?! Gaston, just in
ZTG> case you missed it - I was asking for the second episode of Mordeth.
Yeah, Gaston, speak up. Everybody pick on Gaston til he gives in. :)
Everyone who hasn't seen Mordeth 1, I feel sorry for you!
ZTG> did I mention I also like Andy Badorek's stuff a lot? ;-)
No. :) His MM1 map21, Twilight Lab, is the single most beautiful level
I've seen, & feels wholly original & unique. I've probably spent more time
wandering around just LOOKING at it than depopulating it (seems a shame to
clutter it up with dead monsters! :) -- However his level in MM2 feels
extremely derivative (specifically, of a similar level that starts w/ a
causeway thru the slime, in MM1 maybe? Can't find it offhand) and while
adequate, is not in TwiLab's class in beauty, originality, or balance.
Still, I was so impressed w/ TwiLab that I'd love to see more of his
work, but so far haven't found any; if you've got a list, please share!
___ Blue Wave/QWK v2.12
> > > * TiC, : sudtic.zip, teutic.zip, obtic.zip, mm, mm2
>I really liked sudtic & teutic (got my first copies w/o any text files but
>still pegged 'em as early Moeller work, just by the general style) ... but
>didn't care for obtic at all, IMHO it was made too deliberately difficult
>& not sufficiently playable.
I made some UV demos for OBTIC(no new weapons). While doing this I realised
that the levels were intended to be played consecutively. I believe that some
of them are impossible from a Pistol Start. Just look at MAP04...
> ZTG> did I mention I also like Andy Badorek's stuff a lot? ;-)
>No. :) His MM1 map21, Twilight Lab, is the single most beautiful level
>I've seen, & feels wholly original & unique. I've probably spent more time
>wandering around just LOOKING at it than depopulating it (seems a shame to
>clutter it up with dead monsters! :) -- However his level in MM2 feels
>extremely derivative (specifically, of a similar level that starts w/ a
>causeway thru the slime, in MM1 maybe? Can't find it offhand) and while
>adequate, is not in TwiLab's class in beauty, originality, or balance.
I thought "Sanctuary" was much better than "Twilight Lab", although "Twilight
Lab" is still an excellent level.
> Still, I was so impressed w/ TwiLab that I'd love to see more of his
>work, but so far haven't found any; if you've got a list, please share!
Look for a WAD called SPIRIT2.ZIP...
> ZTG> But, even more important - where is Gaston's reply?! Gaston, just > ZTG> in case you missed it - I was asking for the second episode of > ZTG> Mordeth.
Unfortunately, I *DID* miss that question, because my newsprovider (that
great university of mine, d'oh!) is screwing up every single thread for
the past few weeks now :(( I estimate I only get a fourth of the actual
amounts of posts now :((
> Yeah, Gaston, speak up. Everybody pick on Gaston til he gives in. :)
Argh! Mercy! :) Actually, the monsters are ready, except for some minor
twiddling I still have to do. Levels are being worked on by me right
now. Expect it to be out this (late?) summer. And expect it to better
then the first episode, hehe!
> Everyone who hasn't seen Mordeth 1, I feel sorry for you!
Thanks... again :) I'm still hoping for a real review here, Rez...
<Grovelling in the dirt> Pleasseeee..? :)
BTW: I noticed that the ID4 page (Functional Enthropy) has disappeared?
Does someone know why?
--
Gaston Lahaut
Author of Mordeth
http://www.warande.ruu.nl/~glahaut/mordeth.htm
--
NOTE: Remove "NOSPAM" from reply-to address when mailing me.
JVDV> my wad. I've been getting some good reviews too. It's a 8 level wad
JVDV> (9th level is on it's way) for episode 1 of Doom and it's called
JVDV> "Dawn of the Dead".I've uploaded the second beta to ftp.cdrom.com
JVDV> few days ago. You won't regret it if you download it, I promise:-).
