** NOTE: Play these levels with ZDooM (on which it has been thoroughly play-tested).
** With DOOM2.EXE it will crash with vis_plane errors.
** You will NEED a port that allows jumping, displays external sprites, and can display
** taller skies. ZDooM does all of these (and perhaps other ports do as well, but I
** haven't tried them with these levels).
Title : A Hex on You
Filename : HEX_ON_U.WAD
Author : Gurkha Boy
Email Address : email@example.com
Other work from author : Pugilist.wad, a 3-level fist-only series set in WWII
Fear_Isl.wad, a single level
Decimate.wad, a single level
Complex.wad, a massive and detailed single level
Arena_01.wad, a single level
They can be found in the Ports directory of ftp.cdrom.com
(except for Arena_01.wad, which does not need a port and is in
the regular DooM2 levels directory of cdrom.com).
Misc. Author Info : Been playing DooM for 6 years, now. Love the newer
games too, but keep going back to DooM.
Description : 3-level set with a medieval theme, using Hexen2 textures, new sprites,
and a beautiful new sky. The architecture is quite detailed, and the
texture alignment is near perfect (can you say "huge pain in the ass
and a major buttload of work"?)
Map_01 -- Ramparts
Entry-level type map, where you explore the outer walls of a medieval
castle and figure out a way to gain entry.
Map_02 -- The Keep
Start in the outer courtyard, explore the tradesman's compound and
the fountains before venturing deeper into the castle. Marvel at the
quiet beauty of the chapel and the desolation of the cemetary, before
storming the inner courtyard and the keep. Tarry awhile in the great
hall and the throne room and then spend a moment in silent reflection
at the pavilion. Next, curl up to a good book in the library and when
you tire of that, find your way into the bedchamber. Finally, the
Map_03 -- The Crypt
Are you afraid of the dark? Is the Boogie Man not one of your
favorite people? Do you wish you'd saved that last bullet for your-
self, instead of frantically pumping it into the rock-hard skull of
that damned baron? Then this level is not for you. If, however,
you like creepy places (who doesn't?) and can ration your ammo then
by all means venture forth!
Additional Credits to : Nick Baker (firstname.lastname@example.org) for his Hex2Tex.wad, which contains
the gorgeous textures of Hexen II.
Stian Skjondal (http://members.xoom.com/zerosignum, zsignal@organizer
.net) for his skypack1.wad, which contains fantastic skyscapes.
Team TNT (http://www.teamtnt.com) for their Retres.wad, from which I
got almost all the new sprites used in these levels (trees, suits of
armor, candle chandeliers, barrels) and notably the falling water
Jonas Feragen (email@example.com) for his Christmas tree sprite in
his excellent XMas Doom '99
Rick Clark (firstname.lastname@example.org) and Derek MacDonald (derekmd@
hotmail.com) for help with using new textures.
Ian W., the maker of an excellent TC called Herian2, which also is
set in the Hexen/Heretic universe. Get it!
Raven Software, for Heretic, Hexen, Hexen II, and Heretic II.
(Insert obligatory reference to id Software here).
Couldn't have done it without you all. Thanks Dudes!
* Play Information *
Engine : ZDooM
Map Number : MAP01, MAP02, MAP03
Single Player : Yes
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : No
Difficulty Settings : No
New Sounds : No
New Graphics : Yes, practically ALL new textures, some new sprites, cool sky
New Music : No
Demos Replaced : No
SYSTEM REQUIREMENTS : If you can run ZDooM you should not have a problem running
* Construction *
Base : New levels from scratch (although I swiped some stuff from my
Editor(s) used : Map editing -- WadAuthor v1.30, an excellent utility
Graphics editing and wad merging -- Wintex 4.3
Adjusting height of sky -- DEEP 97
Build time : About 2 months (3-4 hours a day).
Known Bugs : A couple of cockroaches that will scurry out of sight as soon
as you appear.
Source port notes : This level was designed for ZDooM, but other source ports
that allow jumping may work just as well. You will NEED
the jump feature of ZDooM or other source port.
* Copyright / Permissions *
Authors may use this level as a base to build additional levels.
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. If not, the hideous spirits that infest the waking world
will hound and haunt you, making you regret that you chose to
ignore these dire warnings. Oh, and they'll serve you a wicked
* Where to get this WAD *
ftp.cdrom.com or any mirror of ftp.cdrom.com
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Do not read further if you want to figure out the secrets for yourself.
Map01 -- The Ramparts
In the room with the chaingun, look BEHIND the switch that opens the door down the hall. The
hidden switch opens a small area in the same room as the switch.
In the tower south of the entrance (to your right when the level starts), look behind the
switch that opens one set of bars leading to the level end. The hidden switch opens the door
in the curved stairway leading up to the tower.
Map02 -- The Keep
YOU HAVE ONLY 30 SECONDS TO GET THE FIRST SECRET. It is located in a room to the north (left)
of your starting point. Run between the 2 towers guarded by imps, climb the stairs to the
pavilion on your right, and voila! the door is to the right of the stairs. This route is only
recommended if you are starting with weapons from the first level, in which case proceed directly
to the secret with your weapon of choice. If you are starting the level from scratch (pistol
only), proceed to the funeral parlor at the end of the tradesman's compound, pick up the handy
implement (without pissing off any baddies that happen to be hanging out waiting for business),
and hurry back to the secret room.
To get into the room (with the blue skull sign outside) at the bottom of the curved stair that
leads to the inner courtyard, climb to the wall that separates the chapel from the inner
courtyard. Go to the middle of the wall and face the chapel. Jump and look for the blue skull
sign on the chapel wall. Jump and shoot the skull. (Btw, you will need to shoot while jumping,
as you will not be able to jump up onto the wall parapet.)
To get into the room (with the curved symbol) between the library and the bedchamber, jump on
top of the bookshelves in the library (tough jumps!) and shoot the curved symbol in the hole
in the wall.
To get into the cemetary, walk down the passageway from the switch that opens the main doors of
the castle (above the inner courtyard). To your left is a wall that can be opened. Inside is
a switch that lowers the floor of the corner tower overlooking the cemetary. Hit the switch and
run back to the tower, and through the door before the floor rises.
When you leave the secret area with the curved symbol, turn left, walk past the library door,
and step towards the door leading outside (which needs the yellow key). A wall behind you
(down the stairs) will open.
In the fountains area, enter the alcove to the east (i.e., to the left, as you enter under the
3 arches) after hitting the switch. When traveling north to the other alcove, press the wall
to the left.
Map03 -- The Crypt
In the area where you pick up the blue key, look for the hanging flag with the 2 candles in
front. The flag is a switch that opens a wall in the room on the other side of the area. You
will need to run down the steps, through the open area, up the other steps, and all the way to
the other end of the room before the wall shuts.
When you've entered the secret room (described above) and picked up the goodies, a passageway
in the secret room will open. At the other end is a curved symbol. It is a switch that opens
a wall in the area with the yellow key. (If you entered the yellow key area first, you will
have noticed a recessed wall with the same curved symbol.)
In the darkened maze, there is a wall with a slightly different and misaligned texture. From the
room in the lower left corner of the maze (with 3 tombs), take the doorway to the North. Head up
the stair, and turn right, then left. The secret area is behind the wall to your left.
** Technically this is not a secret, as it is required before you can proceed further, but I
** am including it for those who don't like to figure out what door a switch opens. In the maze
** you will find a skull switch that temporarily opens the door on the other side of a gap in
** the passageway in the lower left corner of the maze. You'll need to run and time your jump
** to get into the room. Use the goodie that's in secret #3 to help.