Title : DAMNATION ALLEY
Filename : damn1.wad
Author : Emilio Galasso
Email Address : email@example.com, firstname.lastname@example.org
Description : This is an outdoor "City" Level designed
for Deathmatch with a few things in mind:
a. Variety. I wanted a level that lacked
the typical mirror symmetry of many WADs.
Almost all the buildings are unique and
offer interesting locations to earn your
frags. Players are drawn to different
elevations for more interesting attacks.
b. Open Areas with Easy Access. I prefer the
open outdoor "wargame" feel to a DeathMatch
level as opposed to maze-like levels. For
the most part, doors just get in the way of
a fast paced DeathMatch game. Thus, doors
were used sparingly. Windows are passable,
making for great last-minute escape routes
(as well as to jump through to surprise
your opponent). The outdoors are well lit
so you can see your opponents. Indoors
tends to be a little darker, but not pitch
black. Lots of room to maneuvre as well
so you'll have to earn your kill!
d. Size. Big enough for four players, but not
large enough to prevent 2 players from never
seeing one another. There are plenty of
windows and the area is quite open, so even
two players shoul have little trouble finding
c. Looks. You'll be looking at the level quite
a bit during a DeathMatch level so it might
as well look good. I spent quite a bit of
time ensuring all the textures were mapped
properly (where possible). There's a lot of
construction detail as well, which explains
the large size of this SINGLE level WAD.
Additional Credits to : Derek L. for Beta Testing, offering suggestions,
and providing the SoundTrack :^)
Tim C. for also Beta Testing, and providing me
with a name for the level during my mental block
Additional Notes : If you play the level or distribute the level,
please drop me a line. I'd like to hear your
comments and suggestions, and I'd also like to
know how many people actually play my WAD. This
level is a collaboration of many ideas from other
smaller incomplete levels that I worked on in the
past. Finally I finished one! :^)
* Play Information *
Episode and Level # : Map 1
Single Player : Yes. Only on Ultra Violent or Nightmare. This is
really only meant as practice. You can exit the
level at almost any time. Even if you plan to
play DeathMatch, make sure to give single player a
try... it's amazing how much more intelligent the
monsters seem when they have room to move, and
interesting places to wander into!
Cooperative 2-4 Player : It's set up, but it would only be a big blood-fest.
Again, make sure you select Ultra Violent or
Deathmatch 2-4 Player : Yes! This level originally had no other purpose!
Difficulty Settings : No. I just placed the monsters on the Ultra
Violent level so they don't annoy those who want
to take a look at the level before playing
DeathMatch. It's a pain having to WARP with
NOMONSTERS all the time. Just select Ultra
UltraViolent if you want monsters.
New Sounds : No
New Graphics : No, except for the Title Screen, small Doom logo,
and the level name on the statistics screen at the
end of the level.
New Music : Yes, DASBOOT.MID This can't be from the movie?!?
Nonetheless, it's a cool moody-techno tune. Makes
for a hyper battle!
Demos Replaced : No. The level is big enough as it is ;^)
* Construction *
Base : This level was designed entirely from scratch.
Build time : On and off over a couple of weeks.
Editor(s) used : All the level editing was done with DoomCAD v5.1
but I used DeepBSP for for the Node Building (this
is an excellent and FAST Node Builder). I also
used WinTex v3.4 and WadMaster v.9 to insert the
graphics replacement and music.
Known Bugs : If you stand behind the Tower in the SE corner
(the one with the MegaSphere in the caged area)
and look NW, you may get a tiny bit of that
HOM-like effect happening because of two many
linedefs in your line of sight. You rarely
encounter it because it only happens in a small
region behind the tower. The effect occurs along
the city's outer wall and in one of of the
surrounding buildings' windows. You probably
won't get the chance to stand there long anyway!
* Copyright / Permissions *
I would prefer it that this level not be used as a base for other levels.
If you do plan to build on it, a note in e-mail would be nice and perhaps
a copy of the WAD so I can also try out your modifications. You MAY
distribute this WAD, provided you include this file with no modifications.
You may distribute this file in any electronic format via BBS, Diskette, CD,
or any other medium you can imagine, as long as this file is included.
* Where to get this WAD *
FTP sites: ftp.cdrom.com (hopefully!)
I plan to send it up where I can. Or you can contact me via
E-Mail and I can arrange to send it to you, or tell you where I
have managed to send it up.