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THE COMPET-N EDITION
24.12.2002 releas
======================================================================
= The Alien Vendetta homepage: http://www.doom2.net/~av =
======================================================================
--------------
C O N T E N T:
--------------
1. INTRODUCTION
1.1 Cooperative
1.2 Deathmatch
1.3 Compatibility
1.4 Resources used
1.5 Additional graphics
1.6 Midi music
1.7 Av.exe/deh
1.8 Avmovfix.wad
2. STORY
3. INSTALLATION
4. LEVEL INFORMATION
5. BUGS
6. AUTHOR INFORMATION
6.1 Levels
6.2 Testers & Misc
6.3 Additional thanks
7. LEGAL STUFF
7.1 Textures
7.2 Levels
----------------
[1] INTRODUCTION
----------------
Alien Vendetta offers 32 all new levels, ranging from small fast-paced
tech-styled ones, to complex medieval- and hellish-themed maps. Variety
was to be expected considering several authors had a hand in the making
of these maps and as no specific criteria were given to them. AV
originated in '96 as a one-man project, but saw many transitions and was
eventually made a team effort in August 1999. What started out as a pure
"Hell Revealed" follower balanced out to be something in-between that and
a more classic looking megawad. We decided to put more emphasize on detailed
architecture while trying to keep the at times ultra hard gameplay in focus.
Admittedly recreating the intensity of "Hell Revealed" while trying to create
more commonly scaled maps turned out to be quite a challenge. As a result
the hardness was tuned down a bit, and fun gameplay became more important
than making it as hard as possible. When that's said, AV still holds a
somewhat harder skill setting than any serious megawad with the exception of
"Hell Revealed" and its sequal. In the tougher maps it will indeed challenge
the best players on Ultraviolence, and would probably be more frustrating
than fun for the common Doomer. Fortunately we put effort into all levels of
difficulty, and would advise anyone who is not looking for hordes of monsters
(and the need for planning in order to survive) to play skill 2 or 3.
AV skill 3 plays much like "The Plutonia Experiment" does on its skill 4.
Skill 2 would be the favourable pick for anyone who wants to have a more
relaxed journey through the levels (be warned tho, even on skill 2 AV holds a
few surprises =) Altho map continuity exists between a few levels we decided
to go for variation instead of a one-themed 32 level scenario. This difference
in scenery from map to map hopefully contributes to less redundant gameplay.
Each level is completable from scratch, but when approached this way it
should be noted that secret areas become vital for health and ammo supply.
The first episode consists of a variety of "earthly" themed maps/bases and a
few tech facilities. Difficulty here leans more towards easy even on skill 4,
and primarily functions as a warm-up. Episode 2 starts out with a series of
techbases and ends up in a more brick styled fashion. The first really hard
scenes for the average player will occur in this episode. The final chapter
is mainly hell themed and holds the most extreme levels in terms of hardness.
A few of these are up to "Hell Revealed" difficulty. If you're looking for a
challenge combined with atmospheric levels, Alien Vendetta should be right
up your alley. Enjoy :)
[1.1 Cooperative]
Too often you find that a collection of maps have not been properly balanced
for cooperative play...most notably lack of additional ammunition is a
common flaw. AV had a 2 player cooperative test on it before release and all
maps should hold enough ammo to make pistol-only redundancy a rarity. This
does depend to some degree on the players of course, and map knowledge is
often essential in the harder AV levels. Locating secrets and cooperative
shortcuts should be some of the fun tho. The larger levels have been "tagged"
with stay-open doors which will prevent backtracking for keys in parts of
the maps the players already visited. Altho even more monsters accompany
cooperative play, all maps are completable from scratch w/o dying given the
additional ammunition and health (yeah, even map24 =). Hopefully AV will
offer some fun hours of dooming for the coop hungry ones.
[1.2 Deathmatch]
Altho all maps in AV support deathmatch play, many of them are not suited
for it at all. We did provide some deathmatch arenas for a few of the levels,
these are: Map04, 07, 10, 14, 23, 27 & 30. As for the rest of the levels, the
dm starts are there more so to prevent the game from crashing out.
[1.3 Compatibility]
AV does not require any port to run. It was constructed with vanilla Doom2
v1.9 exe in mind. However, if you decide to run it with your favourite
port, make sure features such as jumping are disabled as the levels were
not constructed with these taken into consideration (and may cause the
player to get stuck at otherwise inaccessible spots and what not).
[1.4 Resources used]
AV was compiled with textures from the following sources:
Heretic & Hexen by Raven Software
Final Doom by Team TNT / id Software
Ultimate Doom by id Software
Duke Nukem 3d by 3DRealms
Osiris.wad by Glen Payne & Marshal Bostwick
[1.5 Additional graphics]
Statusbar, titlepic/interpic/bossback screen and menu graphics,
BIWALL, D(1-3), MUTA(1-7), MUTA18, MUTX(01-03), TELEP2_6, RSKY2,
TEXT(1-4) by Kim Malde
EGWALL19, EGWALL20, EGBIGW4, EGBIGW5, EGSTAT(1-6), EGCART(1-5), EGMASK(1-2),
WOOD14 by Vincent Catalaa
[1.6 Midi music]
There is one new track in AV, running on map 20 (see author credits
in section 6.2). The rest of the midi files were picked from the following
sources - Ultimate Doom: Map02, 03, 05, 07, 11, 12, 13, 14, 16, 23, 27 & 28,
Doom2: 26, Duke Nukem 3D: 10 & 31, Final Doom: 17 & 18, Rise of the Triad:
06, 25, intermission & story tracks, Heretic: 15, 19, 21, 24 & 29,
Dwango6: Intro track, Other sources: 01, 04, 08, 09, 22, 30 & 32.