JVDV> Here's the URL:
JVDV>
JVDV> ftp://ftp.cdrom.com/pub/idgames/levels/doom/d-f/dodead.zip
I got it. I'm doing UV somewhere on the 3rd level (I also did a quickie
looksee on the rest) & so far have only found one point that I thought was
a little screwy, in E1M2, mainly in that it presupposes knowledge of the
layout. It needs some alternative access (and I think one more rad suit in
the immediate vicinity) to get to the Soul Sphere, cuz if you've cleaned
out the tunnels before you get to the deck w/ the yellow key, you're SOL
on getting back to the Soul Sphere, at least so far as I could find.
But otherwise.. To anyone still in love with old DOOM1 Ep.1, especially
E1M7, go get it! It looks & feels very much in the same vein, with just
enough echoes of the original Ep.1 layouts to be eerily disconcerting.
In spots it also reminds me a bit of .. what's it called, GRENIANX or
something like that, another good one with some unusual features.
[later] Finished it. The entire WAD holds up to my first impressions.
Things get a little weirder as it goes along, which isn't unreasonable.
All moderately tough, sometimes tricky but never to the point where one
feels screwed. Minor bits of E1M7 don't seem to work (unfinished??) and
E1M5 is a trifle cramped :) but otherwise it looks good & is great fun!
JVDV> BTW Me and Travers are going to team up for a Doom2 wad. Keep an
JVDV> eye out for that one. It's gonna be fantastic.
Judging from dodead, I suspect so. Hop to it!
___ Blue Wave/QWK v2.12
> -=> Jan Van Der Veken spake unto All <=-
>
> JVDV> my wad. I've been getting some good reviews too. It's a 8 level wad
> JVDV> (9th level is on it's way) for episode 1 of Doom and it's called
> JVDV> "Dawn of the Dead".I've uploaded the second beta to ftp.cdrom.com
> JVDV> few days ago. You won't regret it if you download it, I promise:-).
> JVDV> Here's the URL:
> JVDV>
> JVDV> ftp://ftp.cdrom.com/pub/idgames/levels/doom/d-f/dodead.zip
>
>I got it. I'm doing UV somewhere on the 3rd level (I also did a quickie
>looksee on the rest) & so far have only found one point that I thought was
>a little screwy, in E1M2, mainly in that it presupposes knowledge of the
>layout. It needs some alternative access (and I think one more rad suit in
>the immediate vicinity) to get to the Soul Sphere, cuz if you've cleaned
>out the tunnels before you get to the deck w/ the yellow key, you're SOL
>on getting back to the Soul Sphere, at least so far as I could find.
Do you *really* need that Soul Sphere or it's full 100% to finish that
level ? :-) I guess you're one of these guys who can't stand it to
finish a level at 190% health when they could have had 200%. Don't
worry I'm like that too ;-)
I'll try to think of something though. I could make the secret door
that gives acces to the sewers a yellow key door.
BTW There is a rad suit in the vicinity of the Soul Sphere, just not
on UV ...
>But otherwise.. To anyone still in love with old DOOM1 Ep.1, especially
>E1M7, go get it! It looks & feels very much in the same vein, with just
>enough echoes of the original Ep.1 layouts to be eerily disconcerting.
That was more or less the concept. Military/Tech stuff that gets more
*evil* as you proceed and get closer to the source of the infestation.
>In spots it also reminds me a bit of .. what's it called, GRENIANX or
>something like that, another good one with some unusual features.
Don't know that one, so I can't be influenced by it. I'll check it
out. If it looks like my wad, it's gotta be good ;-)
>[later] Finished it. The entire WAD holds up to my first impressions.
>Things get a little weirder as it goes along, which isn't unreasonable.
>All moderately tough, sometimes tricky but never to the point where one
>feels screwed. Minor bits of E1M7 don't seem to work (unfinished??) and
>E1M5 is a trifle cramped :) but otherwise it looks good & is great fun!
Could you be a bit more specific about your problems with E1M7? I
didn't encounter any problems with it, but then again I know how it
*should* be played.
About E1M5: I'm gonna start on it real soon. Don't worry.
Did you find the secret level? Most people think it's the best.
