Title: The Chaos Project ver 1.52b (b as in Boom:)
What: 18 level PWAD for Boom w/ Doom2.wad
Author: Jonathan D Campbell
E-Mail Address: firstname.lastname@example.org
Web Page: http://www.tiac.net/users/joncamp
Missions: 01-16,31-32 (also 17 - 20... maybe...)
Single Play: Yes
Coop Play: Yes
Difficulty Settings: Yes
New Sounds: Yes
New Graphics: Yes
New Music: Yes
Demos Replaced: No
This file is for use with Boom & Doom2.wad... It will not run with standard
Doom, and there are no other supporting ports at the time of this writing.
If you do not own Boom, go get it from TeamTNT:
Also included is a bex file (from the command line: -deh chaosprj). It is
recommended you use the bex file: it contains level names for the automap
and text for the intermission screens. It will be much easier to follow the
storyline if you use it.
-New to this version-
This update exists due to changes in Boom. Specifically, the demos were
removed because with the constant changes in Boom they cannot stay in
sync. Also, Boom v2.01 crashes when attempting to play demos from v2.00.
Also, thing 4001/4002 (point pushers) were renumbered to 5001/5002. If
this change is your only reason for updating your copy, you may want to
consider downloading "cvtthing.exe" from TeamTNT's site. This will make
the change at a considerable savings in download time.
- The Obligatory Hackneyed Plot (a la Doom) -
The project complex housed technological experiments since before the
loss of the deimos base years ago. Hidden somewhere on Earth, its last
experiments were its greatest. And its deadliest.
The optic gate would allow for matter transferrence between distant
locations. Unfortunately, vast quantities of power are required for even
the shortest distances. To solve this problem a massive power plant was
built near the project complex. It tapped into neighboring dimensions,
creating massive power conduits that could power gate jumps beyond our own
solar system. Gate jumps even into other dimensions became possible.
What we didn't know about our ancient enemies could now hurt us.
Our planet was not their only prey. For eons they had been sweeping
through dimensions and devouring everything. Seizing the new opportunity,
the minions of evil pulled first the power plant and then the project
complex itself through into a neighboring dimension. Now they are using our
own technology to reinvade our already devistated Earth.
In response, the marines have positioned a mission command near the
doomed city -- the first city now showing signs of alien presence. Late at
night you arrive in secret for your team's mission briefing.
MISSION TACTICAL SEQUENCE:
Pass through the sewers of the doomed city. Hidden in the
corrupted urban bloodbath is the only remaining entrance to our
overtaken underground station.
Retake the subterranean complex and, once secured, move on to
the Gate Navigation Facility.
Preliminary reconaisance indicates the gate there enters
into a "void" between dimensions. We hope to know more before
dawn tomorrow, but we know you must pass through this void to
reach the drop point in the alternate dimension.
You will find the power plant at the drop point. You must
disable the plant to stop the incoming hordes. No point in
avoiding the truth now, your return is not a mission objective.
We expect the project complex will be further into the
alternate dimension because its presence is not necessary to the
gate's operation. At any rate, you must reach the complex and
locate the source of the evil. We know they are not indigionous
to that dimension, so doubtless you will find some connection
there. You will destroy the abomination's source, or you must
Get your beauty rest, soldiers.
You strike at dawn.
In a fitful nightmare you see your destiny unfold before you. The overrun
cities of Earth. Destroyed military installations.
The terrifying void where not only two, but countless dimensions merge.
The void infested with the evil scourge you've dedicated your life to
You see the power plant, so corrupt in its technology it bears no further
corruption at the hands of hell.
Beyond this: the dim vision of your own death in a phantom temple, and your
rebirth in its dungeon countless times to horrible torture.
You see beyond even this, a glimpse of the Godless Abominate. Not only a
thing, but a place.
Too terrifying to remember is the strange circularity. The brief moment of
revelation you cannot escape, as you return victorious and awake at the
beginning. Awake and not sure you have dreamed at all.
Awake at mission command. Somehow you have been passed over as everyone
else was slaughterred. No surprise.
These levels were designed for single play. I have added support for
four players, but some levels may operate a little strangely under these
conditions. Remember: as always, the weakest player in the team will
determine the strength of the group. A weak player in an experienced group
could make "Ultra-Violence" an impossoble level.
These levels were designed for experienced players. However, the
difficulty settings have been optimized for a wide range of playing
I'm too young to die/Hey, not so rough
These settings are for weaker players. Note, some traps and
puzzles are just as deadly or difficult at these settings.
Hurt me plenty
This is optimized for median players. Its not too easy, but
deadlier players (like myself) should be able to rip through
this setting as if it were a pleasure cruise.
Expert players only! This setting should be hard enough to
delight all you bloodthirsty doomers out there. Even once you
know every trap by heart you'll still die. Go to the secret
level at this setting and you probably wont live to regret it.
If this aint tough enough for you, then let me know!
(No, the secret level is not 31 or 32...)
Id Software, for creating a game so great I'm obligated
to thank them for it.
TeamTNT for creating Boom.
Saying I designed this patch alone is a bit of a stretch. Without my
playtest crew it would have been a troublesome game to say the least. They
helped to identify weaknesses in traps, map layout flaws, and major
problems in multiplayer play flow. My sincere gratitude is theirs, and if
you enjoy this patch then yours should be as well.
John Green: Initial play testing, level flow testing,
critical input, trap death indexing,
multiplayer play testing.
Avril Campbell: Multiplayer play testing, critical input.
Rez: Further compatability testing, bug detection
and analasys, and critical input.
Base: New levels built from scratch
Editors used: WadAuthor by Williston Consulting - Map Editor
DeuTex by Olivier Montanuy - Resource Injection
BSP 2.3 by Lee Killough - Nodes & Blockmap
Corel Photo Paint 5plus - Graphics
Microsoft Paint - Graphics
Passport Rhapsody - Musics
Voyetra MIDI Orchestrator Plus - Musics
Midi2Mus by Unknown - Music conversion (From .mid to .mus)
Creative WaveStudio - Sound
Known Bugs: None that I am aware of, thanks to Boom.
-Copyright / Permissions-
* You may distribute this patch as you wish under the following conditions:
1> The wad file may not be alterred in any way -- must be
2> It must be in its origional self-extracting zip file with all
the origional accompanying files in unalterred condition.
3> No one may be charged for these files - no exceptions.
* You may not use this patch as a base for your own creations.
* You may not extract any graphical files from this patch.
* You may not extract any wave files from this patch.
* You may not extract any music from this patch.
All music (c)copyright Jonathan D. Campbell 1998
All graphics (c) copyright Jonathan D. Campbell 1998
All levels (c)copyright Jonathan D. Campbell 1998