Archive Maintainer : Keep up the good work!
Update to :
Advanced engine needed : Boom or compatible WITH EXCEPTIONS - see below
Primary purpose : Single play
Title : Escape from Castle Chezcrea
Filename : crea_one.wad
Release date : February 16, 2008
Author : Paul Hiebert aka Creaphis
Email Address : firstname.lastname@example.org
Other Files By Author : None yet!
Misc. Author Info : I need to start planning my layouts on paper.
Description : A linear, challenging level that shows off some
some neat ideas I had.
Additional Credits to : Team TNT and the GothicDM team for resources.
Raven and ID for more resources.
And whoever made Strife, for... more resources.
Running this level:
This level was designed with software rendering in mind,
and that sentence just rhymed. I think that you'll find
that the suspenseful clime is enhanced by graphics of the software kind.
Prboom with -compat nine, will do the job wonderf'ly fine.
Don't use PrBoom at default settings - monster telefragging has to be enabled.
I recommend using ZDoom - you can enable freelook but NOT jumping.
Don't use Legacy, or any other port that breaks voodoo dolls.
About this level:
This is actually the first Doom map that I've put together, but I really
took my time with each area to try to hide that fact. I planned the
map mentally as I made it, piece by piece, so the result is very
linear. I hope that's alright. This was originally going to be the first
part of a much larger castle map, but I decided to release it on its own
for a few reasons:
1. It's too linear to match the more sprawling castle areas that I intended
2. I should get more mapping practice to develop some sort of consistent
visual style before I try something huge.
3. This level is fun already.
I may still make that huge castle map, so I might ultimately reuse some
concepts used in this map. But that won't be for a really long time, so
it'll seem fresh when/if you get it.
I'm worried that a lot of people will get stuck in this map at a certain
point. If you do, think logically. You're in a dungeon. Put what you learned
from Shawshank Redemption to good use.
If you find all the secrets, I owe you a coke.
* What is included *
New levels : 1
Sounds : No
Music : No, but turn your music volume up anyway. You've
probably never listened to the music on map 30
Graphics : Yes - textures from GothicDm, RETRES, various IWADS,
and a few I hacked together myself.
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required :
* Play Information *
Game : DooM 2
Map # : Map30
Single Player : Designed for
Cooperative 2-4 Player : No, too much linedef scripting
Deathmatch 2-4 Player : No
Other game styles : Nope
Difficulty Settings : Yes. Ultra-violence is recommended, but the other
difficulties are toned down slightly.
* Construction *
Base : New from scratch
Build Time : Surprisingly long!
Editor(s) used : Doombuilder, XWE
Known Bugs : Some transparent middle textures have alignment
issues in PrBoom 2.02, possibly other ports
Other minor alignment issues that I can't be
arsed to fix.
May Not Run With : Any port that isn't equipped to handle voodoo dolls
or monster telefragging on map30
Tested With : PrBoom 2.02, 2.4.7, Zdoom, GZDoom
* Copyright / Permissions *
Authors may NOT 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.
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors