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Crendowing

My rendition of E1M3

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Since I'm not able to upload this to my DOOM Station (thanks to forgetting my America Offline password), I'll post this story up here for now. Once it gets uploaded to my station, I'll delete this thread and you can check it out in the fiction section of my station.

Before you start, be warned that it is very long and that I even skipped a few areas of the level for a reason; I didn't want to make this story TOO long. Any, here it is:
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E1M3: Toxin Refinery


It had been only two levels into the station, and already McKnight was tired beyond comprehension. Even the best marines get winded and worn out sometimes. By now, he might have gotten used to fighting these monstrosities, and he could safely bet that he would eventually be the only person ever in the history of the human race to ever fight these creatures and win. McKnight liked the sound of that; he could see the headline now:


Marine Known as McKnight Saves Humanity From Annihilation

Now the thought of that just filled McKnight's head with visions and delusions of grandeur. "I'll be the most famous person on the planet! The big bucks will start rolling in, all the women will flock to me, and I'll even have a statue of myself at the UN Headquarters!" he thought to himself. Just the he slapped...no, punched himself in the face for that comment. What was he thinking and why? Two things made the very thought absurd: he actually had to keep fighting until he was victorious, which was a goal that had been nowhere near accomplished yet. Also, he was a Marine! How could he flood his mind with selfish thoughts as those he just imagined? His duty was to protect humankind, not to wallow in visions of riches and glory. That was for those who had been brought up with more money than God himself, not this marine! He put that thought aside for now, for the lift was almost coming to a stop.

The lift actually came to a stop too soon. Something jammed the route to the toxin refinery, or maybe it was just a malfunction. With what was happening recently around the base, this was no surprise to McKnight. "Lousy UAC piece of junk!" he said to himself, quite annoyed. No matter; he would just open the door manually and climb down carefully. That is, if the cables didn't cut his hands first. He then remembered something; he kept a pack of tan gloves in his pocket. Nothing said they would last forever, but they would hopefully last long enough for him to slide down the cables and out through the next lift door. With grunt, he managed to open the door of the lift he was in now and grabbed the cables that led down to the toxin refinery. "Well, here's seeing you," he said as he looked up towards the nuclear plant level.

He reached the door to the toxin refinery in no time. Getting this door open was not as difficult as opening the door of the lift. When he entered the opening, all that was there to greet him was a small room with a shotgun, a few shells, and a bullet clip lying on the floor. A regular door stood in front of him as well. There was a reason for this small closet, however. Just above the door was a small sign that read, "WARNING: EXTREME TOXIC CONDITIONS AHEAD. IT IS STRONGLY RECOMMENDED THAT ALL PERSONNEL WEAR RADIATION SUITS BEYOND THIS POINT."

"Well, damned if that doesn't sound appealing," McKnight said sarcastically. He definitely didn't have a rad suit on him, but he had a snowball's chance of finding one up on the other levels. It was either move on or let the monsters run amok and destroy the station while they were at it. The latter sure did NOT sound favorable, so he chose the former. "What am I? Chicken? Hell will freeze over the day a wimp actually becomes a Marine!" That sounded almost like a bad choice of words for McKnight to use right now.

In no time at all, the door opened when McKnight approached it. What lay beyond it was another story. The door opened into a large open area, but it was not at all like the open courtyard back in the nuclear plant. This area was indoors, rectangular in the middle, and had a cage surrounding the perimeter, making the outer rim a walkway around the rectangular center. The cage had a small gap directly in front of where McKnight was standing. He decided to investigate what was beyond the gap. Only a few steps forward and he found out. The center of this room was actually a giant pool of the noxious green acid he had encountered earlier in his quests, except this was the largest collection of it he had ever seen. He was glad that he didn't take many steps. This pool has astounded him so much that McKnight failed to notice the zombies coming up behind him.

A sharp pain hit his back, followed by a smack on his left cheek, which almost dislocated his jaw. He was knocked onto the floor, almost unconscious. Luckily, he came to in a second, but found out he was less than an inch away from falling into the acid pit. The zombie that hit him made the mistake of making a growl before shooting him. With lightning quick reflexes McKnight kicked this zombie in the groin, assuming that would even do anything. As it turned out, it did, and the zombie was temporarily immobilized. One of his buddies decided to come and help. This was a fast zombie, for it charged at McKnight, but it was just as dumb as his reeling friend. It stuck out the barrel of the gun it was carrying, and all McKnight had to do was grab it, snatch it, and send the zombie out of the field as he hit it with the gun. Zombieman flew into the bottomless pit of green hell, where it screamed in agony and the rotting skin dissolved off as well as the rest of its innards until nothing but its bones were left. McKnight saw a bit of irony in this. "Damn, and I was just envisioning this to be a monster swimming pool!" he said.

