Title : Boom Edit Example Wad
Filename : BOOMEDIT.WAD
Author : Jim Flynn
Email Address : firstname.lastname@example.org
Misc. Author Info : Team TNT member
Editors used : Deth 4.14, Patcher
Base : New level for Phase I BOOM engine
: Requires DOOM2.wad
Known Bugs : None
Thanks To : Lee Killough, Joachim Otahal, Rich Brennan,
: Stan Gula, Tom Neff
Obtain BOOM.EXE at http://www.teamtnt.com.
Reference info is in the EDITUTIL.ZIP package there
1) If you are stuck in forest of pillars, shoot the room's wall.
2) The yellow skull key is higher than the others. You need to
die to see it :).
3) On very slow machines it may be helpful to note that TNTICE turns
off the ice effect and TNTPUSH turns off the wind effect.
* General Information *
The wad shows many of the effects possible with the BOOM engine,
and uses text signs to label them, and where appropriate the linedef
type number used to produce them. Reference information on specific
linedefs can be found in BOOMREF.TXT in EDITUTIL.ZIP at
The elevator switch graphics do not replace switches, but are added
to BOOM's list of known switches thru the SWITCHES lump, generated
using DEMOSWAN.DAT with SWANTBLS.EXE also in the EDITUTIL zip.
The SFALL and NUKAGE1 animations have been sped up by a factor of 4
thru the ANIMATED lump, also done with SWANTBLS.EXE and DEMOSWAN.DAT.
Animations can be sped up by as much as a factor of 8 and slowed down
as much as desired.
The flat used on the ice lake is contained in the PWAD between
F_START and F_END, and the replacement tree sprite is between S_START
and S_END markers in the PWAD. BOOM will load flats and sprites from the
PWAD, unlike DOOM.
The stained glass column in the translucency demo uses a custom
translucency lump at 40% translucency, made with BOOM and the
utility MAKTRLMP included in EDITUTIL.
Custom colormaps, made with CMAPTOOL.EXE, also in EDITUTIL.ZIP are
used for underwater, under-ice, and under-lava lighting, as well as a
special demo room demonstrating their use as a primitive colored
The music is a directly embedded MIDI, not a MUS lump.
* Play Information *
Level # : Map 01
Single Player : Yes, sorta (no monsters)
Cooperative 2-4 Player : Yes, sorta (no monsters)
Deathmatch 2-4 Player : Yes, but untested
Difficulty Settings : None
New Sounds : No
New Graphics : Yes, Sky by Tom Neff
New Music : Yes, CANON.MID, directly embedded
Demos Replaced : None
Monsters : None
DCC Compliant : Not particularly
Status : Complete
* Copyright / Permissions *
Authors may use this level as a base to build additional levels, but
they'd be nuts to do so. :)
To be distributed with Official Boom release.
* Revision History *
11-May-98 Added COLORMAP demos, changed 4001 thing to 5001
06-May-98 Put room-over-room teleporter midstep instead of on
an edge to avoid "bump". Added silent teleporter
demonstration in middle of main room for better
04-May-98 Used custom translucency map for more transparent
textures in translucency demo. Changed music to
something that is quieter and public domain. Gave
up on lift style room over room and made a stairs
room over room. Added sign for "shoot me" escape
01-May-98 Made Vp/2S HOM/Plat test more severe. Improved room
over room somewhat, still not perfect. Added signs
for MIDI, sprites, flats in PWAD. Improved deep water
sprite clipping demo.
28-Apr-98 Fixed bug in fast animation, made the flat fast too.
Corrected sign for generalized sector type. Removed
candle marker for point source wind origin. Started
elevator on second floor.
23-Apr-98 Fixed ability to jump over ice lake silent TP
when above ground. Added Ceiling texture changer.
21-Apr-98 Fixed flash problem when directly underneath
sign posts under the ice lake.
17-Apr-98 Added DM, Co-op starts, thing flag demo
fast animation, generalized sector type
16-Apr-98 Added Medusa, Vp, 2sHOM, Plat limit demo
fixed lake entrance problem, switched to
reversed silent teleporters
15-Apr-98 Release version
Added final few features
12-Apr-98 Inital beta release