[1.7 Av.exe/deh]
The included exe file alters automap names, ingame storylines and partimes.
The partimes represent the fastest maxkill times aviable at the time of
release, rounded of. Maxkill = 100% secrets and kills on ultraviolence,
starting the maps from scratch.
Note that av.deh does not include the par times.
[1.8 Avmovfix.wad]
Unfortunately we discovered a limmitation regarding map20 and demorecording.
If you attempt a full game run with doom2.exe it will bomb out in map20
with an error message if the -maxdemo parameter is set high enough.
To avoid this we included an altered version of map20 as avmovfix.wad,
its basically map20 w/o the hughe mountain area. Such a high -maxdemo
valu is only of interest for a possible maxkill movie run, even episode
recordings work fine with no fix added.
Note that his one is only of interest for demorecorders in compet-N context,
and should be ignored if using a port such as zdoom.
---------
[2] STORY
---------
Run av.exe for ingame storylines (see author credits in section 6.2)
----------------
[3] INSTALLATION
----------------
Duh...ok, well here we go:
-Unpack the files contained in av.zip into your doom2 folder
Then start the game like this:
av.exe -file av.wad
For multiplayer, use a frontend like dm.exe and select your preferred
settings, or simply use this command line:
ipxsetup -file av.wad -warp 01 -skill x -nodes y
(where "x" represents the level of skill from 1-5, and "y" the number of
players from 1-4)
---------------------
[4] LEVEL INFORMATION
---------------------
Map01
Level name : Sunset
Author(s) : Martin Aalen Hunsager
Editor(s) used : Deth
Bugs : None
Inspiration : Kim "Mutator" Malde's work
Authors comments : A level which was created back in June '97. It was my
first map then, but it was planned carefully from the
beginning and turned out to play rather well.
Map02
Level name : Rusty Rage
Author(s) : Anders Johnsen
Editor(s) used : Deth v4.16B, Zennode v1.0.8
Bugs : Neh
Inspiration : Ultimate Doom Episode 1
Authors comments : Combining brown/yellow/orange textures turned out
quite ok here, its one of the few maps of my own that I
feel satisfied with. Wanted to have one Udoom ep1
lookalike in AV, and altho I felt like constructing more
on it I was restrained by the early map number it was
planned for. And the texturing didn't turn out pure
Udoomish either as that yellow Doom2 charateristic rock
texture dominates. I hope those tower-imps dosn't turn
out too frustrating, it should at least give something
to strive for in making a good demo.
Map03
Level name : Cargo Depot
Author(s) : Mattias Berggren, Kim AndrŠ Malde
Editor(s) used : Deth
Bugs : None
Inspiration : None specific
Authors comments : Matte> This is my first map for AV, built in the end
of '99. A typical complex Doom2 style in this
level, with crates a little here and there.
Kim> I went over this one before the rerelease
and added details. I wish I would have had
more time to go over a few other levels
as well. Added location feel, retextured all
areas and added alot of light level effects.
We did plan to update this map prior to the
original releas, but alas...
Map04
Level name : Seclusion
Author(s) : Mattias Berggren
Editor(s) used : Deth
Bugs : None
Inspiration : None specific
Authors comments : Built in spring 2000. I wanted to make an UDoom style
in this level, first time I did that, so it took a long
time to build this one, but I think it turned out quite
well. A nice combination of Udoom style mixed with the
good ol' Doom2 style.
Map05
Level name : Crimson Tide
Author(s) : Anders Johnsen
Editor(s) used : Deth v4.16B, Zennode v1.0.8
Bugs : Neh
Inspiration : Doom2 map14, Plutonia map18
Authors comments : My 2'nd last creation for AV, and I belive - my best.
Gameplay turned out the way I wanted, and I'm
satisfied with the visuals. I was originally going to
update an older map of mine, but ended up redoing it
completely as it was way too simplistic.
Map06
Level name : Hillside Siege
Author(s) : Lee Szymanski, Anthony Soto
Editor(s) used : Deepsea 11.30
Bugs : none as yet
Inspiration : none as yet :)
Authors comments : This map was originally developed for a project by
Adam Windsor. Unfortunately the map took a year or so
too long to complete! Sorry Adam.
Map07
Level name : Showdown
Author(s) : Anders Johnsen
Editor(s) used : Deth v4.16B, Zennode v1.0.8
Bugs : Neh
Inspiration : Plutonia map07, Doom2 map07
Authors comments : Tried to have a classic map07 approach here, and aiming
for a near optimizable gameplay. This meant however,
that the hardness of the gameplay had to be tuned down.
The first gameplay outline for this map had the entire
ledge around the startarena covered with chaingunners.
The thought of some hungarian cursing my name while
trying to do it -fast made me change it tho =P
Deliberate rocket jump over exit cliff implemented to
make it more interesting for speedrunning.