Something quick and hard struck the left side of his abdomen. Behind him, the first zombie popped off a shot from the pistol it was carrying, and the bullet hit McKnight's armor. Luckily for him, it just grazed the armor and nothing more. McKnight decided to put this former human out of its misery and gave a complimentary shotgun shell to its brain.

Now all was quiet again. This small zombie skirmish distracted McKnight from noticing what was at the ends of the passages that branched from each side of the walkway he was on. At the end of the right passage to where he entered stood a blue security door. He didn't have a blue key on him, so that door was out of the question. The door on the left passage he had no idea if it was a security door or not. When he approached it, he found to his delight that it wasn't. But if he wanted to find out what was beyond that door with the blue trim on it, he would have to find out where the key was hidden, if it was on this level. So, the only to go was through the unlocked door. Shotgun at the ready, he moved in.

As if being punished for a job poorly done, a whole contingent of zombies and imps greeted him on the other side. Directly in front of him was another one of the explosive barrels he used to kill the imp he saw in the hangar. The two zombies on either side of it were just asking to be blown away, in a figurative sense. Thus, McKnight granted their request and shot the barrel with his shotgun. He observed the new red paint job on the floor afterwards. Now all he had to worry about was the squad that was coming down the small stair case to his right. They seemed to be coming from a lower area close by. Before taking the first shot, McKnight remembered the tactic from the nuclear plant: let one of the dumb zombies take the first shot and then the rest rolls from there. The imps received a few peltings from the shotgun zombies behind them. What resulted was so improbable that not even McKnight could believe it. The baddies attacked simultaneously; an imp fired a fireball just as a zombie got off a shot! McKnight didn't even have to fire off a single shot on this round.

McKnight decided to check out the area where he was standing. He stuffed himself in a corner where to his left was a window that looked down into a small room with a computer switch in it. What it's function was, he had no clue. He got up and walked back to where he entered. A large, brown, bulging structure stood right in the middle of the room he saw (now to his right) and of another room that was dark and contained an elevated column with another one of those healing blue spheres on top of it. What McKnight wouldn't do to get one of those spheres again! But he failed to see how he would have gotten into that room, for he couldn't see where it came from; no hallway or visible door. The room with the switch in it, however, he deducted was where the squad came from. As he went up the stairs, his hypothesis proved right. Another staircase, this time going down, led into to room with the switched. When he came to it, he flipped it immediately and heard a door opening close by. He went out of that room to see what had happened.

That bulging brown structure he had seen a few seconds ago was now open. A longer staircase going up to a computer room, with a giant central terminal, showed the only way. He climbed halfway up when he heard a "thunk" of some sort. Stopping in his tracks, he readied his gun again. After only one second he heard another "thunk", and nothing after that. He ignored it for now and continued on up. Wouldn't you know it? Right at the top of the stairs there was a clown (imp) to the left of him and a joker (zombie) to his right. The greater danger was actually the zombie since it carried a shotgun, and that would be almost fatal at point blank range. He took this shotgun zombie out, but not without suffering a fireball in the back from the imp. The imp was easily wasted with just one shotgun blast, though. When the zombie dropped its shotgun, McKnight took advantage and pocketed whatever shells were left. Then it was on to tackle whatever was on the other side of this giant terminal.

He decided to take the left path. Just around the corner was another zombie with a shotgun. This time he was far enough away, however, that he hardly worried about being shot, not even after he actually shot in the front of his armor. Big brother just returned the favor and knocked the zombie to its knees in no time flat. Just as the zombie thudded to the ground, McKnight heard a new sound. This particular sound was not like the hiss of the imp at all. Rather, this actually sounded like two animals smashed into one. It sound like a deep pig snot at the beginning and the bark of a rottweiler after that. Whatever made that sound, it made even McKnight's toes curl and flesh crawl. As if the vocal sound wasn't enough, the creature made a large "thump" with every step it took. But, the only way for Mr. Tough Guy to get a glimpse of this thing was to step around the corner of the central terminal.

Fortunately, he never had to make that decision. What was waiting for him around the corner made the appearance itself. This monster was no doubt the most grotesque thing that McKnight had seen yet. It had pink skin, horns on top of its head, solid yellow eyes, and it had the build of a gorilla, shape of a hunchback, and face of a bulldog. Just the very sight of it would make any person tremble at his feet and lose his lunch. It was just plain disgusting!

