Date Completed : Jan. 16, 2003
Title : Zort 9
Filename : zort09.wad
Other Works : http://doom.vect.org:8080/
Author : Cyb
Email Address : email@example.com
Description : Really (really) dark hellish brick caves sorta map. It's really
dark, so you may want to adjust the gamma. Ammo may be scarce at
times, but remember that the chainsaw is more powerful for reasons
you'll find out. It's very good at taking out things it could never
Notes/Credits : This map will work with ZDoom 1.23 b33 and you can complete it, but
a few things will be broken and there will be a few errors. For the
full effect I recommend using ZDoom 2.0's latest beta (36.cab as of
this writing). If you don't have it then go grab the latest .cab file
from http://zdoom.notgod.com/lars and enjoy. If you absolutly MUST
use 1.23 please don't email me about errors in it as this was not
made for 1.23.
- Thanks to Ling, Isle, Rimmer, arioch and msquid for testing
- Thanks to Daniel "Tormentor667" Gimmer for tnt2.wad which was
where I got the design for the skybox in this map
- Thanks to Randy and all the folks on the ZDoom and Doomworld
* Play Information *
Game : zdoom.exe with doom2.wad (ZDoom 2.0)
Level # : map01
Single Player : Yes
Cooperative 2-4 Player : Yes, but untested
Deathmatch 2-4 Player : No
Difficulty Settings : Yes
New Sounds : Yes, for the polyobjects and ambient sounds. Thanks to Q1, Q2 and HL.
New Graphics : A modified flat was used for the skybox and a few other misc things
like Hexen candles.
New Music : Yes, Julian was nice enough to make me a custom track, though I
had to knock down the quality a bit in the interest of file
* Construction *
Base : Scratch
Editor(s) used : WadAuthor, Warm, Wintex, PSP, various text editors, Dehacked,
ZDoom's internal nodes builder used for the final build (after
a lot of effort and borking the entire map).
Build time : Amazingly, only like a week, but I'm jobless and on vacation from
school, so I had nothing better to do.
Known Bugs : Sometimes the moving sectors in the final area behave weirdly due to
the monsters. I've done my best to minimize it, but for the most part
it's out of my control
There's also a few minor polyobject issues. If you want to remove
them all, open the level up in an editor, move a linedef or vertex
around slightly and then open it in ZDoom. That way ZDoom 2.0 will
use it's internal nodes builder on the map and remove any polyobject
* Copyright / Permissions *
Authors may NOT use this level as a base to build additional levels.
You may distrubute this file in any format (CD ROM, BBS, whatever) provided
that you include all files included in your distribution (as in, this text file).