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Advanced engine needed : ZDoom 2.2.0 or above
Primary purpose : Single+Coop play
Title : Virus Episode 1 "Shareware Demo Release"
Filename : virus.wad
Release date : 17/02/09
Author : James "Phobus" Cresswell
Email Address : firstname.lastname@example.org
Other Files By Author : Scourge (ph_scrge.zip); White Light (ph_wl.zip); Warpzone (ph_wz.zip); Scars of the Wounded Prey (ph_quik1.zip); the little demo room for T667s Too Much Brown Texture Pack (2mbrown.zip); MAP05 of zctcmaps (zctc.zip); Twisted Joke (ph_dac.zip); Community Chest 3 MAP18 (cchest3.zip); Justice - Infernal Mechanics (ph_quik3.zip); ZPack - Random Maps for ZDoom E1M2, E2M1, E2M0 (zpack.zip); Coils of the Twisted Tale (ph_quik2.zip); Ten Community Project MAP05, MAP16 (TCP.zip); Community Chest 4, MAP03;
(Files not available on /idgames but on my site or the zdoom forums): Water Resource Wad; SabreBlade; ZDoom Wars Virus Faction
Misc. Author Info : Not sure what's going on, but I seem to keep being influenced by Nintendo games...
Description : The purpose of this wad was to have something VERY different, and the texturing is a result of that and laziness (plus I once joked about the idea, and decided it might be worth actually trying). Simply put, this is my own little game, made for people to play on ZDoom.
Note - if you are uninterested in the story and want to get straight in, read the important note below and play the training mission, which will set you up for the wad. If not, then reading Background.txt and the rest of this readme will help fill you in.
Important - Infinitely tall actors must be off, and the wad uses a scripted HUD. Mouselook is required, as its a z-axis intensive project - likewise configuring a fly down button is useful (fly up is covered by the jump button). GZDoom isn't recommended, as depth perception may be difficult. Minimum recommended screen resolution is 800x600 for HudMessages to show up correctly. Will probably work in ST and GZDoom, but not tested.
Welcome to physical computer space. You are C735, a Spore-class inhabitant (weight of numbers security). You're being called into action to kill the Virus which has infected this area, and most of the other inhabitants within. Exploring the area will likely gain additional power with which to combat the Virus and the infected populace. Be sure to make use of your ability to fly both inside of combat and outside of it. It's important to note that any purple walls or flats can move (ie. lifts, doors, crushers...) and that white or light green walls or flats are switches. Dark blue ground is water, which means you might be able to go under, however, you can only stay under a minute at a time. Secrets are many, and will involve a fair bit of thinking on your behalf in some cases (try opening your eyes...). Par times on maps are UV speed runs, generally acheived by flying directly to the end as fast as possible.
Additional Credits to : Most importantly, my guest mappers, Mik57 (MAP06) and hnsolo77 (MAP07) for volunteering their time to make a map each for me.
Xaser (sounds); Enjay (sounds, smallfont and bigfont); LittleWhiteMouse (sounds); Rapidkirby3k (NFS3: Hot Pursuit Aquila 303 midi); JoÃ£o *Johnnyz* Buaes (Game Over and Battle Menu tunes from Super Bomberman); Jonathan Berney (GoldenEye64 James Bond Theme MIDI); Stockman (Victory from Battletoads in Battlemaniacs); Randy Heit, Graf Zahl and the other ZDoom coders (ZDoom); Id games (Doom); Csabo (XWE); CodeImp (DoomBuilder); Microsoft (Paint, Sound Recorder); ZDoom Forums members for advice, support and test-playing; Gothic Team for a few textures in MAP07;
* What is included *
New levels : 12 (10 playable maps, 1 skip and 1 "ending" map)
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other : VirusRes.wad, Background.txt (Something I put together to explain it all a bit more)
Other files required : VirusRes.wad, which comes in the same zip as this map wad
* Play Information *
Game : DOOM2
Map # : MAP00, MAP000, MAP01-MAP10 (MAP10 being the ending map)
Single Player : Designed for
Cooperative 2 Player : Designed for (except MAP00, which is just a training map to show you the switches and other unique features)
Deathmatch 2-4 Player : No
Other game styles : Maps are largely designed with speed running (or "fly through") gameplay in mind, and have par times which reflect this
Difficulty Settings : Yes (Equivilant of ITYTD without double ammo, HNTR, HMP and UV)
* Construction *
Base : New from scratch
Build Time : 64 days where some time was spent working (ranging from ~30mins to ~4hrs). Project has been in development since October 2007
Editor(s) used : MSPaint, XWE, DoomBuilder, Sound Recorder
Known Bugs : You can't really see the basic shot against the yellow texture, but I tried a different shade of yellow and it just looked wrong, so its left as is.
May Not Run With... : Anything other than ZDoom 2.2.0 or above
* 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.
* Where to get the file that this text file describes *
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Web sites: www.phobus.servegame.com