> JVDV> BTW Me and Travers are going to team up for a Doom2 wad. Keep an
> JVDV> eye out for that one. It's gonna be fantastic.
>
>Judging from dodead, I suspect so. Hop to it!
Yeah. Adam Williamson is going to help too. Forgot to mention him
so I'm setting this straight now. Sorry Addam!
> On Mon, 16 Jun 1997 19:47:39 GMT, ***thomas...@hp.com (ZlatkO ThE
> GoDFatheR) wrote:
> [ TDUNNxx ad snipped ]
> Oh yes, these wads are very good indeed. Nice atmosphere and
> gameplay. If you want to check them out go to:
> http://www-mugc.cc.monash.edu.au/~tjdun2
Thanks for reposting the URL, I couldn't remember it myself, and
it's not mentioned in the .TXTs - I'm sure everyone who didn't
d/l it after Travers' initial announcement will be thankful now!
> That's Travers' homepage. While your at it you might as well check out
> my wad. I've been getting some good reviews too. It's a 8 level wad
> (9th level is on it's way) for episode 1 of Doom and it's called
> "Dawn of the Dead". I've uploaded the second beta to ftp.cdrom.com a
> few days ago. You won't regret it if you download it, I promise :-).
> Here's the URL:
> ftp://ftp.cdrom.com/pub/idgames/levels/doom/d-f/dodead.zip
Yup, i already got that one before. I don't remember any details
right now, but I'm sure it's good - otherwise I wouldn't have
kept the first beta in my UL database! ;-)
> BTW Me and Travers are going to team up for a Doom2 wad. Keep an
> eye out for that one. It's gonna be fantastic.
8-) Yes! Ooooooh, yes!!! It'll definitely be fantastic, I'm sure -
will it be a single level or a set of levels? Is there any name
fixed yet, so that I can keep an eye on cdrom's /incoming?!
Thomas
PS: Sorry if this is posted twice, I've had a slight network
problem while posting ...
> JVDV> "Dawn of the Dead".
> JVDV> ftp://ftp.cdrom.com/pub/idgames/levels/doom/d-f/dodead.zip
>
>I got it. I'm doing UV somewhere on the 3rd level (I also did a quickie
>looksee on the rest) & so far have only found one point that I thought
>was a little screwy, in E1M2, mainly in that it presupposes knowledge of
>the layout. It needs some alternative access (and I think one more rad
> suit inthe immediate vicinity) to get to the Soul Sphere, cuz if you've
> cleaned out the tunnels before you get to the deck w/ the yellow key,
> you're SOL on getting back to the Soul Sphere, at least so far as I
could find.
JVDV> Do you *really* need that Soul Sphere or it's full 100% to finish
JVDV>that level ? :-) I guess you're one of these guys who can't stand it
JVDV>to finish a level at 190% health when they could have had 200%.
JVDV>Don't worry I'm like that too ;-)
Heheheh. I was in decent shape at that point, somewhere around 100% health
IIRC, but it just grinds me to leave something behind when I know I can
make better use of it than will a bunch of dead imps. :) And I do go back
thru & scour for supplies =after= I get a place cleaned out. I don't
=care= if my time sucks. :)
Actually, my usual technique w/ multi-level WADs is to take note of blue
armour & soul sphere when I find them, but (unless I'm under 100% & it
looks like I'll really need the boost NOW) not take them til I'm ready to
leave, as I want to start the next level maxed out. I do the same for ammo
dumps.. try to leave some reserve to pick up on my way out. Naturally I
get a bit peeved at authors who make such things one-shot. Nothing to piss
you off like coming into a tough level, where you know you're gonna get
creamed & will need the replacement, & being forced to run over the top of
the only soul sphere in the whole place when you're already at 198%.
Icarus did that over & over & over, mostly with ammo. I lost count of all
the times I started with a full load, had to fire one or two shots to keep
from getting wiped, and THEN had no choice but to run over a full ammo box
because the damn thing was in the MIDDLE of the hallway without enough
room to go around, so it effectively wasted 18 shells or 48 bullets that
as it turned out, I really could have used later. This annoyance could
easily be prevented by putting supplies in a niche or off to one side
where I'm not forced to run over it. In Icarus it was such a chronic &
consistent problem that I wondered if it was deliberate.
