Title : OGRE Labs (version 2)
Filename : ogrelabs.wad
Distributed As... : ogrelabs.zip
Release Date : 10th July 2006 -this updated version
23rd April 2006 -the original version
Author : Russell Pearson
Email Address : email@example.com (subject title 'DOOM')
Website : www.duellist.net
Description : A steaming pile of dung masquerading as a
single player and co-op map.
Additional Credits to : Nigel 'Enjay' Rowand - playtester. Enjay's
'little place of doom' is at
Stuart Godbolt - playtester. Stu's website
can be found at www.fatalgames.co.uk
Jack Pearson - playtester.
Scuba Steve - playtester.
Sock - I used a couple of Sock's Q3A
grate textures. His website can be found
id software, some of who's textures
were modified for this map.
RjY and Grazza - these guys took the time
delve into the original map and figure out
what was causing the bugs when I was
feeling 'down' about the whole thing.
Thanks guys :)
Other Files By Author : World Carnage League (concept)(dwcl-cl.zip)
Null Space (nulspace.zip)
Null Space Junior (nulljnr.zip)
Doom Raider (lite version) (dr1-lite.zip)
Doom Raider (full version) (dr1-full.zip)
Lego Base (legobase.zip)
Lego Base Enhanced (legob-sp.zip)
Tunnel Run (tun-run.zip)
Blastem 2 (blastem2.zip)
Deleted Scene (deleted.zip)
Deleted Scene (Hexen Edition) (dshexed.zip)
Deleted Scene2 (deleted2.zip)
Close Kill (c-kill.zip)
Lego Textures (legotex.zip)
Wood gfx (woodgfx.zip)
Doom2 Flats (d2flats.zip)
Lego Base Original Cut (legob-oc.zip)
Fear Spirits (fearsprt.zip)
Twin Pistols (twingun.zip)
ZDoom Tooth Door (toothy.zip)
ZDoom Monorail (monorail.zip)
Spider Demon Railgunner (railspdr.zip)
* Play Information *
Advanced engine needed : Yes (limit removing port with 'dehacked' lump support)
New Levels : Yes
Episode and Level # : MAP 01
Single Player : Yes
Cooperative 2-4 Player : Yes
Deathmatch 2-4 Player : No
Difficulty Settings : Yes(ish)
Recommended Difficulty : Skill level 4 (UV)
New Sounds : Yes
New Graphics : Yes
New Music : Kinda (E1M2)
Dehacked/BEX Patch : Yes (embedded)
Demos Replaced : No
Other files required : None
* Construction *
Base : see text below (Blah de blah...)
Editor(s) used : Wintex, PSP, Wad Author
Known Bugs : None
* Copyright *
Authors MAY NOT use the contents of this file as a base for
modification or reuse.
This level is copyright Russell DD Pearson (2006).
You may distribute this file in any electronic format (BBS,
Diskette, CD, etc) as long as you include this file intact.
*** UPDATE INFO ****
This is the updated version (ver2) of ogrelabs. I have removed a
rogue linedef effect on line 633 and made it now possible to activate
the final two switches (previously they only worked in ZDoom). Many
thanks to RjY and Grazza for taking the time to route out and indicate
these problems to me.
I have to say that this is probably my last 'classic doom' release.
If I was a millionaire and didn't have to work I'd quite happily
sit in front of my PC for a few days each week working on doom levels,
but sadly that's not the case. My spare time is limited and so I have
to ration it between my various interests and my family. I want to design
for more modern engines, so somethings got to go and I'm afraid that
something is doom. It was fairly easy to make this decision after
wadauthor threw a hissy fit and nuked the months of work I had put in
on Decade2 (as to what happened to the backups? that's a long story and
one that I can't be bothered to explain here).
I have a number of unfinished doom projects (PostHell, Nullspace2,
SheepDogDoom, World Carnage League... to mention a few). These will
gradually find their way into the 'Abandoned Work' section of my website
as and when i have the enthusiasim to collate and upload them.
Thanks to everyone who's taken the time to play my designs and to all those
who have playtested my levels. Thanks also to the staff and forum regulars
at Doomworld for all the kind reviews and much appreciated feedback.
That's all folks!
-Russell Pearson (10th July 2006)
original text for this level follows below......
QUICK NOTE FOR THOSE THAT DON'T WANT TO READ THIS WHOLE FILE:
This map started as a vanilla level so didn't have jumping in mind.
You can't 'break' the level by jumping, but you can pick up certain
items earlier than intended and reach some outside 'visual effect'
areas by jumping. So I'd recommed you don't use jumping. Mouse-look
is okay though!
I've made this map with UV skill setting in mind. There have been
some VERY MINOR changes for the lower settings.
* Blah de blah de blah *
Not sure where to start with this one...
If you've downloaded w307.wad from the 'abandoned work' section of my
site you may recognise the early part of this map. 'w307' was my very
first attempt at mapping (see w307.txt for more details). In that text
file I stated that w307 had a date stamp on it of 03/01/94. That's UK
dating (3rd Jan'94). I'm now pretty sure that that's incorrect. w307
has doom2 monsters in it and I have a feeling doom2 wasn't even released
then (I can't be bothered to check atm). I'm guessing the date on my PC
was wrong, but I think it's safe to say that wad was created sometime in
At some point in the mid to late 90's I took the early part of w307 and
starting building another map around it. Most of that map (this map) was
completed by the late 90's after several stop-start periods, but was then
put on hold indefinately so that I could work on nullspace. I then started
working on zdoom projects and almost completely forgot about this map.
I recently decided to ressurrect this map, but it's been a complete
headache for me. There have been two main problems. Firstly, it's a bloody
massive map. Secondly, being an older map of mine, layout is not great.
I've been trying to squeeze some half decent gameplay out of this but the size
and layout have taken it's toll. I grown to hate this map and it's become an
annoying chore to finish it. I was determined to complete it, seeing as I had
spent so much time on it in the past, but there were moments when I wished I'd
never started (I'm even writing this text file through gritted teeth).
Initial playtesting threw up some problems concerning ammo balance. Some found
the ammo fine, others said that there wasn't enough. This may be down to the
ammount of PE's and Viles in this level. Deal with these quickly and you'll
have loads of ammo left, let them populate the map with lost souls and
ressurrected monsters and you'll run short. So another headache there :(
I played around with ammo placement a bit, but was rapidly losing my focus on
this map. At which point, for reasons I can only put down to temporary insanity,
I decided to rework the ending!
Having made these changes I decided I couldn't face another round of playtesting
and the following tuning of item placement that would have been almost inevitable.
So I'm uploading it as it stands. It is playable but the ammo and health balance in
places may be way off. I can complete the map quite 'happily', but that could be
due to my familiarity with it.
If this map sucks, please don't blame the playtesters. They tested an earlier
version and they are in no way responsible for the potential mess that this map
has become. All insults should come my way.
If, for some reason you actually like this map, then heap praise on the testers,
because I don't want to know.
If you think parts of this map look similar in architectural style to 'Decade'
you'd be right. I borrowed the style from this map when I started making decade.
So it would be more acurate to say decade looks like this map rather than the other
I'm glad to see the back of this map. I'm off to make something more enjoyable.
-Russell Pearson (23rd April 2006 - happy St. George's Day)
email: firstname.lastname@example.org (put 'DOOM' in the subject title or your email may be
accidently deleted as spam).