Title : malice.wad (revised version for Heretic
of rmh.wad, originally for Doom)
Author : Ryan Hare
Email Address : firstname.lastname@example.org
Other Info: : The initial conversion of rmh.wad (for
Doom) to Heretic was done by Mark Lusk.
The final, rather extensive editing of
the complete episode was done by Ryan
* Play Information *
Episode and Level #s : Episode 1, Missions 1-9
Single Player : Yes
Cooperative 2-4 Player : Yes
Deathmatch 2-4 Player : Yes!
Difficulty Settings : Yes (all)
New Sounds : No
New Graphics : No
Demos Replaced : Yes, all three
Description: These wads are designed to be primarily
for Deathmatch play, but the author
intended for them to be still useful
and enjoyable for play by individuals
(or even cooperative mode). The designs
are most conducive towards exciting
Deathmatches, and all levels are relatively
compact, but they are set up in such a
way so that the other modes of play are
still fun and fast-moving.
* Construction *
Base : rmh.wad (for Doom) which was an original
episode made from scratch.
Build Time : For all these wads? A lot!
Editor(s) used : HEU 5.21h, DCK 2.2, DM2CONV
Known Bugs : Occasionally, for reasons unknown, the
mace on e1m7 sometimes appears as a
Disciple. I assume this is a bug in
Heretic. Anyway, it is annoying, but
it doesn't happen very often.
* Notes *
Heretic does not use any exit signs, as are used for example in Doom,
so to make up for this I have been consistent with marking an exit, as
was the case with the original Heretic. Blue glitter, blue key doors,
the texture called DOOREXIT, and the texture called SW2OFF are all
used to mark exits or access to exits.
In the original Doom, wall textures were used to mark locked doors
(a blue wall texture indicated a blue door, etc.) In Heretic,
these doors are marked with a color-coded statue. Unfortunately,
some of the levels have locked doors in areas that are too tight
to feasibly use these statues to mark the doors. I have used them
whenever possible, but some doors that are locked do not have statues
near them. The auto-map, however, always shows the locked doors and
the key color required to open them.
Level 4 features a switch that creates a step that allows one to
get on top of a well. If this switch is activated more than once,
the step (the bottom step) rises higher. In order to reset the step,
there is a switch in back of the well that lowers the step to the
Level 8 can not be completed in a Deathmatch game when the -nomonsters
switch is used. This doesn't matter, however, because it's the last level
Level 9 is reached from the regular exit on level 6. I didn't feel
like constructing an extra secret exit. The place where the secret
level was on the original rmh.wad (e1m3) has been converted into
a secret room (one returns from level 9 always to level 7 on episode
1 of Heretic, so the exit to level 9 has to be on level 6.)
* Copyright / Permissions *
Authors may NOT use these levels as a bases to build additional
You MAY distribute this WAD, provided you include this 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 this wad *
ftp sites: ftp.cdrom.com and its mirrors.
BBS: MegaSystem BBS (702-849-2207) and assorted others.
Special thanks to:
Mark Lusk, for doing the intial conversion and giving me the
motivation to get it done. Joe Hansen, for helping me test
and critique the levels.
And of course, to Id software, Raven software, and to the creators
of the utilities used to make these levels.