JVDV> I'll try to think of something though. I could make the secret door
JVDV> that gives acces to the sewers a yellow key door.
That's a good idea. And you might use the soul sphere switch to turn loose
a couple of not-very-obvious imps (that aren't deaf, so they wander around
after you) just inside the lagoon .. fresh surprise when you finally find
your way thru the sewers... you know they're there, but not where they
went.
JVDV> BTW There is a rad suit in the vicinity of the Soul Sphere, just not
JVDV> on UV ...
That'll teach me to do a first-run on UV. :)
>In spots it also reminds me a bit of .. what's it called, GRENIANX or
>something like that, another good one with some unusual features.
JVDV> Don't know that one, so I can't be influenced by it. I'll check it
JVDV> out. If it looks like my wad, it's gotta be good ;-)
It is. :)
> Minor bits of E1M7 don't seem to work (unfinished??) and
JVDV> Could you be a bit more specific about your problems with E1M7? I
JVDV> didn't encounter any problems with it,
I made screen shots of the areas that seemed to not behave quite right.
One was that holding area north of the map with I think a baron & 3
spectres in it (I snooped :) ... no matter what I did, they never got
turned loose, just stomped & yelled. -- I'm not sure about the white
(think it was white) teleport upstairs in the room where the monsters have
that shortcut teleport :) ... it never opened up, & I was pretty thorough
about beating on the walls & such. Is that by some chance the access to
the high room w/ the baron & the blue armour? (Yeah, I snooped again. :)
If not, I never found any other way to get up there either. Shot him thru
the window, tho. :) -- I think there was something else that didn't
trigger the first time, or that I had to do a couple times to make it go,
but I don't recall what it was.
JVDV> but then again I know how it *should* be played.
Pet Peeve: Authors who forget that some people will NOT do things in
catalog order. If there's a bassackward approach to a situation, I will
nearly always find that FIRST (I frequently find the secret exit before
the main exit!). What if you didn't account for the possibility, & because
I went in the "wrong" way, now I'm trapped because some lift was one-shot
or one-way, or some critical access doesn't get triggered, or ?? At that
point I either have to quit/start over, or cheat. <*!MRNG!*>
My definition of LINEAR has nothing to do with the LAYOUT, but rather
with HOW a level "MUST" be played. If there is only a single approach that
can succeed, THAT is "linear". If there are multiple possibilities, that's
flexible ("flexible layout" is high in my list of compliments to authors)
even if the level still proceeds from point A to B to C. I've seen non-
linear =floor plans= that nonetheless were utterly linear in terms of how
they had to be =played= ...YICCH!!
I also prefer monsters be constrained by terrain rather than by arbitrary
Do No Cross lines. -- IN RAVEN 02 I once disturbed but somehow failed to
kill a demon who then followed me from one end of the place to the other
.. I could often hear him hollering behind me but couldn't see him, til I
had to backpedal from a revenant & ran smack into him!
JVDV> About E1M5: I'm gonna start on it real soon. Don't worry.
Or you & Gaston could get together & create a "world's smallest megawad".
Mordeth's 07 is even more cramped. :)
JVDV> Did you find the secret level? Most people think it's the best.
Yup (tho I didn't like being locked in when I found E1M3's secret exit;
I'd prefer an option to get back out should I need to go body-robbing
before I leave). Liked it pretty well (it also reminds me strongly of some
other level, tho can't think which offhand), interesting to look at, & you
sure do feel silly spending most of the level wondering what that rad suit
is for.. :)
Generally I thought the earlier levels were the better ones. While the
progression toward weird/evil worked well, the more "evil" levels are not
as much fun to play nor as interesting to look at. I feel the same about
id's Ep.3 ... like it least of the original full game, & seldom play it,
tho I've worn ruts in Ep.1 & much of Ep.2.