This was enough for McKnight to take a shot at this creature. The shot was successful as this creature made deep yet shrill yowl of pain, but it kept on coming. Another shot was fired, and it still kept coming. McKnight could not believe this. His worst nightmare came true; tougher creatures that could withstand more human firepower were roaming around this base as well. He hoped this would the worst of it until he encountered a better weapon.

The creature took advantage of the reloading downtime and came face to face with McKnight. Its breath was so horrid that it will not even begin to be told how putrid it was. With a loud yell, McKnight inserted the business end of the shotgun into the monster's open mouth and fired. The blast knocked both of them to the ground. As the monster fell to the ground dead, the room actually shook a little. Not only was this monster lethal and ugly, but it was extremely heavy as well. "Well, well, what am I going to call you, my ugly friend?" McKnight asked the dead creature. "Hmmmmm, you're actually more demonic looking than even the imps that I've seen. Why not call you a demon?" The decision was made, this creature was called a demon.

After this small brawl, McKnight took a look around and found that there was no obvious exit. Something in the back of his mind, however, felt that the thud he heard while coming up the stairs had something to do with a way out of here. He backtracked his path along the staircase to the point where he heard the sound. As soon as he heard it again, he sprinted like lightning back up and around the right corner this time. Sure enough, one of the panels directly opposite of the top of the staircase was now replaced with an open passageway. McKnight jumped inside just as it was closing. He was not alone on the other side, however.

He walked through a small access tunnel lined with computer wiring to a somewhat circular shaped island with three brown columns, each forming the corner of a triangle. There was a moat of the green acid that he dreaded around the island. The worst part about this new setting was the small group of two imps and one zombie that claimed the island before him. Luck was with McKnight, however, as he saw one of the sweetest weapons the military had to offer. Lying right next to him was a gas-propelled rocket launcher preloaded with two rockets, and a box of five rockets to boot. McKnight needed only one of the preloaded rockets to fend off this meeting. With a pull of the trigger, the rocket blasted out of the barrel and into the small swarm, turning every member of the clan inside out. The pieces of gore splashed one by one into the surrounding slime pool. McKnight had to duck and cover to avoid being hit by the drops of acid that flew around. Better to have his arm burned than his head.

One thing he didn't notice was that behind the column where he ducked was another one of the security flak jackets. It was about time, too, since the activities of the day had practically worn out his current jacket completely. He took the one he was wearing off and snapped the new jacket on. The old jacket was left sitting in the place where he found the new jacket. "Sorry to whoever comes across here," he said aloud, as if anybody was listening. The he noticed the paths of each end of the slime moat. One lead to a hole that was too small for a person to pass through. It didn't look all that appealing anyway, since there was probably nothing of interest on the other side. The second path led to another which was just big enough for a man of his size to pass. At this point, it was the only way to go because there was no visible way to open the panel again from this side. Besides, he saw what looked like another island through this hole.

With a wince, McKnight dashed across the aperture, his boots sizzling in the process. Almost as soon as he had entered, he came through on the other side and onto the island that he knew he saw. Not much on this island, just another backpack and a red switch. The appearance of the backpack confused him somewhat. "Last I checked, no UAC workers carried ammo backpacks," he said to himself. He didn't think about it much further, however, and pillaged the sack of al its contents: 4 shells, 1 clip, and 1 rocket. Strange, the last backpack didn't have a rocket in it. His next task was to find out what the switch's function was. Like a child with a bag of candy, he couldn't resist pushing it playfully. Just like the the hidden switch in the nuclear plant, nothing seemed to happen, not at this location anyway. There was nothing more for him to do here except sit and wait, which was not in McKnight's way. He had to get out of here, though he couldn't think of a way out. Then, out of the corner of his left eye, he saw a tan wall panel that was completely out of place with the dark brown brick of the chamber. He pressed it, and sure enough, a door opened. He passed through.

Another one of the trusty miniguns was lying on the floor of this room, along with an ammo box. His bullet arsenal was filled to capacity however and could not haul around any more. Ahead of him was what looked like an lift that led nowhere but to about five feet off the ground. McKnight was no fool, however. He decided to take the lift up anyway. It lowered as soon as he approached it, and when he stepped on it a door opened where the lift would've stopped. He walked though, picked up what he could on the floor (mainly about 2 shells and a stimpak), and took the lift in front of him that went down. He ended up back in the room with the computer switch that opened the the door to the computer room. There was no choice now but to go through the door at the end of the room on top of the staircase.

