System Administrator: This is a re-release of Earth.wad. The
original release has disappeared off the ftp.cdrom.com site and
at least several of the mirror sites that I checked. It appears
that there has been some confusion with a June 1998 release of a
PWAD called Earth1, which appears to have accidently replaced my
older release. Please restore my PWAD, Earth.wad (without
deleting what is now Earth1.zip). The original release was in
mid-1997 under Earth.zip, or possibly earth1.zip, and I have had
some recent inquires about it (which is what prompted me to
discover it was missing).
Title : Earth
Filename : Earth.wad
Author : Roger Ritenour
Emale Address : email@example.com
Description : Ten level episode replacement for first
episode of Hell on Earth.
Story Line : You arrive on earth to find it subverted
by savage aliens. Your point of arrival
is a rocky coastline with rolling surf:
The Ruins (MAP01): You stand facing out
to sea with rolling breakers
splasing on the rocks. Behind you
are the ruins of civilization,
haunted with alien hellspawn. Seek
the Sword of Damocles...
The Tomb (MAP02): To have hope of
freeing the world, you must take
back the one place the enemy
Mines of Moria (MAP03): Like its
Lord of the Rings namesake, it
is crawling with evil things...
The Chasm (MAP04): The enemy is
bivouacked in rugged coastal
terrain. You mission is to clear
Strategic Defense Command (MAP05): A
deep underground command and
control center, one of the last
great hopes for mankind in
repelling the alien invasion.
However, it seems to be off line,
You need to find out why...
Observation Station (MAP06): This place
has seen some action before it
fell to the enemy. Beware!...
The Emerald Tower (MAP07): Your mission
is to capture the Emerald Tower.
Short, sweet, and relatively
Ammo Pit (MAP08): This is the domain of
the arch-vile. Trick him
into helping you...
Islands (MAP09): You arrive on an rocky
island in a rugged fjord. Out to
sea and somewhat up the coast is
another, larger island that you
must somehow reach...
The Hill (MAP10): You must capture a
heavily defended hill. Then home
at last! You arrive in your
comfortable penthouse suite where
you end the episode...
Combat : These levels contain a wide variety of
combat situations requiring different
strategies. To win these levels,
especially at the more difficult skill
settings, requires thinking in terms of
fields of fire, looking out for your
flanks and backside, and keeping open
lines of retreat. Most of the monster
placement is randomized so that their
location and response are different each
time these levels are played. Hence, you
will be unable to count on finding
specific monsters at specific locations.
The monsters occasionally show sneaky
behavior due to features in the level
Setting: This episode is set on a rocky coastline.
with spectacular outdoor views. These
include high vistas and overlooks, live
surf crashing onto the rocks, scenic
elevator rides on the outside of tall
buildings, and a spectacular bridge
crossing the canyon in THE CHASM level.
General: Secrets generally have some clue that
the thoughtful and observant player can
spot. These levels are designed to be
winnable at the easier skill settings
without finding the secrets, but to win
the more difficult settings requires
locating most of the secrets. There are
no totally hidden hazards or traps;
there will always be some visual
or audio cue to warn of there presence.
Some of the pools and slime pits have
depth, ie, you will sink into them,
sometimes up to your eyeballs.
One final note; cliff edges at most of
the high vistas are lethal to fall off
of (one cannot expect to survive a fall
of several hundred feet in real life).
Additional Credits : Olivier Montanuy, author of WINTEX.
I borrowed his grandfather clock and
television, though they have been
enhanced. Check them out, you will
find them in THE HILL. Stephen's DOOM
Music v. 1.5 for some of the music
selections. Doom version 1.2 for some
additional music selections. Anton
Baranov (AN_MUSIC.WAD) for other music
* Play Information *
Episode and Level # : Map01-Map10 of Doom II
Single Player : Yes
Cooperative Player : Yes (untested)
Deathmatch : Yes (untested)
Difficulty Settings : Yes, full range, all settings are
slightly more difficult than standard
New Sounds : No
New Graphics : Yes, a new non-repeating, vertically
retilable sky to support some spectacular
vistas plus a lot of new wall textures.
Special graphics to implement special
effects such as the live surf.
The graphics in this pwad are designed
to complement and enhance rather than to
replace the standard Doom graphics.
New Music : Yes, a mixture of new music, existing,
and a few pieces from doom1 as judged
appropriate for the mood of the level.
Demos Replaced : A short demo on Ammo Pit replaces demo1
(note: this demo was recorded under
version 1.7 and will not likely play
correcly under other versions)
Base : New levels from scratch (three rooms in
MAP06 are essentually the same as the
first three rooms in Steve Benner's
tutorial with Waded in "Tricks of the
Editors used : Wintex
BSP, Colin Reed
WARM11, Robert Fenske (Both node
builders used in final version,
Some maps would not build
correctly under one or the other
node builder, thus requiring the
use of both in the final version.)
RMB, Jens Hykkelbjerg
Corel Photopaint 6
Known Bugs : Occasionally experience the soul-in-
the-wall bug on several levels
when killing a pain elemental. (This
is a doom II bug that occasionally
occurs in the ID Software's original
levels. It occurs in tight surroundings
where one of the three lost souls that
replaces the pain elemental occasionally
materializes in nearby void space.)
MAP08 runs a little slow in Final Doom
and possibly in versions of Doom2 1.9
and higher. Monsters that cheat: A
monster revived by an arch-vile that
can walk through walls and is
invulnerable. This bug rare (I've
seen it three times) and I do not
have a clue what causes it. I am
curious if any others have encountered
it in any other Doom2 level.
bugs with solutions on next release: "Observation Station", pink
bug in secret teleport. Defeating monster
cache wakeup; possible on "The Chasm",
consider a guard monster trapped near switch
for access back to bridge. "Observation Station",
possibility of knowledgeable player of luring
trigger monster out of blocking position.
* Copyright / Permissions *
You MAY use these levels as a base to build additional levels
You MAY modify these levels provided that you give proper credit
to the originator, whether it is me or someone I borrowed from.
If you do, please drop me a line, I would like to see what you
come up with. You MAY distribute this WAD in any electronic
format provided you include this information file unmodified.