Ky Moffet, Offworld Press
ILink WordPerfect conference host
conference sysop (Hardware/Software/Reviews; DOOM; WordPerfect)
Earthquake City BBS, Granada Hills CA 818-368-3337
(free, full access on 2nd call; 4 lines, 28.8; 7 CDs online;
beginners welcome; focus on DOS, Science Fiction, Rock'n'Roll)
Internet: r...@eqcity.ktb.net. . . . . . . . . . . . . (fastest replies)
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... Muchos anos despues, frente al peloton de fusilamiento...
___ Blue Wave/QWK v2.12
> -=> Jan Van Der Veken spake unto All <=-
>
> JVDV> Do you *really* need that Soul Sphere or it's full 100% to finish
> JVDV>that level ? :-) I guess you're one of these guys who can't stand it
> JVDV>to finish a level at 190% health when they could have had 200%.
> JVDV>Don't worry I'm like that too ;-)
>
>Heheheh. I was in decent shape at that point, somewhere around 100% health
>IIRC, but it just grinds me to leave something behind when I know I can
>make better use of it than will a bunch of dead imps. :) And I do go back
>thru & scour for supplies =after= I get a place cleaned out. I don't
>=care= if my time sucks. :)
>
>Actually, my usual technique w/ multi-level WADs is to take note of blue
>armour & soul sphere when I find them, but (unless I'm under 100% & it
>looks like I'll really need the boost NOW) not take them til I'm ready to
>leave, as I want to start the next level maxed out. I do the same for ammo
>dumps.. try to leave some reserve to pick up on my way out. Naturally I
>get a bit peeved at authors who make such things one-shot. Nothing to piss
>you off like coming into a tough level, where you know you're gonna get
>creamed & will need the replacement, & being forced to run over the top of
>the only soul sphere in the whole place when you're already at 198%.
Another thing that bothers me is when you only get one chance to take
it. Like with an elevator that rises only once. (cf. original E1M4)
This way the player gets punished for finding the secrets early.
>Icarus did that over & over & over, mostly with ammo. I lost count of all
>the times I started with a full load, had to fire one or two shots to keep
>from getting wiped, and THEN had no choice but to run over a full ammo box
>because the damn thing was in the MIDDLE of the hallway without enough
>room to go around, so it effectively wasted 18 shells or 48 bullets that
>as it turned out, I really could have used later. This annoyance could
>easily be prevented by putting supplies in a niche or off to one side
>where I'm not forced to run over it. In Icarus it was such a chronic &
>consistent problem that I wondered if it was deliberate.
Oh yeah, that pisses me off big time too.
> JVDV> I'll try to think of something though. I could make the secret door
> JVDV> that gives acces to the sewers a yellow key door.
>That's a good idea. And you might use the soul sphere switch to turn loose
>a couple of not-very-obvious imps (that aren't deaf, so they wander around
>after you) just inside the lagoon .. fresh surprise when you finally find
>your way thru the sewers... you know they're there, but not where they
>went.
Hmm. That's a good idea. Now why didn't I think of that ...
> >In spots it also reminds me a bit of .. what's it called, GRENIANX or
> >something like that, another good one with some unusual features.
> JVDV> Don't know that one, so I can't be influenced by it. I'll check it
> JVDV> out. If it looks like my wad, it's gotta be good ;-)
>It is. :)
I couldn't find it on ftp.cdrom.com. Any idea where it is?
> > Minor bits of E1M7 don't seem to work (unfinished??) and
> JVDV> Could you be a bit more specific about your problems with E1M7? I
> JVDV> didn't encounter any problems with it,
>I made screen shots of the areas that seemed to not behave quite right.
>One was that holding area north of the map with I think a baron & 3
>spectres in it (I snooped :) ... no matter what I did, they never got
>turned loose, just stomped & yelled. --
Hahaha. They get loose. You'll just have to look harder. It is hinted
though! When you find it you'll probably feel like an idiot ... ;-)
Ask yourself these three questions (in that order) :
- What texture does the switch in the blue key room have?
- What color do the torches have?
- What texture does the switch in the blue key room have?
I hope this makes sense to you.