McKnight's day was certainly not going well, and the group of one imp and a few zombies in the next room definitely didn't make things better for him. Instead of the shotgun this time, he let loose yet another volley of bullets from his minigun. As usual, the baddies dropped to the floor like flies with no problem at all. There was a light coming from the other side of the room and to the right. As he turned and saw the source, he came to an outdoor area, and in the middle of this area was one of the strangest architectural works he had ever seen. A bridge shaped like an O with a rectangular ledge on the top and bottom of it sat in the middle of the area. Much to McKnight's discomfort, this was another one of the giant slime pits, except this was much more perilous as there was no cage to block a fall. No wonder this place was called the toxin refinery.

While he was staring practically in awe at this bridge, another contingent of zombies and a couple of imps emerged though the opposite side of where McKnight was standing. They were far enough away that they were not really a threat, though. Taking a few pop shots from his shotgun, he managed to drop a few of the zombies. The rest were taken down by the imp. Something amazing happened. Right as the imp was about to heave one of the usual fireballs, it stumbled and fell off a ledge into the slime. The noise it made here was so indescribable that it was almost funny.

A lighted tunnel that led only one way was the path for McKnight to go. At the end, he met two unarmed zombies. As if being rewarded for a job well done, he saw what he had ventured for, the blue key card. It looked a little suspicious where it was sitting. The slightly elevated platform looked too perfect for a place to set a key on. Ready for an ambush, he grabbed the key with caution.

Sure enough, as soon as he took the key off the platform the lights instantly went out. It was almost pitch-black. To add insult to injury, a hidden closet opened from which two imps emerged. McKnight was caught so off guard that both imps ended up getting a hit on him. Burning and angry, McKnight turned around and expelled a shot into each of the imps' heads. Inside the closet he discovered a box of shotgun shells and another ammo box. This time he could prize both packages.

McKnight eventually found his way back to the entrance to the toxin refinery. When he arrived, he noticed something that wasn't there before. A bridge had been extended from the gap in the cage around the slime pit to the dark gray wall panel on the other side. He thought for a minute. What could've happened earlier to extend this bridge? "The red switch!" McKnight thought. Why didn't he realize it earlier?

Instead of moving on to the blue door, McKnight decided to venture across this bridge. As he approached the wall, it opened up, and the tunnel on the other side had a ceiling that rose up from the floor. The lining of this tunnel was not computer wiring, but rather computer panels themselves. He took a few more steps forward and another door opened in front of him. This room was flooded with six zombies, two of them armed with shotguns. McKnight decided it was minigun time again. He not as perfect this time, for one of the shotgun zombies managed a shot into McKnight's flak jacket. This shot weakened the plate that it hit big time. Still, he ended up victorious once again, as all the zombies lay on the floor, "dead".

Taking just a few more steps...well, you should know how it goes by now. Two more doors opened on the left and right side of the circular wall facing McKnight, each with two imps coming out of it. This was just not his day! Since he was outnumbered 4 to 1, McKnight ended up taking more damage than before. For some strange reason, the fireballs actually inflicted little damage to his armor, but still a good amount to his skin. He used this knowledge to his advantage. After two minutes of infighting the imps were finally down and out of the picture. The only logical step next was to follow where the rooms led to.

This was unbelievable. At the end of a very straight and short hallway was what McKnight thought was beyond the blue door--the exit room. He went inside and admired the red switch that activated the elevator. Now he was glad he didn't take the route via the blue door, though thinking that getting the blue key was a waste at the same time. It didn't matter, he found a way out of here and to the next level. As he leaned back against the wall behind him, it dropped down and revealed a secret lift. What luck. He rode it up to the top, and found out that he was looking over the area where the O-bridge was. About the only real thing of interest up here though was a box of rockets. McKnight took the contents of it and moved back down the lift.

Now McKnight actually had some time to rest. he pressed the switch to activate the elevator downwards. After doing so he plopped himself down onto the floor and fainted. Even though he was unconscious, thoughts of entering command control on the next level actually relieved him inside. Command control was just what it sounded like; it was the command center of the whole base. If he could radio for help or even lock down the base so that no monsters could leave, he would have good at accomplishing something.

In fact, he felt so good and fainted in time to not hear the computer voice in the elevator saying, "ENTERING MILITARY BASE. PROPER SECURITY CLEARANCE REQUIRED BEYOND THIS POINT."

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If the doom movie's gonna be anything like this, I'd die after the first five minutes.


THERE WILL NEVER BE A DOOM MOVIE!!!!!!

