Date Completed : September 15, 2003
Title : Void
Filename : void.wad
Other Works : http://doom.vect.org:8080/
Author : Cyb
Email Address : firstname.lastname@example.org
Description : It's that old cliche'd Doom storyline where a bunch of
scientists (even though they look like marines) are doing
those damned gateway experiments again! Only this time you
aren't pulled into Hell...
Notes/Credits : This is the first map to use the new texture system in
ZDoom, that is, any texture, flat, pname or sprite can be
used on any surface. What I've done is put all the new patch
graphics into the PNAMES lump and used that for everything
(with the exception of a few textures I scaled).
This map has also been tested with ZDoomgl and it works
quite well with the exception of line_horizon (makes an
infinite horizon) which has yet to be implemented in the
gl renderer. I've even built GL nodes for you, so you
don't have to wait for ZDoomgl to make them for you!
Check out the bottom part of this file for more notes and
info about the wad like inspiration and gameplay tips if
that sort of thing interests you.
- Randy for ZDoom, and also for listening to my
suggestions and bug reports, and also for sending me
advanced copies of pre2.0.48 so I could play with the
new texture system (and make this map)
- Nick Baker for his texture packs, which I made good use
of in this wad (I forget which one I used mainly)
- Nanami for her awesome new Dark Imp sprites
- Scuba Steve for the new weapon, 'the Unmaker' which
was originally designed by Espi.
- Russell Pearson because I stole a vine texture from Doom
Raider, and his maps rock (more on that later)
- Anyone who invented a cool effect I used in this map or
made a suggestion that I took.
- Raven for Hexen, because there's a couple Hexen enemies
- Monolith for Blood, which I took some sprites from.
- Valve for Half-Life, since I took a sound or two from it.
- Blue Sky, makers of Vectorman 2 (and 1) which I borrowed
some sounds from as well.
* Play Information *
Game : zdoom.exe with doom2.wad (ZDoom 2.0) You'll all but
need ZDoom 2.1 or higher (or anything based on it),
otherwise you'll get a ton of missing texture errors:
Level # : map01
Single Player : Yes
Cooperative 2-4 Player : No (feel free to add starts if you want though)
Deathmatch 2-4 Player : No
Difficulty Settings : Somewhat
New Sounds : Yes, see the credits.
New Graphics : Yep, check the credits.
New Music : Exquisite by TSEC
It's Night Forever by DipA (title music)
They're compressed xm mods, so if you want to extract and
play you'll need the FMOD player (http://fmod.org)
* Construction *
Base : Scratch
Editor(s) used : Wadauthor, Wintex, XWE, ZDBSP, PSP7/8, FLAC, OggMod, UltraEdit
Build time : I'd say around a month on give or take, plus a couple fixes
while I waited for the new ZDoom to be public.
Known Bugs : I think I fixed everything.
* More Notes *
This map draws influence from three main sources:
Alice - the game by American McGee and co at Rogue, mainly the look
and overall weirdness of the map, and Alice was also what got me started
making this map and it was the original title of it as well.
Doom Raider - Excellent map by Russell Pearson which features some very
non-standard Doom gameplay. My favorite kind! If you haven't already I
recommend you check out that map, it's quite awesome. You can download it
here: http://www.doomworld.com/idgames/index.php?id=12035 or at his web page
http://www.duellist.net/ (which appears to be down right now)
Hexen - not just because of the Hexen enemies present, but also I got a
couple ideas in the form of traps and such. It's reall a shame the first
hub of Hexen features some pain in the ass puzzles, because some of the
stuff that occurs in the maps is really quite neat.
So yeah, this map isn't Doomy. If you downloaded it expecting Doom gameplay and
all that, you'll be disappointed. Just a warning.
My main tip with this map would be SAVE OFTEN. I've turned on falling damage
and there are quite a few large drops that will kill you if you take a wrong
step. There are a few autosaves, but dying without saving will generally set
you back a good bit.
As this is a zdoom map, I've built it for jumping and mlook. Mlook especially
will become a necessity in one of the final spots (you'll know it when you see
it) and jumping is petty much required throughout.
If you have to cheat, don't give yourself keys because that will break a couple
of the scripts and you'll end up missing some of the map if you manage to get
it unbroken as well. So use IDFA instead of IDKFA, but ammo shouldn't be a
problem anyway. God mode works fine, but you'll have to clip out of any pits
you fall into.
You should note that instead of the Doomguy's fists you actually have the
Hexen Fighter's fists (though they look like the Doomguy's). They're way more
powerful than the Doomguy's and have a greater range, so you may want to use
them to conserve ammo. Speaking of conserving ammo, when you get the new weapon
you may want to hold off using it until it's absolutly necessary.
Dark Imps fire two kinds of fireballs. Try not to get hit by the pinkish ones.
To 'deposit' the keys, step on the rug in front of the alter.
The final boss is the Heresiarch. If you don't know his attack pattern, the main
thing you need to know is that he's invulnerable when he has little purple mana
thingies floating around his body (not the ones above his head). He also reflects
projectiles when invulnerable, so be really careful using projectile weapons
* Copyright / Permissions *
Authors may NOT use this level as a base to build additional levels.
Authors may use the resources in this wad as long as you give the original
author credit. Naturally you use the Hexen sprites at your own risk. If
you want to check out the scripts, extract the lump named 'alice' and view
it in a text editor.
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).