Archive Maintainer : Nil
Update to : Nil
Advanced engine needed : Doom2 & Zdoom / CSdoom
Primary purpose : Single+Coop play
Title : Townhouses (Zdoom/cs doom version)
Filename : townhou9.wad
Release date : Original: November 21, 1995 - Zdoom / CSdoom update by Biff on Jan 14, 2001 (Thanks Biff!)
Author : Dino T. Manzella
Email Address : firstname.lastname@example.org
Other Files By Author :
Misc. Author Info : 30 years old. Owner of entertainment based web site
at http://www.afternight.com. I work with the music
community of Chicagoland. Owner of a Recording
Studio and rehearsal studio spaces.
Description : Have you ever wanted to snipe your neighbors? Well
you can now snipe mine. The are five complete houses
The idea here is to go from house to house killing
the inhabitants. This is a VERY detailed level.
There are about 2500 sectors. I believe it may be
THE most detailed level made for doom2. OH,.. and
watch out for my mailman. He carries a gun.. (go
Additional Credits to : Thanks to Ben Morris for DCK and his help with
questions I had through e-mail and ID of course!
Biff (Mike Blakely)'s updates to this wad include a toilet that flushes up medi-kits, ambient sounds (owl/crickets etc), breakable windows, a creek in the backyard to help hide from BFG yuckies, a pond with some goodies below, more DM, co-op spawns and a little tweaking with weapon and ammo placement.
1. HACX for breaking-glass sprites, sound and dehacked code.
2. Mod music is "Point of Departure" by Necros. used with permission
3. Orange sky from Dwango5.wad. Used with permission
4. Death scream from Dcdwango.wad. Used with permission
5. Pistol, chaingun and shotgun sounds from Totaldmx.wad. Used with permission
NOTE: CS doom does not support ambient sounds, best to view in Zdoom.
* What is included *
New levels : 1
Sounds : Yes with the Zdoom / CSdoom version
Music : Yes
Graphics : No
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required : None
* Play Information *
Game : DOOM2
Map # : Map01
Single Player : Yes & NOT impossible either! Very fair & challenging
Cooperative 2-4 Player : Yes. Keep the monsters from entering the main home.
I added a switch I like to call my "Dawn of The Dead"
switch. When hit, it releases an onslaught of
troopers on the outside of the house. (the Switch is
in the garage).
Deathmatch 2-4 Player : Yes Actually a great DM level. Each starts out in
their own home and fights to get control of the
main house which contains many of the good weapons.
I put the only health where you would expect to go
when you are hurt.. In the bathroom.
Other game styles : N/A
Difficulty Settings : Not implemented
* Construction *
Base : New level from scratch (I did cut and paste
a few pieces of furniture from a two other wads
because I got tired of creating it myself). The
wads I used were "Two Houses" and "MyHome".
Build Time : 90+ hours!.. I really spent a lot of
time on this one.
Editor(s) used : Good ole DCK (Thanks Ben!!)
Known Bugs : The ever so popular hall of mirrors happening outside
when looking from the way north. No big deal,
No one goes there anyway :-)
Special Features : If you really want a challenge, Open the huge door
acroos the street from the main house. Great idea for
Cooperative play. Not so good idea for solo play. ;)
May Not Run With... : normal doom or doom2 engine. You may need to run the Zdoom engine
* Copyright / Permissions *
Authors may use the contents of this file as a base for
modification or reuse. Permissions have been obtained from original
authors for any of their resources modified or included in this file.
You MAY distribute this file, provided you include this text 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. I have received permission from the original authors of any
modified or included content in this file to allow further distribution.
NOTE: if you do put this on a cd-rom, you must let me know through e-mail.
* Where to get the file that this text file describes *
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Web sites: http://www.afternight.com/etc/doom
I created a map with many buildings and each building has sniper outlook
points. The buildings are equally divided up to where they all have their
advantages and disadvantages.
When you are reincarnated, you have a choice between any one key before you
are thrown into the map.
Blue Keyed Doors: Great sniper outlooks but low end weapons
Red Keyed Doors:Great weapons but not so good sniper points
Yellow Keyed Doors:Just the shotgun is available as a weapon, but each yellow
building has some very interesting switches. Switching one manages to change
the odds and strategy of the game by putting up barriers between buildings
and removing barriers that one might depend upon. I've even got a switch to
turn the daytime into night.
Now get this, in every blue building, there is a blue key. In every yellow
building.. a yellow key and every red of course a red key. You see since you
can only start out with one key when you are reincarnated, the only way to
have access to more buildings would be to follow someone else into their
building and steal a key. (makes it quite a task to protect your back and
also gives you something to protect besides your life). Finding aditional
keys allows you access to better vantage points, better weapons and/or to
I've also placed a switch that opens with a HUGE door in the city. The door
gives way to a cyberdemon. Just a little added bonus if you get tired of
blasting each other. Anyone can run over and let the animal loose. (I'm
actually working with a few people on importing a model of Godzilla as the
Now the bad news:
Since all deathmatch games give you all the keys from the start, it takes my
new concept away. The only way to use this idea is to play cooperative. With
this there is no way to keep a good tally of frags and the weapons can only
be picked up once per life. What is worse is I cannot add enough ammo cause
it wont respawn.
If anyone has any ideas on this, let me know.