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This story was okay. Not terribly good, but okay. According to my calculations this is the dude's score:
Kills: 60%
Items: 55%
Secrets: 50%

A bit shabby for a veteran marine.

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This story was okay. Not terribly good, but okay. According to my calculations this is the dude's score:
Kills: 60%
Items: 55%
Secrets: 50%

A bit shabby for a veteran marine.

Before you start, be warned that it is very long and that I even skipped a few areas of the level for a reason; I didn't want to make this story TOO long.

RTFP again, dingus.

If the doom movie's gonna be anything like this, I'd die after the first five minutes.

[sarcasm]Gee, thanks.[/sarcasm] It took me literally all fucking day to write that, and look at the comments I get.

I promise my next story will have more dialogue in it, as I may implement more characters in it.

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I'd say that this story is rather good, when it comes to describing the environment - but a few things are ...well,..lame, like the fact that the marine apparently takes several hits without dying, and the inclusion of the soul sphere is also something to be avoided.

But if it was a story about someone PLAYING Doom, then I'd say that it's very good indeed.

The lack of dialogue isn't really the story's biggest problem if you ask me (I've seen a story written by Wildman, which has very little dialogue in it and it still kicks arse - like all Wildman's stories).

I hope my comments didn't seem too negative.

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I hope my comments didn't seem too negative.

They weren't at all. I see what you mean.

If only Crendowing would have wrote the DooM novels...*sighs* they would have been worth it.

Hmmmmmmm.......

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This story was okay. Not terribly good, but okay. According to my calculations this is the dude's score:
Kills: 60%
Items: 55%
Secrets: 50%

A bit shabby for a veteran marine.

Before you start, be warned that it is very long and that I even skipped a few areas of the level for a reason; I didn't want to make this story TOO long.

RTFP again, dingus.

I saw that...I was just giving his stats...he deserved him.
Don't get your pantyhose in a bundle...geez.

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If only Crendowing would have wrote the DooM novels...*sighs* they would have been worth it.


Well, Mcknight is definitely a better name than F**** T****** and I also quite like the way Crendowing describes elements. The novels would definitely've been better if Cren had written them, but they could've be even better yet (if Wildman, Katarhyne or Tek wrote them).

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An enjoyable story. Good job.

I hope you will considering adding (another) story to the Doom Anthology. I haven't gotten a story for DA in quite some time.

Everyone one is welcome to submit a story. It just has to be Doom related and based on a published map. I'll even take general Doom stories if you fell like submitting (I'm easy--but not cheap :).

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Wildman: When I'm done with Evil Unleashed, I'd probably submit a few tidbits from it, but it'll still take some time seeing as I've only done the first two chapters (and it's a loooong story, mind you).

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Wildman: When I'm done with Evil Unleashed, I'd probably submit a few tidbits from it, but it'll still take some time seeing as I've only done the first two chapters (and it's a loooong story, mind you).


Sounds good. Let me know when you're ready.

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Then again, I don't know if the areas described in my story are completely true to the game - maybe your antology stories require that the described levels are excactly like the game's?

Anyway, in my story I do intend to take elements from the game's levels, but the levels will also be altered towards a more realistic setting, so I don't know...
Perhaps I'll work out an external story, describing events on a certain level.

And btw, could you do me a favor and post a link to the antology? I'm afraid that I haven't bookmarked the site and forgotten the adress.

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FUCK!!!!! Wildman, you might want to change the taggart2003 in the other 2 stories to reznorite420.


Ah, so THAT'S the reason I can't read your stories Cren. Yeah, this should definitely be changed as I'm interested in seeing Crendowing's other stories as well.

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FUCK!!!!! Wildman, you might want to change the taggart2003 in the other 2 stories to reznorite420.


They are changed.

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I hope the music isn't annoying or distracting. If it is, no sweat, I'll take it off :)


Doesn't bother me. :)

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Not bad Cren:) Now write more!

Oh, I already have, just go to my DOOM Station (it's my homepage). Click the house on the top of my message.

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An enjoyable story. Good job.

I hope you will considering adding (another) story to the Doom Anthology. I haven't gotten a story for DA in quite some time.

Everyone one is welcome to submit a story. It just has to be Doom related and based on a published map. I'll even take general Doom stories if you fell like submitting (I'm easy--but not cheap :).

My old computer that I use for word processing is really tempramental. If I can get it to work for a few hours straight some cold snowy afternoon I might be able to get into a good groove and work on MM2 for a few hours. I really like where it was going, I just got all lazy.

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