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Level Title: No Quarter
WAD Name: DOMe1m3.wad
Release Date:
Author: Will Hackney AKA Archvile46
E-mail Address: pudge@att.net
Other Files by author: av46sp01.wad
Misc. Author Info: Visit the DOM webpage at:
http://membername133.tripod.com/dom
Description: This is E1M3 of my project, Doomed Once
More. Hopefully, the project will even-
tually cover all of Ultimate Doom AND
Doom 2. But just in case, I'm taking it
one episode at a time. Run this little
WAD on Ultimate Doom (YOU MUST USE A
SOURCE PORT THAT REMOVES THE VANILLA
ENGINE's LIMITATIONS, as vanilla Doom
seems to hate my wad. Warp to E1M3 either
in the command line or by using the
IDCLEV cheat.
Additional Thanks to: My, there are a lot of these...where to
begin...
ID Software, for making such a great game
The authors of WadAuthor and WinTex
Mark Klem, for letting me use his music
Be sure to visit his mp3 page at
http://www.mp3.com/markklem, great music
David "Tolwyn" Shaw for letting me use his
music.
Paul Flechute for letting me use the Invasion
II and Ultimate Invasion textures
NiGHTMARE and GooberMan for the Episode 5
textures
Clan UD for UDM1 textures
Deathz0r for the Doom Alpha textures
Memento Mori, for giving me the idea for the
"signs".
Lüt, for the letters used in making the
between-level titles
Pritch, Lüt, Liam, Zaldron, Deathz0r,
submerge, superloud, and Man'O'War for beta-
testing the level at various stages along
the way
Also, be sure to give a big round of
applause to the friendly folk over at the
Doomworld editing forums, who not only put
up with my endless barrage of retarded
questions, but gave extremely helpful
answers as well.
And the obligatory mention to Dr. Pepper
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*WAD INFO*
Game: Ultimate Doom
Required Source Port: It's only been tested with Boom and ZDoom,
but there's no reason not to believe that
just about any source port will do.
Levels: E1M3
Single Player: Yes
Coopertive: Yes, 4 starts
Deathmatch: Yes, in the little area that is inaccessible
from the single player portion of the level.
There are 8+ starts, but 8 players in such
a small area might get a bit hectic.
Difficulty Settings: Implemented
New Sounds: No
New Graphics: Yes
New Music: Yes, written by Mark Klem and David Shaw
Demos Replaced: none
Additional Files: There is a deh file, which at this point
only replaces the title on the automap. In
the full episode, it will replace some
additional text, including the end-of-
episode intermission story screens.
*CONSTRUCTION*
Base: New level from scratch.
Approx. Build Time: 3+ months.
Editor(s) used: WadAuthor, WinTex
Known Bugs: On doom.exe, a whole lot. On ZDoom, not that
I could see besides a few misaligned textures
that I'm sure are there. If you see any bugs,
drop me a line at pudge@att.net so that I can
fix them for the Episode One release.
*COPYRIGHT PERMISSIONS*
Authors MAY NOT use this level as a base to build additional levels.
You MAY distribute this WAD, either in a WAD compilation or just to another
friend, but this text file MUST remain with the WAD, and the text file
CANNOT be modified in anyway, shape, or form, and I must be given credit.
You MAY NOT take any of the textures or music in this WAD. Without asking.
If you want to use some, e-mail me at pudge@att.net and I will either
give you permission if the texture is mine, or direct you to the right
person to ask if they are not mine.
*ADDITIONAL NOTES*
Doomed Once More background story:
Doomed Once More follows pretty much the same plot as the original Ultimate
Doom. You know, UAC, gateways getting fucked up, your team goes in, you're
left to "secure the perimeter" with only a pistol, etc.
You will start episode one in a little guard bunker outside the landing
zone. After you clear out the LZ and the storage facility (E1M2), you will
arrive at the Phobos Living Quarters, which is E1M3.
E1M3
Map Name: No Quarter
MIDI: Memento Mori Map 10 (Mark Klem)
Inspiration: Originally started out as a level for the ill-fated
Doom Revisited project, so I decided to take it and
center my own project around it. The goal was to
make a level (and hopefully an entire megawad) as
realistically as I could.
Description: Takes place in the living quarters on Phobos. Your
primary goal here is to activate the monorail and
use it to progress further into the Phobos facility.
The monorail isn't active because several portions
of the monorail tunnels have collapsed, causing the
safety overrides to set in and stop all monorail
service.
You start out in a little service elevator. From
there, you'll head up to the mess hall, and then
the recreational facility. Inside the rec facility
is the blue key, which will give you access to the
troop quarters. Located in the troop quarters is
the red key, which in turn allows to you enter the
officers' quarters. Once there, you'll have to
activate the monorail from within the monorail
control center, then head up to the monorail station
to exit.
There are eleven secrets in this level, including
the yellow key, which isn't necessary towards
completing the level, but will give you access to
lots of neat things, and the secret exit, which will
bring you to E1M9, which is a stockade/armory.
Additional Notes: In terms of difficulty, this level isn't overly
hard. Don't be overwhelmed by the large monster
count, since they are all rather weak (the toughest
is a demon). There are, however, several somewhat
tough battles, but this level should be a mediocre
challenge for the average Doomer.
As for health and ammo, there isn't a whole lot of
spare health floating around, but there is certainly
enough to go around. There are also two soul spheres,
if you can find them.
I didn't put much ammo in this level on purpose, for
two reasons. One is that in the final version, you
will be coming from the first to levels in episode
one, and you should have some ammo left over from
those. The other reason is that due to the huge
amount of enemies that drop ammo (former humans and
shotgun guys), it will be hard to take a step
without picking something up, so ammo really
shouldn't be a problem.
If you can't find some of the secrets, don't get
angry. There are eleven, after all, and many of
them are quite hard. Remember to "interact" with
objects such as computers if you get stuck. There
isn't a single inaccessible area in this game,
except for the deathmatch area, so don't worry.
Just keep looking, and you'll eventually find it.
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