Map08
Level name : Beast Island
Author(s) : Jan Endre Jansen & Anders Johnsen
Editor(s) used : Deu2, Deth v4.16B, Zennode v1.0.8
Bugs : Neh
Inspiration : Various maps from Hexen
Authors comments : Jani> This was originally going to be part of my
own project (way back :) The first sections
until the grey mountain passage was originally
going to be map01 in my project, the following
outdoor area used to lead to a castle, but this
was replaced by the current fortress.
Andy> Jan made the original level which this one is
built on, the first half of the map with the
ruins and the passageway through the grey mountain
area is kept identical to his work (which dates
back to 98' infact). It had a castle part which
I replaced by the island fortress (which
originally was a standalone map I made in 96').
Map09
Level name : Castle Gardens
Author(s) : Kim AndrŠ Malde
Editor(s) used : Deu2, Deth v4.16B, Zennode v1.0.8 (serveral versions)
Bugs : None
Inspiration : If I remember correctly, I was inspired by the RPG
D&D (boardgame), and when I was in Turkey somewhere in
Alanya I got to see old ruins of city-walls, these
together with old Roman architecture in Ephesus made an
impact on all my doom-mapping work.
Authors comments : This was my first level for Doom2... I had barely
experimented with the basics prior to this one. It dates
back all the way to 1996 and clearly stand apart from
my more recent creations. It went through alot of
renovations through the years. The start opens up with
some mountain formations, this is something I got from
RL, it came out a bit twisted from my mind tho :)
Map10
Level name : Toxic Touch
Author(s) : Kim AndrŠ Malde
Editor(s) used : Deu2, Deth v4.16B, Zennode v1.0.8 (several versions)
Bugs : One HOM that I'm aware of (get over it :)
Inspiration : The Dm part is a hopefully obvious direct remake of QDM4.
As far as the rest of the map goes, it's origin is much
like that of "Castle Gardens" (see above).
Authors comments : Also a very early creation of mine from 96', a direct
followup to map09, this one taking you down into a nasty
sewer area supposedly located under "Castle Gardens".
The last half of the map was created at a later point,
and was originally a part of a mini-wad project I was
making called "Kingdom". Like with map09 this one have
gone through several modifications. I truly remember
the first linedefs I layed out at Anders' place a
late Saturday in 96'. This area was later referred to
as "the spider" (It's actually the nukage formation in
the beginning of the map, just above the bridge, looks
like spider-legs on the automap :)
Map11
Level name : Nemesis
Author(s) : Martin Aalen Hunsager
Editor(s) used : Deth v4.16B, Zennode v1.0.8
Bugs : None
Inspiration : Ultimate Doom's e4m6, Dystopia map06
Authors comments : There turned out to be a lot of great views in this map.
Some luck, but also many days and nights with work.
Map12
Level name : Entropy
Author(s) : Adam Windsor (the first few rooms) / Brad Spencer
Editor(s) used : wadauthor, deth
Bugs : None
Inspiration : -
Authors comments : This was actually 3 levels for a project Adam was
fooling around with. We were (along with a few others)
remaking the levels of doom2 so that they would fit with
their level names. The first area by adam is
"The Entryway", the part after the slow elevator is "The
Underhalls", and the area after the teleporter is
"The Gantlet" (Gantlet being a synonym for Gauntlet -
Attack from all sides).
Map13
Level name : Suicidal Tendencies
Author(s) : Brad Spencer
Editor(s) used : wadauthor, deth
Bugs : None
Inspiration : -
Authors comments : Originally, this map was going to be a lot like UDoom's
"Spawning Vats" (my favorite doom level). But I drifted
away from that idea and it took on it's own sort of
style. I'm generally pleased with this level, but
never the less, I went back and redid large portions
of the level ;) Anders also made some minor changes.
Map14
Level name : Overwhelming Odds
Author(s) : Brad Spencer
Editor(s) used : wadauthor, deth
Bugs : None
Inspiration : -
Authors comments : This is actually one of my favorite maps (out of the
ones that I have made). Lots of ammo, and plenty of
killing go on, trying to emulate HR style as best as I
can. There's even a "reminder" of HR in the map...
Map15
Level name : Bulls on Parade
Author(s) : Madani El hariri, with parts edited by
Yashar Garibzadeh, Anthony Soto & Anders Johnsen
Editor(s) used : DCK, Deth v4.16B, Zennode v1.0.8
Bugs : None
Inspiration : At first, nothing then I started playing beautiful and
exciting wads and megawads like The Darkening ep1 and 2,
Hell Revealed and Alien Vendetta :) to get some
inspiration.
Authors comments : (comments by Madani)
My first map. The editing lasted about 8 months,
during which I learned the basic skills of mapmaking.
The names comes from one of Rage against the Machine's
famous song. Don't the hundreds of pink pigs rushing
toward you in the final arena look like bulls?
Map16
Level name : Mutual Destruction
Author(s) : Brad Spencer
Editor(s) used : wadauthor, deth
Bugs : None
Inspiration : -
Authors comments : %#@*!
This map has gone through so many stages. First, it was
a sort of space-station, and you got teleported down
to a medieval sort of planet. But then, after a year
had passed, I looked back at the map and I hated
basically the whole thing. (Anders has this "problem"
as well, hehe). I scrapped almost the entire medieval
section, which was quite huge, and re-worked a good
deal of the map. The end result is good I guess, but
this map was a pure pain in the ass to make.
