Advanced engine needed : Boom compatible; GZdoom has some texture issues,
though. Zdoom is fine, but I advise turning off
jump and freelook).
Primary purpose : Single play
Title : Control Center #10
Filename(s) : Ctrl_cen.wad
Release date : February 13, 2009
Author : TheeXile
Email Address : email@example.com
Other Files By Author : Marine's Last Stand (MLS.wad)
Description : This map was built using no more than 10 sectors!
It was started way back during Doomworld's old 10
Sector Contest but never completed in time for
the deadline. Difficulties with linedefs, engine
quirks, and general impatience lead me to simply
abandon it soon after, which was a shame because
it was (is!) a really nice map even if I do say
Fast foward almost a decade later, and I've
decided to go ahead and polish this up and finish
it off once and for all. I hope you enjoy the
fruits of my ludicrously-delayed labor! Trust
me: It's worth it! ;)
Oh, but just a warning (though hopefully at this
stage you shouldn't need it): Don't try to hard
to 'break' the map. You know what I mean.
While I'm pretty sure I've patched up most
issues, this map (in its own perverse ways) is
about as close as a map can come to legitimately
making the Doom engine its bitch! If you try to
push it too hard (and sometimes even if you
don't), don't be surprised if something goes
awry. Try to play honorably (and for god's
sake: No keycard or clipping cheats!) and let
the map design take you where you supposed to
go. For your own sake... and mine!
P.S. If you noclip outside the map, you'll notice
on the bottom half an inaccessible/unfinished
portion. That's right! This was actually going
to be even bigger still, originally! I could
still finish that area, in fact, but for the sake
of my sanity I decided to wrap it up where I did.
* What is included *
New levels : 1
Sounds : No
Music : No
Graphics : No
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required : None (except a Boom-compatible source port)
* Play Information *
Game : DooM 2
Map # : Map01
Single Player : Designed for
Cooperative 2-4 Player : Probably not. Player starts are in, though.
Deathmatch 2-4 Player : No
Other game styles : Nope
Difficulty Settings : Yes (untested in difficulties under UV, though)
* Construction *
Base : New from scratch
Build Time : Started in 2001. Yes. The year.
Editor(s) used : DMapEdit (old version of the map), Doombuilder
Known Bugs : Towards the end there is a lift that will freeze
at its lowest position if there are too many
monsters left alive and roaming about elsewhere.
Just be sure to kill as many as you can as you
Also note that there is one part in particular
where you simply do not have enough ammo to kill
every Baron that floods out from the firey
tunnel. You're not really meant to, anyway.
There's probably a few more lurking around that I
missed. Email me if you find any. With all the
abuse of linedefs going on, I'd be surprised if
someone didn't find something I missed.
May Not Run With : Vanilla Doom or anything that doesn't like Boom
for whatever reason (or doesn't like my linedef
Tested With : ZDoom, Boom, PRBoom
* 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.
Web sites: http://www.warbox.us/my_files/doom/
FTP sites: ftp://archives.3dgamers.com/pub/idgames/ and mirrors