Advanced engine needed : Legacy 1.40 (or higher) REQUIRED
Primary purpose : Single
Title : Hi-Tech Hell 2 - Alien Tech
Filename : hth2.wad
Release date : 06.06.2005
Author : Simo Malinen
Email Address : firstname.lastname@example.org
Other Files By Author : Mainantance Complex (2complex.wad)
Desert Base (2desert.wad)
Oberon Base (2oberon.wad) +some others
Description : What caused the hellspawn havoc in a remote
science base? Could it have been a strange
shipment sent from UAC teleport research
center, a place called as 'Alien Tech'?
It's time to find it out.
hth2 is a sequel for an (yet) unreleased
ZDoom wad. Featuring a storyline, dummy
actors, intro/conversations you can skip,
the very different kind of teleports you've
ever seen before... and more.
Additional Credits to : - id for DooM
- Sami Mäki-Mantila (Maxspeed) for early
playtesting and comments.
- creators of Legacy, DETH, WinTex & fs-scripts
- creators of many great wads ... for lots of
inspiration how things should be done
- to avoid memory troubles, run legacy with -mb XXX option,
32 or more should be enough, for example:
legacy.exe -iwad ..\doom2\doom2.wad -file hth2.wad -mb 64
- DO NOT SAVE GAME. With these levels there's a risk for
"corrupted save game errors", can't help with them - sorry.
see more important notes from the end of this file!
* What is included *
New levels : 7
Sounds : Yes (ambient sounds)
Music : No
Graphics : Yes
Dehacked/BEX Patch : Yes (duh, deh)
Demos : No
Other : Yes (animated lumps + scripts)
Other files required : No
* Play Information *
Game : DOOM2
Map # : Map01 - 07
Single Player : Yes - Designed for
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : No
Other game styles : No?
Difficulty Settings : Yes
* Construction *
Base : New from scratch
Build Time : started in 2002 (way too much)
Editor(s) used : DETH 4.24 (maps), Zennode 1.1.0,
WinTex 3.41 (textures/patches, flats, graphics,
sprites management), WinTex 4.3 (final
compilation), psp5, goldwave
Known Bugs : some, see "bugs/troubles" at the below.
May Not Run With... : will run properly only with Doom Legacy 1.40+.
Legacy 1.32beta4 won't work.
(ZDoom can run the maps, but legacy 3D stuff
doesn't work + scripts won't work = gameplay
works ... you know)
- There are some scripted intros (featuring camera action,
conversations, etc.) If you feel you don't want to seem them, but
just want to skip'em (and rumble back into action), you can *DO IT*!
When such an skip'able intro starts, in the left up corner (console)
will shortly appear three white dots "* * *" - after that, at any time
during the intro just hit "use" (= the key/button you use to open doors,
hit switches, etc. ("space", mouse btn2 or 3 by default))
You'll hear a beep. The intro might not stop right away (some
camera actions must be completed first) but in few seconds.
NOTE: you can skip them, but they also reveal things about the
storyline, becoming events, objectives etc. (making them was not easy,
please, look at them atleast once) MAP01 is just one huge intro,
if you choose to skip it, you'll beam into intermission screen and
continue to MAP02.
NOTE2: you can't skip all of them. Some camera actions take only
couple of seconds and you'll just have to live with them.
- jumping is required. looking down/up can be useful.
NOTE: you can jump over (almost) every railing in this level set.
- all levels should be dooalble even from a pistol start.
- there're plenty of hidden bonuses, weapons & ammo around - some are
hidden in a way only legacy can do!! (3D)
- MAP02: if you feel "short handed" in the beginning (zero ammo)
there're two shotguns in the entry teleport room walls. Use your
fists to get them!
- MAP06: if there's a vacuum inside the long-range teleport chamber,
try shooting pipes. Pipes with holes usually leak air...
- MAP04: (after the first section in the air vents) if there's poison
gas in the air vents it's not recommended to go in there (there's
a way to vent the gas out). However, if you manage to find your way
through the toxic vents, it's OK - the scripts will adapt that and
work a bit differently through the level.
- there's a risk for "corrupted save game errors" DON'T SAVE GAME!
- MAP03 starts with the player automaticly getting teleported
into a pool of legacy 3D water. For some reason I had Legacy having
some troubles with this, a few times:
1.41b - got error messages into console (they can be ignored)
1.42 - crashed
If crashing happens to you, before teleportation (when the screen is
black) three white dots "* * *" will appear in the left up corner.
After that you have 2-3 seconds to hit "use", and you'll not
get teleported into the pool, but next to it.
- Scripts might not be "full-proof", (there's total 125 kb of scripts)
play nice and everything should work nicely.
- the intros are using dummy actors having conversations etc. The green
player IS REPRESENTING YOU (= our marine hero)! If you have chosen
a different color, or are using a skin, you'll be wondering why
in some camera actions you're having your usual outlook while in
some you're a green marine... (that is: do not use skins or your
- MAP02 - 07 are all having "GRAVITY 0.75" commands in their script
files, but for some reason legacy seems occasionally ignoring this
command. (you'll get gravity 1.00 instead) Just nevermind, you should
get everywhere with that too (minus couple of bonuses though).
- if you have no gl support, you'll get a few console error messages
about coronas. Just ignore them, all important scripts will still work!
- legacy could have troubles with translucent walls (= solid windows)
Normal textures used in 2s walls could be invisible behind the
window (there's few places where this might occure) Windows also
tend to flash (less translucent vs. more translucent) at some viewing
- (with some systems) ambient sounds could have troubles, they fade
when you turn and come again when you turn some more. And (with some
systems) coronas might not look too good either?
- in general: there are plenty of stuff I don't know should it be
done like this (such as using boom generalized specials numbers in
fs scripts) but everything seems to work nice with _my_ system...
- English is not my native language, so the intros/texts in the game
probably have grammatical errors and expressions that'll sound
- These levels are not pitch dark! You can see in there! (sorry)
but instead of that the detail level is a bit more higher...
- All the flats, textures, patches, graphics and sprites (minus one)
were made for *this* wad only. (some base to original Doom textures)
Almost all textures are compiled from gazillion itchy-bitchy
sized tiny patches. It saved some megs of space and building
this wad was a hobby (= pure fun ;)
- These levels were developed with a "rusty" AMD Athlon 1000, 128Mb
with a NVidia's postcard - and it works great... (uh, couch)
I guess any five years younger machine should do fine.
- "Playtested" (walked through) with Legacy versions:
1.40(dos) - should work fine
1.40, 1.41b, 1.42(win32) - should work fine
1.32beta32(win32) - does not work
Most of the developement was done with 1.40(win32).
- If you don't like legacy, use ZDoom and take noclipping, nomonsters
tour (MAP02-07) to get a bare glimpse what you're about to miss...
(you'll start most of the levels in a pitch black dummy sector,
+ all exits are scripted too)
* 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.