Map17
Level name : Nukefall
Author(s) : Anders Johnsen
Editor(s) used : Deu2, Deth v4.16B, Zennode v1.0.8
Bugs : Neh
Inspiration : AV map10 - "Toxic Touch" by Kim Malde
Authors comments : My earliest creation included in AV altho architecturally
updated to some extent. First edition constructed some
time in 96, shortly after Kim made his "Toxic Touch"
which inspired me to play with the brick/metal/nukage
theme. This level is by no means a personal favourite of
mine, as the outlay is too simplistic. The start area
and the exit have something going for it tho. On a side
note I actually mailed Sverre Kvernemoe to get some input
on this map way back, and he kindly responded with some
advice and actually offered a possible spot in Eternal
Doom for it if I could make it into a decent sized map.
This triggered alot of inspiration for my editing, but I
lost my internet connection back then and was unable to
go further with it. I doubt I woulda had the skill to
build it into a level worthy of Eternal Doom back then
anyway =) Special thanks to Nick Baker for his texture
alignment assistance on this one.
Map18
Level name : Lake Poison
Author(s) : Anders Johnsen
Editor(s) used : Deth v4.16B, Zennode v1.0.8
Bugs : Slight HOM at ledge near marble-blocks
Inspiration : Plutonia map16, 23 & 28, Ultimate Doom e1m7.
Authors comments : Gameplay was aimed at pure slaughter here, and the huge
hall making up the last half of the map surely holds
some resistance. Start area turned out as I wanted,
but I belive I shoulda followed a more scaled style all
the way through. It reeks of Plutonia inspired texturing
and the architecture is a bit up and down, with my own
favoured part being the toxic waste area which holds the
keys. This one became pretty popular among the testers
so I like to think the gameplay worked out ok.
Map19
Level name : Alien Resurrection
Author(s) : Madani El hariri
Editor(s) used : DCK
Bugs : None
Inspiration : altimac.wad (get it on cdrom.com, it's exciting!!!)
and The Darkening ep1. Maybe Eternal Doom, too.
Authors comments : My second and last map. Short career isn't it?
Map20
Level name : Misri Halek
Author(s) : Kim AndrŠ Malde
Editor(s) used : Deth v4.16B, Zennode v1.0.8
Bugs : None I hope
Inspiration : There is a somewhat lengthy story behind the origin of
this cookie :) Actually its built over a map by Mattias
Berggren and Vincent Catala* which ended up in a
dead-alley. They were co-authoring an egyptian themed
level, but it ended up with a few style-clashes, so we
all agreed that I could have a look at it to try and
spice it up a bit. It was hard for me to pick up on
their work tho, we all have our ways of visualizing
stuff, and the old edition didn't give me a feel of
ancient egypt. So I started the level from scratch, but
kept some of the decor in the start area (like that
cool sfinx by Vincent :). The consept of the map in
other words, belong to Mr. Berggren and Catala* :)
Anyhow I've always wanted to make a level based on an
Egyptian theme. Egyptian architecture has always been
an interest of mine. I remember reading in books (and
looking at the pictures) to get some ideas.
Authors comments : Personally I believe this to be my best creation to date,
at least its the AV-map I put the most time and effort
into. Starting from scratch, I wanted the player to get
an outside view, in order to obtain a descent location-
feel in front of a pyramid in the middle of a desert,
with other pyramids and elements in the surrounding.
The first problem at that time was to make the actual
facade look like a pyramid. I thougth back and forth and
found a way to make the illusion of a two-storage feel
for the entry. Adding the two lights on it really gave
life and depth to it. Then the easy part came, well, so
I thought. In real pyramids there were traps and
mazes, I wanted to add these elements. Plotting the
outlay was rather easy. I made the pyramid shape and
its main dividing walls. Now the problems really started
to surface, a level within the pyramid walls would turn
out to be a rather small map, and not really what I had
in mind. I definitely wanted it to be sorta "real" in a
geometrical sense. Basically I wanted to keep logically
within the pyramid borders. So the only way was going
down, underground. Woh, I finally got where I wanted to
be, in a area with no spacelimit. From that point, I
had all the opportunities in the world again...or so I
thought. Can you see through the desert sand? No. That
meant no sky! Eliminating this element can easily result
in extremely redundant design. Thus it became hard
to come up with innovative and varied architecture. The
way to get around such a dilemma would be to use alot
(ALOT! :) of light effects and height level differences.
And I did. After making several corridors and rooms
with pillars and such, I got the feeling that this
couldn't go on for long, since it obviously would result
in an repetitive and dull look. I had to come up with
some drastic change of scenery. I started using lava
and made a whole section involving this. I say no more.
Bottom line is I hope you will enjoy this map, as I
enjoyed making it (errh right :-). Oh and I almost
forgot; special thanks to Selim Benabdelkhalek for
comming up with the cool map-title (its arabic and
means "egyptian slaughter").
Map21
Level Name : One Flew Over The Caco's Nest
Author(s) : Pablo Dictter
Editor(s) Used : Wadauthor v1.3 - Zennode v1.0.8
Bugs : Slight HOM near end
Inspiration : No inspi.
Authors comments : Ah...let's see.
I never plan my maps so I didn't plan this one. Just
opened the editor and started editing. The wooden area
of the level was former diabolique's e4m1. (Diabolique,
a never finished episode of mine).