>I'm not sure about the white
>(think it was white) teleport upstairs in the room where the monsters have
>that shortcut teleport :) ... it never opened up, & I was pretty thorough
>about beating on the walls & such. Is that by some chance the access to
>the high room w/ the baron & the blue armour? (Yeah, I snooped again. :)
>If not, I never found any other way to get up there either. Shot him thru
>the window, tho. :)
You're talking about the one in the room with the blue skull key,
right? It is related to the secret mentioned above. And no it
doesn't give access to the blue armor. (It is accessible though!)
I guess you didn't find the soul sphere either then ...
Just checking: what doom version do you run? Mine is Ultimate Doom 1.9
Maybe some things don't work on earlier versions? You never know ...
>-- I think there was something else that didn't
>trigger the first time, or that I had to do a couple times to make it go,
>but I don't recall what it was.
>
> JVDV> but then again I know how it *should* be played.
>Pet Peeve: Authors who forget that some people will NOT do things in
>catalog order. If there's a bassackward approach to a situation, I will
>nearly always find that FIRST (I frequently find the secret exit before
>the main exit!). What if you didn't account for the possibility, & because
>I went in the "wrong" way, now I'm trapped because some lift was one-shot
>or one-way, or some critical access doesn't get triggered, or ?? At that
>point I either have to quit/start over, or cheat. <*!MRNG!*>
I always try to anticipate this as much as possible. I think there's
only one place in my entire episode in which you can get completely
trapped. But you have to be really stupid to find it, and in that
case you deserve to be trapped >:-).
> JVDV> About E1M5: I'm gonna start on it real soon. Don't worry.
>Or you & Gaston could get together & create a "world's smallest megawad".
>Mordeth's 07 is even more cramped. :)
ROTFLMAO! Yeah. I know that wad. The other levels have some niiiice
architecture though. Also liked that modified pain elemental.
> JVDV> Did you find the secret level? Most people think it's the best.
>Yup (tho I didn't like being locked in when I found E1M3's secret exit;
>I'd prefer an option to get back out should I need to go body-robbing
>before I leave). Liked it pretty well (it also reminds me strongly of some
>other level, tho can't think which offhand), interesting to look at, & you
>sure do feel silly spending most of the level wondering what that rad suit
>is for.. :)
You're not *really* locked in. The doors open again after a while.
Kinda like in the end area of the original E1M6. I was planning to
put some monsters in the end room, and the doors would close so you
couldn't backpedal. Now why didn't I do that? Must have slipped my
mind ...
>Generally I thought the earlier levels were the better ones. While the
>progression toward weird/evil worked well, the more "evil" levels are not
>as much fun to play nor as interesting to look at. I feel the same about
>id's Ep.3 ... like it least of the original full game, & seldom play it,
>tho I've worn ruts in Ep.1 & much of Ep.2.
I prefer the more techy, episode 1 style levels too, but after a while
I got a bit bored with it and I wanted to try something different.
E1M5 will be in that old style again though :-)
Regards,
>On Thu, 19 Jun 1997 16:33:54 GMT, Jan Van der Veken wrote:
>
>> On Mon, 16 Jun 1997 19:47:39 GMT, ***thomas...@hp.com (ZlatkO ThE
>> GoDFatheR) wrote:
>
>> [ TDUNNxx ad snipped ]
>
>> Oh yes, these wads are very good indeed. Nice atmosphere and
>> gameplay. If you want to check them out go to:
>> http://www-mugc.cc.monash.edu.au/~tjdun2
>
>Thanks for reposting the URL, I couldn't remember it myself, and
>it's not mentioned in the .TXTs - I'm sure everyone who didn't
>d/l it after Travers' initial announcement will be thankful now!
They're at ftp.cdrom.com too now. He combined his doom1 wads into a
single wad and his doom2 wads too. Look for the T_DunnXX files.
>> That's Travers' homepage. While your at it you might as well check out
>> my wad. I've been getting some good reviews too. It's a 8 level wad
>> (9th level is on it's way) for episode 1 of Doom and it's called
>> "Dawn of the Dead". I've uploaded the second beta to ftp.cdrom.com a
>> few days ago. You won't regret it if you download it, I promise :-).
