Archive Maintainer : Please delete the previous version which was
miscategorised as vanilla-compatible (path below)
Update to : levels/doom2/p-r/rienzi.zip
Advanced engine needed : Boom compatible
Primary purpose : Single+Coop play
Title : Rienzi (release 6)
Filename : RIENZI.WAD
Release date : 27th November 2011 (original: 17th April 2009)
Author : Christopher Bazley
Email Address : firstname.lastname@example.org
Other Files By Author : FISH.WAD WORKS.WAD CASTLE3.WAD IWEIRD.WAD
Misc. Author Info : Male, 27 years old, British, software engineer.
Description : This is a very detailed map with a volcanic theme
and several specifically-designed graphic
elements. You must descend through caves and
potholes to the innermost sanctum of a cyberdemon
before making your escape from the bowels of the
earth via the crater of a volcano.
The unlit areas are supposed to be dark! If they
are not dark then please adjust your monitor
and/or source port.
You don't actually have to kill the cyberdemon to
reach the exit, but failure to do so would likely
result in your dishonourable expulsion from the
Society of Armed Volcanologist Exorcists (SAVE).
Additional Credits to : Anthony J. Burden & Simon Oke (for writing DETH).
Marc Rousseau (for writing ZenNode).
Lee Noar (for porting DETH to RISC OS).
Eddie Edwards & R-Comp Interactive (for the RISC
OS port of Doom, and for DOOMFS).
Justin Fletcher (for Doom+, DoomGFX and
Alex Macfarlane Smith (DoomWAD & DoomGFX
Justin Fisher (from whom I stole some textures).
Id Software for creating Doom in the first place.
Pulp, Queen, John Williams and Wagner, for the
Brooke Bond and H.P.Bulmer brewery for
* What is included *
New levels : 1
Sounds : No
Music : No
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required : None
* Play Information *
Game : DOOM2
Map # : Map01
Single Player : Designed for
Cooperative 2-4 Player : Player starts only
Deathmatch 2-4 Player : Player starts only
Other game styles : None
Difficulty Settings : Yes
* Construction *
Base : New from scratch
Build Time : An even more obscene, grotesque and incalculable
length of time than the Sewage Works WAD; years
of my life. I actually started it when I was at
sixth form college! Just rebuilding the BSP node
tree took about 15 minutes on my computer. Also,
lots of new graphics needed creating.
Editor(s) used : DETH v3.92 (RISC OS port v1.01)
Paint 1.84 (Acorn Computers)
Dazzle 1.11 (Silica Software)
Known Bugs : A few slime trails. Different nodes builders
produce different errors; I got the best overall
results from ZenNode with option -n2 ('Minimize
Requires a source port of Doom that removes the
internal limit that causes visplane overflows
and can patch sprites/flats.
May Not Run With : Vanilla Doom (see 'known bugs')
Chocolate Doom 1.7.0
Tested With : Acorn Doom+ 2.03 (Eddie Edwards/Justin Fletcher)
Doom For ARM 1.11 (Jeffrey Doggett)
* Copyright / Permissions *
Some of the new textures are taken from Justin Fisher's Nemisis WAD
(reportedly from a book/CD called 'Tricks of the Doom Guru's 2nd Edition').
If anyone seriously still cares about the copyright, contact me and I will
remove them and create my own substitutes. This applies to SFLR6_4,
SFLR6_1, DEM1_2, DEM1_1, FLAT2 (rotated), FLOOR1_7 (rotated),
SFLR7_1 (rotated), SPINE3_1, RW47_3 (rotated) and RSKY1.
I created the following textures by modifying Id Software's graphics from
the Doom 2 IWAD file: HELL5_1 (flipped), HELL5_2 (flipped),
WOLF12 (edited), WOLF5 (recoloured), WOLF3 (recoloured),
SPINE4_1 (recoloured) and SFALL1-4 (recoloured).
Authors may NOT use the contents of this file as a base for
modification or reuse.
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
* Where to get the file that this text file describes *
The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors
Web sites: http://www.kingfishercorner.eu/
The hostile environment can be almost as challenging as the minions bent
upon your destruction: if something looks hot then it is probably painful
to some extent! In most places falling into lava is fatal because there
isn't anywhere suitable to climb out. There are also a couple of traps
where you must act quickly to save yourself.
I have tried to design the map so that gameplay isn't completely linear:
there is no single correct order in which to explore, and more than one
method of tackling the few set-piece encounters with powerful monsters.
You won't always be in possession of the ideal weapon with which to fight
an enemy - that would be too easy! Availability of ammunition is also
limited, so you may have to wield a chainsaw on 'ultra-violence'.
My original inspiration came from an audio cassette adaptation of Jules
Verne's classic tale 'Journey To The Centre of the Earth', which I enjoyed
as a child. It featured Wagner's Rienzi overture as incidental music, from
which this WAD got its name (rather than any direct link to the medieval
Italian politician Cola di Rienzi).
In several locations this map is more complex than typical of Id Software's
original maps, and therefore the game may run jerkily on slower computers.
If you are using a RISC OS machine then I recommend a StrongARM processor
as the minimum specification.