Map22
Level Name : Rubicon
Author(s) : Brad Spencer
Editor(s) used : wadauthor, deth
Bugs : None
Inspiration : -
Authors Coments : This map is quite a change from my usual style, but I
am very pleased with how it turned out. I greatly
admire Anders' hell styled maps, so there are probably
some ideas from his maps in here. This map was actually
going to be released as a stand alone wad, but I wanted
AV to be one more step towards completion and offered
it to Anders.
Map23
Level Name : Blood Sacrifice
Author(s) : Kim Andr‚ Malde
Editor(s) used : Deth v4.16B, Zennode v1.0.8
Bugs : Some HOMs at, over detailed areas and slimetraces
Inspiration : I think there were some, but at this point I can not
simply recall what, where and when...
Authors Coments : The starting area was scetched on a piece of paper when
I sat up in the top bunk bed somewere in Bardufoss, way
up north of Norway. In an army facility called Heggelia.
With temperatures below -40 degrees celsius, having no
access to a single computer and no draftmans board, I
"rendered" the sketch, like it would in Doom. The funny
thing about it was when I got home in a weekend of, and
constructed the sketching in Deth. It was more or less
precise as my "rendering" on the paper. Anyway, the
area I've spent most time on could not be any other
than the castle. If my calculations are correct I've
spent more than 55 hours to complete that very part.
Making a structure similar to this for Doom][ 1.9 is
what I call, a pretty damn hard task to accomplish.
This is not recommended to do at home (Just kidding,
no really, I mean it! :-p ) This level is my last SP
map for Doom2. I'm through with it! Not with Doom,
but with the fact that it's so time consuming
making a decent "over detailed" map :P With all it's
VPOs, NVPs and HOMs. Oh and don't forget, the
slimetrails, blockmap boundary, walls that swollow
ammo, and many other limits. Making this map in
something like 5 days in a row is NOT a thing I will
redo. Oh and just one last thing (just had to add
it :-) The castle I mentioned was rotated by hand,
*sigh*. Dm part by Vincent Catala
Map24
Level name : Clandestine Complex
Author(s) : Lee Szymanski, Anthony Soto
Editor(s) used : Deepsea 11.66, DCK, BSP 5.1
Bugs : hopefully none {/me crosses fingers}
Inspiration : losing it everyday :)
Authors comments : Lee originally gave me this (unfinished) map for use
in a project of my own. When Anders mentioned a
re-release of AV I offered this map up. A great
megawad gets a great level. I still want this
map back though if I change my mind. =p
Map25
Level name : Demonic Hordes
Author(s) : Vincent Catalaa / Sam Woodman
Editor(s) used : DETH, Wintex, BSP, RMB
Bugs : none (I had many VPOs, HOMs and venetian blind
while making this map. I hope they are gone)
Inspiration : Heretic/Hexen maps
Authors comments : Big map, medieval themed, with loads of monsters
to waste your BFG on :)
The yellow key part is by Sam Woodman (the church
looking area). It has replaced an ArchVile maze.
I modified many things in Sam's part to make it
look better.
Map26
Level name : Dark Dome
Author(s) : Anders Johnsen
Editor(s) used : Deth v4.16B, Zennode v1.0.8
Bugs : HOM on ground level behind start point
Inspiration : Hell Revealed map24, Plutonia map24 & 27, Doom2 Map29
Authors comments : My answer to Yonatans awesome "Post Mortem", the
infamous Hell Revealed beast =) I had great fun
constructing this one, as it holds one of my favourite
mapping themes to work with. It is overscaled, but
intentionally so to host its insane amount of monsters.
It's a tense level but not as inhumanly hard as it may
seem at first glance. The trick is to know your way
around it and locate the vital ammunition and health.
I'm gonna enjoy trying it on -fast tho =D Special thanks
to Mike Toliver for his numerous demos over this level,
and his suggestions for gameplay improvements.
Map27
Level name : Stench of Evil
Author(s) : Anders Johnsen & Jan Endre Jansen
Editor(s) used : Deu2, Deth v4.16B, Zennode v1.0.8
Bugs : Neh (well, a few slime trails in the ice-cave).
Inspiration : UDoom Episode 3 and e4m1/e4m2/e4m7, Plutonia map12.
Authors comments : (First comment part by Andy)
Large but strangely linear level which holds a variety of
styles but which hopefully connects them decently. The
first half of the map (until the blue mountains) builds
on a map I made years ago. The ice-caves were originally
a lava drenched SP_rock area similar to that of UDooms
E4m2. The large castle at the other end of the mountains
was a separate map also by me. Ultimate Doom influence is
obvious at several stages of the map, there is even a
shrine dedicated to one of the (in my book) most
memorable areas of Doom's 4'th ep. The green teleporter
near the end of the map leads to Jan Jansens slice of the
level. I took a creation by him and retextured it, as
well as added some basic changes. The final room is
clearly e4m2 inspired. All in all a large, difficult map
which flows strangely ok despite its many influences.
Small (and _old_ :) dm part by Kim Malde.
(Comment part by Jani following):
Yet an old creation, altho my last level...it was going
to be part of a now dead and deserted project called
"Enigma" - a Boom specific levelset by Martin, Kim,
Anders and myself. It had a few sections that were cut
because of a HOM problem, and it used to have a different
texture theme.