>> Here's the URL:
>> ftp://ftp.cdrom.com/pub/idgames/levels/doom/d-f/dodead.zip
>
>Yup, i already got that one before. I don't remember any details
>right now, but I'm sure it's good - otherwise I wouldn't have
>kept the first beta in my UL database! ;-)
>
>> BTW Me and Travers are going to team up for a Doom2 wad. Keep an
>> eye out for that one. It's gonna be fantastic.
>
>8-) Yes! Ooooooh, yes!!! It'll definitely be fantastic, I'm sure -
>will it be a single level or a set of levels? Is there any name
>fixed yet, so that I can keep an eye on cdrom's /incoming?!
It's going to be multi level. Don't know how many levels yet.
10 at least I think. There are going to be new textures too.
No new monsters, no new sounds.
Right now we're referring to it as The Nameless Project :-).
Once we make a decision on the definitive name, you will
hear about it.
BTW Adam Williamson joined us too. It's gonna be a killer wad
that's for sure.
JVDV> Right now we're referring to it as The Nameless Project :-).
JVDV> Once we make a decision on the definitive name, you will
JVDV> hear about it.
Actally, I kinda like that as a name. It sounds like Something
Truly Horrible is about to happen in the laboratory. :)
BTW, now I can't find that damned GRENIANX (sp?) wad anywhere;
I =know= it's on one of these CDs... I gotta re-index 'em. The
combined listing file is 2 or 3 CDs out of date.
___ Blue Wave/QWK v2.12
Ar> r...@eqcity.ktb.net (Rez) wrote:
> > > * TiC, : sudtic.zip, teutic.zip, obtic.zip, mm, mm2
BTW, has anyone else found the 100% fatal bug in MM1 map 29? :)
>really liked sudtic & teutic (got my first copies w/o any text files but
>still pegged 'em as early Moeller work, just by the general style) but
>didn't care for obtic at all, IMHO it was made too deliberately
>difficult & not sufficiently playable.
Ar>
Ar> I made some UV demos for OBTIC(no new weapons). While doing this I
Ar> realised that the levels were intended to be played consecutively.
With megawads, I tend to assume that part! :)
Ar>believe that some of them are impossible from a Pistol Start. Just
Ar>look at MAP04...
I'm not sure I even got that far. I think I quit at the point where you're
expected to deal with an oncoming parade of hell knights with just about
nothing but berserk. No thanks, I am not that agile, & am not amused by
deliberately-impossible levels. I'm glad TiC have since learned reason!
___ Blue Wave/QWK v2.12
: BTW, has anyone else found the 100% fatal bug in MM1 map 29? :)
I can't remember that far back. I remember that we found several. :-)
--
Doug Bora
stig...@wwa.com
Soul spheres in the middle of the road....
JVDV>Another thing that bothers me is when you only get one chance to take
JVDV> it. Like with an elevator that rises only once. (cf. original E1M4)
JVDV> This way the player gets punished for finding the secrets early.
Yeah, I agree with that entirely. I did learn there's no use in hoarding
the super armour in Strain .. telling would be a spoiler, but clearly the
authors know, cuz of how one level starts. :)
JVDV> I'll try to think of something though. I could make the secret door
JVDV> that gives acces to the sewers a yellow key door.
> And you might use the soul sphere switch to turn loose a couple of
> not-very-obvious imps (that aren't deaf, so they wander around after
> you) just inside the lagoon .. fresh surprise when you finally find
>your way thru the sewers... you know they're there, but not where they
>went.
JVDV> Hmm. That's a good idea. Now why didn't I think of that ...