Map28
Level name : Whispering Shadows
Author(s) : Anders Johnsen
Editor(s) used : Deth v4.16B, Zennode v1.0.8
Bugs : Neh
Inspiration : Ultimate Doom Episode 3, Plutonia map12 & 25, Doom2 map22
Authors comments : Another large map, this one built on a Doomy dream I had
summer of 97' =) Yeah...you play too much Doom when you
dream about it. But anyway, I had this vision of snake-
skin and sp_hot and it turned out to be a relatively
complex map with some hard secrets. Its pretty tough with
a close cyber confrontation near the start. Still not
nearly as tough as my first edition of the map tho.
The bloodfall/ashwall mountain area was actually
inspired by a very old Kim Malde map called "Rome" where
he did something similar with blue falls and marble.
Map29
Level name : Fire Walk With Me
Author(s) : Anders Johnsen
Editor(s) used : Deth v4.16B, Zennode v1.0.8
Bugs : A few annoying slime trails that just wouldn't go away
Inspiration : Doom2 map28, some heretic maps and Q3DM1
Authors comments : My best hellish-themed map I believe, also a rather recent
one. I like the "doomed" feel one get in the start area..
and overall it just worked out the way I wanted. Gameplay
is quite a bit easier than my other ep3 levels, but the
revenant scene will stop most players on skill 4.
Map30
Level name : Point Dreadful
Author(s) : Anders Johnsen (dm part by Kim Malde)
Editor(s) used : Deth v4.16B, Zennode v1.0.8
Bugs : None
Inspiration : Udoom ep3 I guess....and various end levels.
Authors comments : Small and hopefully atmospheric map to end it with.
Its not hard if you have the timing in, but if you
screw up too many shots on skill 4 you'll be in deep
shit rather fast. Unless you know how to straferun
well, one of those lifts will be hard to catch.
This was the last map I designed for AV. The DM part
is an old creation by Kim Malde called "Atomic"...he
made it on Christmas Eve 1997, according to the txt it
was supposedly meant to be a part of a series of levels
called "Macho Doom"...a map set dedicated to the now
dead and forgotten "Norwegian Doom League" (which was a
short lived DM-group of modem players here in Norway...)
Map31
Level name : Killer Colours
Author(s) : Gemini and Ebola
Editor(s) used : dck, Deth, BSP 5.0
Bugs : What is that?
Inspiration : Gemini> andy's beta of a level similar to this...
Ebola > The green stuff in my sink.
Authors comments : Gemini> Very happy with the result...
Ebola > Gemini and I had some problems agreeing on
things at some parts.. It turned out for the
better though. :) Andy didn't want to act as
an ombudsman.
Map32
Level name : No Guts No Glory
Author(s) : Anders Johnsen
Editor(s) used : Deth v4.16B, Zennode v1.0.8
Bugs : Neh
Inspiration : Hell Revealed (map22 in particular), Plutonia map32.
Authors comments : I wanted the secret map to be hectic, open and with the
same addictive gameplay as Yonatans HR22. I belive it did
turn out both fun and hectic, and it dosn't look too bad
despite its open and basic architecture. -Fast will be a
tough nail here.
--------
[5] BUGS
--------
* A port is needed in order to not override the save game buffer in the
majority of the levels. Who use savegames nowadays anyway?
* Slight HOMs that we decided to not remove at expense of scenery in a
few maps. If they bother you too much use a port =P
* Incidents of "vanishing sprites" may occur at times in the heavy loaded
maps (again not a problem if you use a port such as Zdoom).
* Zdoom 1.23b mess up the statusbar somewhat. works fine in ver. 1.22
----------------------
[6] AUTHOR INFORMATION
----------------------
[6.1 Level authors]
Author : Mattias Berggren
Aliases : Tarzan
Email Address(es) : mattias.berggren@mail.bktv.se
Webpage : None
Contributions : Map03 & Map04
Other files by me : Some maps in Hell Revealed 2. Legacy.wad using the
AV textures. A map for AV which we decided to skip.
And my old levels, several years old, which completely
suck :)
Thanks/Greetings to : Everyone in the AV team
Comments : A big thanks to Anders for allowing me to take part in
this megawad, and also the other AV members of course.
Author : Vincent Catalaa
Aliases : VinceDSS, formerly PerOxyd
Email Address(es) : vincentds@netcourrier.com
Webpage : www.geocities.com/peroxyd2s
Contributions : Map24, DM part in Map23, some textures (see section 1.5)
Other files by me : none
Thanks/Greetings to : Anders Johnsen for letting me do a map for him :)
and showing so much rigour while developping this WAD.
All other AV mappers for making great maps.
Adam Hegyi for keeping up the Compet-N (nothing to
do here but i wanted to say it :)
Id Software/Raven Software for the Doom and Heretic.
Comments : I heard that Andy was working on a megawad project.
I asked him if I could to do something for him. So he
asked me to make the starter of a map. He liked it and
I worked a bit more on it. So that he kept it :).
This is my very first map ever finished.
Author : Pablo Dictter
Aliases : None
E-mail Address(es) : pablodictter@hotmail.com
Webpage : http://pablod.8m.com/web/
Contributions : Map21
Other files by me : Subversion - An Infernal Place - Evil's PLayground
No Hope For Life Ep1. (4 maps) - 9th Gate (2 maps)
WolfDM - The River of Fire - The Heart of Fire
Thanks/Greetings to : * Tobias M*nch for testing my map.
* Anders Johnsen for letting me know on bugs
and things of that style. And for not going
crazy with questions and stuff of that style.
hehehe.
Author : Yashar Garibzadeh
Aliases : Gemini, king-fu, gems, pl-gmi
Email Address(es) : post2000@c2i.net, webmaster@free6.com (just kidding)
Webpage : not yet...
Contributions : Map31 with ebola and some work on Map15
Other files by me : runlikehell.zip, yikes!!!!.zip, iloveyou.zip,
ooooh!!!.zip, yeah!!!!.zip, ohnoooo!!.zip, crap!!!!.zip,
bigdoor.zip, stairs.zip, iconofsin2.zip, entryway2.zip,
gem01.zip, gem02.zip, gem03.zip, maps in surge.zip,
surge2.zip, 10sector.zip, pluvdemo.zip, tspak.zip,
plutonia2.zip
Thanks/Greetings to : * God/Allah for everything
* Nake r.i.p.
* Andy
* Ebola
* Ethh, Opulent and Python
Author : Madani El Hariri
Aliases : Holyjack, sometimes
Email Address(es) : kurtz@netcourrier.com
Webpage : None
Contributions : Map15 and Map19
Other files by me : nothing worthy
Thanks/Greetings to : * Selim Benabdelkhalek (beta tester on the project)
for introducing me to Vincent Catalaa
* Vincent, for introducing me to Anders Johnsen
* and Andy, for including me in the team and having
the patience to check two versions of my first map :)
* Claude Berry, Korn 'cause this was the music I
listened to when I was editing, my mouse, my CPU,
my screen, the author of DCK...who/what else?
Author : Martin Aalen Hunsager
Aliases : None
Email Address(es) : martinhunsager@yahoo.no
Webpage : None
Contributions : Map01 & Map11
Other files by me : None released
Thanks/Greetings to : * Anders Johnsen for his everlasting doom-interest
* Kim Malde for inspiring level design
* Everyone in the AV team for their contributions
Author : Jan Endre Jansen
Aliases : Jani, Curly
Email Address(es) : None
Webpage : None
Contributions : Co-author of Map08 and Map27
Other files by me : One boom specific map, a small dm level, none released.
Thanks/Greetings to : * Kim Malde and Anders Johnsen for helping me out
with map problems and stuff of that sort :)
Author : Anders Johnsen
Aliases : Andy
Email Address(es) : andersjohnsen@hotmail.com
Webpage : None
Contributions : Project idea / moderator, Maps 02, 05, 07,
17, 18, 26, 28, 29, 30, 32 and Co-Author
of Map08 & Map27, secret exit of Map15.
Other files by me : Several, tho none released (if demos don't count =)
Thanks/Greetings to : * Everyone that was involved with AV at one time or
another and put work and time into it, in particular
Brad, Madani, Matte, Pablo, Vincent, Ebola, Gemini,
Martin, Jan, Kim and Lee for putting alot of effort
into their maps...and Mike, Bjorn and Selim for their
great betatesting
* Henning Skogsto, Aage Petter Hjelm, Morten Stromsvold,
Jan Jansen, Kim Roar Foldoy Hauge and Anthony Soto
for giving me input/inspiration to work on the project
* Adam Hegyi and Doug Merril for keeping the Doom demo
recording community alive with their work...demos was
the reason AV got started in the first place :)
* Chris Laverdure, Radek Pecka, Andy R. Olivera, Ugwad,
Joe Abene, Sedlo, FX, Adam Williamson, Claudio Barba,
Jonas Feragen, Yonatan Donner, Xenos, Bahdko, Ocelot,
Toke, Ethh, N.C, Slag, Ralf, Waldon, Richie, Sslasher,
Pyth, Vile and the entire bunch of ircNet #nightmare
regulars (if I forgot any :D) for showing interest in
the project and generally just being cool guys :)
Comments : It feels great to finally be done with this
project. It turned out quite a step above what I
thought it would two years ago. It was alot of hard
work, and I hope we made something that a few
people will enjoy playing through. The positive
attitude among the team members made it worth it,
and I doubt we'd ever have completed it if not for
this. Martin should have lots of credit as well
for pushing on me and Kim when our inspiration was
low, I'm sure we'd be dragging out another year if
not for that :P
Author : Kristian K„ll
Aliases : Ebola
Email Address(es) : ebola_kaell@home.se
Webpage : http://frad.slipgate.org and
http://www.doomworld.com/unholy
Contributions : co created Map31 and some green support texures for it
Other files by me : Nimrod (PC), Phobia, Pennywise, Darkmatch 1 and 2, 10
sector entry map17
Thanks/Greetings to : I wanna thank Anders and Gemini for letting me help out
on this map. It sure was a fun and different experience
Comments : My part is the green, which I actually in retrospect
should have made bigger. It's a great map, and I hope
you'll like it.
Author : Kim AndrŠ Malde
Aliases : Mutator
Email Address(es) : mute_eater@yahoo.com
Webpage : None of your damn business :P
Contributions : Co-moderator, Maps 09, 10, 20 & 23, Co-Author of
map03, some detailing of map01, Deathmatch sections
in Map27 & Map30, texture wad compilation & some
ingame graphics (see section 1.5 for specifics).
Added partimes in myks av.exe.