Not enough deviant---er, devious in your personal makeup. :)
> Minor bits of E1M7 don't seem to work (unfinished??) <snip>
>One was that holding area north of the map with I think a baron & 3
>spectres in it (I snooped :) ... no matter what I did, they never got
>turned loose, just stomped & yelled. --
JVDV>Hahaha. They get loose. You'll just have to look harder. It is
JVDV>hinted though! When you find it you'll probably feel like an idiot
I did keep hearing a door <?> open & shut as I ran back & forth on the
walkway w/ the narrow bars, but never found it. Is that it? I wasn't sure
if it was a real noise or one of those already-sprung-trigger artifacts
that go clank every time you run over them after the first time, because
ISTM I'd triggered something previously as I ran past that spot.
JVDV> Ask yourself these three questions (in that order) :
JVDV> - What texture does the switch in the blue key room have?
JVDV> - What color do the torches have?
JVDV> - What texture does the switch in the blue key room have?
1,2,3: Hell if I remember. :)
JVDV> I hope this makes sense to you.
I'd have to go back & look!
<more snip>
JVDV> You're talking about the one in the room with the blue skull key,
JVDV> right? It is related to the secret mentioned above. And no it
JVDV> doesn't give access to the blue armor. (It is accessible though!)
Mmmm. Do you realise how quickly I forget which key I got where? :)
JVDV> I guess you didn't find the soul sphere either then ...
I saw it, tho not how to get at it. Wasn't real concerned as I didn't
really need it. But if that's something to do w/ that damn unseen door...
JVDV> checking: what doom version do you run? Mine is Ultimate Doom 1.9
Mine too. Tho I also have 1.1 installed.
JVDV> Maybe some things don't work on earlier versions? You never know
I've seen where things work or don't acto skill setting. In one of the MM1
levels, it works fine solo on sk.2, but two switches are inaccessable in
UV. One you wind up stuck on the inside of & can't get to, the other
doesn't trigger at all.
>Pet Peeve: Authors who forget that some people will NOT do things in
>catalog order.
JVDV>I always try to anticipate this as much as possible. I think there's
JVDV> only one place in my entire episode in which you can get completely
JVDV> trapped. But you have to be really stupid to find it, and in that
JVDV> case you deserve to be trapped >:-).
I don't recall getting permanently trapped anywhere, but I generally don't
like no-escape-you're-dead traps. -- I did discover if you bump from
exactly the right angle, you can steal the soul sphere thru the window in
the lagoon w/ all the teleport pillars... :)
>Mordeth's 07 is even more cramped. :)
JVDV> ROTFLMAO! Yeah. I know that wad.
You can have my first effort too. It hasn't got an exit, but you can kill
yourself with the barrel, thus avoiding death by boredom. :)
JVDV>The other levels have some niiiice
JVDV> architecture though. Also liked that modified pain elemental.
Not terribly fancy, but real finished-looking -- buildings don't have any
of that chopped-off-at-the-sky look that I hate. -- The fire-spitting pain
elemental, I could have lived (better) without. I liked the wyverns --
dangerous, but not too hard to kill. Strain's new enemies are on that
order, too (with one tough but interesting exception, kindof a Mancubus &
Baron cross, fortunately rare) -- mean SOBs, can do you a lot of damage in
a hurry, but not ridiculously tough. We =don't= need =tougher= monsters;
unusual variations of attack & vulnerability are a lot more interesting.
> JVDV> Did you find the secret level? Most people think it's the best.
>Yup (tho I didn't like being locked in when I found E1M3's secret exit;
JVDV> You're not *really* locked in. The doors open again after a while.
Oh, timing doors? I didn't stand there long enough to find out. I hate
those, & in some cases have figured out how to jam 'em open. From where
the trigger line is, I gather you have too. :)
JVDV> Kinda like in the end area of the original E1M6. I was planning to
JVDV> put some monsters in the end room, and the doors would close so you
JVDV> couldn't backpedal.
E1M6 -- I stand on the ramp outside & wave & yell until a crowd collects
in the doorway, then put a couple rockets in 'em (I usually have 50 or 60
hoarded by then). Downstairs, where you get locked in -- the situation is
pretty controllable, if you're patient & only trigger one thing at a time.
JVDV> Now why didn't I do that? Must have slipped my mind ...
Your mind is slipping. :)
___ Blue Wave/QWK v2.12