Other files by me : One map in Crucified Dreams, Swaptex and Doomfont
Thanks/Greetings to : * Anders for the moderating of AV and for nagging me
over the phone to make me work fast and harder :)
* Martin with his ironic way of making me nuts and
telling how many years it'll take before I'm done with
a map and that it will never be completely done :-P
* The guys at irc.net #Nightmare (I finally got OP :-)
* Morten Stromsvold for giving me all those rides (car:)
* Everyone in the team for giving me all the positive
feedback I've gotten :)
* My mom (food), dad (hmm) and my cats (waking me up in
the morning, if I'm late for school (miiiaao:)
* In general, thanks to the public, thank you for
reading the av.txt and hey, thank for downloding AV!
* Thank you, thank you, thank you and thank you and you
thank you and thank you, thank you (many lines later)
...for all your GREAT Comments and support!
Yeah...right :P *shuts up*
Comments : I never (ever even) thought that the day would come that
I actually were going to write what I'm writing now;
gee' we made it after all! :-) If you loved my work,
and would like me to make some more Doom2 1.9 levels
for any (absolutely any) reason at all, please send me
a 1000000$ check. No, seriously.
Author : Anthony Soto
Aliases : Swedish Fish
Email Address(es) : neworderdatabase@hotmail.com
Webpage : http://thefish.8m.com/
Contributions : Quality Assurance for Map06, Map15, and Map24
Other files by me : Contributed to: 2002ado.wad, Class_Ep.wad, Darken2.wad,
Gothic2.wad, et al.
Thanks/Greetings to : * Madani El Hariri + Lee Szymanski for letting me edit
their maps
* Anders for giving me a chance to contribute
Comments : Hmm, does this textfile template remind you of DE2's? =D
Author : Brad Spencer
Aliases : Vorpal
Email Address(es) : bgspencer@charter.net
Webpage : http://webpages.charter.net/bgspencer
Contributions : Maps 12, 13, 14, 16, 22
Other files by me : Doom: ambusha.wad tyrell.wad mb01/01/fx.wad freon.wad
procyon.wad at.wad twing.wad s-x9.wad
Quake: subt.bsp
Quake2: chaosdm_xen.bsp chaosdm_twilight.bsp
chaosdm_helmet.bsp chaosdm_warm.bsp chaosdm_forclose.bsp
chaosdm_drastic2.bsp
Thanks/Greetings to : * Anders Johnsen and Mike Toliver for beta-testing the
crap out of my levels
* Alex Adolphsen who showed me the ins and outs of
wadauthor so many years ago, and constant friendship
* Mike Blakely who suggested I start making levels ;)
* Doug Merril, Matt Dixon, Eric Roberts, Karthik Abhirama
Krishna, Albert Valls, Marc Pullen just for being great
parts of the "community"
Comments : Time for some serious speedrunning
Author : Lee Szymanski
Aliases : Fen Boi, Szymanski
Email Address(es) : lee_szymanski@hotmail.com
Webpage : n/a
Contributions : layout for Map06, Map24
Other files by me : Darkening 2 map20 (Annihilator), Sure shot for
Darkening 2, 10 Sectors map 28 (Evicer-station),
Xfire3, Xfire4, Xfire5, Xfire6 DM maps, Fenexam.wad
Thanks/Greetings to : Anthony Soto, Anders. Everybody else.
Comments : Use Boom for your projects!
[6.2 Testers & Misc]
Av.exe/deh (aleterd automap names and storylines):
Miguel "myk helnyte" Folatelli <myk@helnyte.zzn.com>
End Screen Graphic:
Bjorn "df" Hamels <bjorn@hamels.nl>
Map20 midi file:
Chris "Dashiva" Laverdure <dreamdestroyer@hotmail.com>
Main testing, lots of input and general support:
Bjorn Hamels <bjorn@hamels.nl>
Mike Toliver <miketol@mtco.com>
Additional testing & misc input:
Richie Agnew <Ragnew01@aol.com>
Selim Benabdelkhalek <wmrselim@yahoo.fr>
Zvonimir Buzanic <none>
Ethhoack Ethandphi Exbeess <ethh@satanii.enemy.org>
Kim Roar Foldoy Hauge <kimrfh@student.hin.no>
Miguel Folatelli <myk@helnyte.zzn.com>
Chris Laverdure <dreamdestroyer@hotmail.com>
Juho Ruohonen <juhoruohonen@surfeu.fi>
Ralf Schreivogel <Ralf.Schreivogel@netsurf.de>
Henning Skogsto <skohen@dph.no>
Arno Slagboom <ajslagboom@chello.nl>
Laszlo Vecsei <waldon@doom2.net>
[6.3 Additional Thanks]
Miguel "myk helnyte" Folatelli <myk@helnyte.zzn.com> for misc graphical fixes
in the rereleased version.
Laura "Bahdko" Herrmann <bahdko@erols.com>
for hosting the AV homepage at www.doom2.net
Sven Erik Borsnan, Christopher Emerizan, Martin Friberg and Jardine Newell
for their contributions at an early stage of the project.
Glen Payne & Marshal Bostwick (creators of Osiris.wad) for
letting others use their textures.
---------------
[7] LEGAL STUFF
---------------
[7.1 Textures]
See section 1.4 for specifics on the texture resources which AV borrows from.
Authors may not use the AV specific graphics such as statbar/titlepic/
interpic/bossback and other menu graphics. Do whatever you want with the
textures and flats listed in section 1.5 tho, as long as the respective
authors are credited.
[7.2 Levels]
Authors may NOT use these levels 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 textfile intact.
This txt builds on the Darkening 1/2 template.