Ruins to the Underworld|
Kyle Lomelí S.|
STORY: UAC had been studying the ancient ruins of a civilization which had discovered the secret to opening a portal to the Underworld. One of the most remarkable sites of these ruins was the mile high crusher, which had amazingly pinched a whole between both dimensions.|
UAC did the impossible to cover up their sinister operation. From outside the site seames to be and abandoned brick structure...but from the inside, its a completely different story . A duke had discovered these ruins in the 12th century and built his castle around them, including a precious library with countless volumes on witchcraft. But now UAC has taken over and integrated this castle to thier research facilities.
It was recorded in the computer logs that the researchers were able to open the portal for a few moments, but it was too unstable. A few days later, after this grand moment, demons began to appear everywhere.
Little by little the researchers of this ultra-secret operation became possesed by confusion and rage, rendering themselves useless to their tasks. Somehow UAC forsaw that the doom of the world was inminent and decided to give it one last shot. They hire the one last man on earth who had any experience with these types of operations (you), and hoped for the impossible.
LEVEL CONSTRUCTION: It took a WHOOOOOOLE YEAR to create this level (I am not kidding!).But it wasn't a 24-hour a day kind of thing,but more of a "30 minutes here"-"30 minutes there" thing. I had a small deathmatch level planned out when I first started... but, as time went by, it got soooooo big I just had to convert it into a one player type of level (although I think deathmatch and COop is DOable,I have never really tried it). I tried to pay attention to the texture alignments, aswell as the shadow effects of certain light sources. This level represents a hell of a lot of patience on my part (and probably on your part as soon as you play it). I hope you enjoy it.
- Id-Software for creating this superb game. |
- Ben Morris for creating, what I still consider to be the best, DOOM level editor:DCK.
- Olivier Montanuy for creating the excellent Wintex utility.
- Peter Monks for creating TED.
New level from scratch|
Started out using WADED 1.83á (learned the basics to constructing WADS [built the first 1/2 of the level]... moved on), DCK2.2 (for placing THINGS... until they were too many and DCK2.2 couldn't handle it), and DCK3.x (excellent level utility...did the other half of the level with it).
Mainly WARM. I used Zennode 0.68á for a while but suddenly began to recieve an "Abnormal Program Termination" message while building the level...so I stopped using it.
Wintex3.4 (never got the hang of using Wintex4.2)
Aldus Photostyler SE v2.0 (used it to create both textures. The sky texture took me about 15 minutes to create and was created totally from scratch (it was a snap!).
I have noticed a little of HOM in the outside area where the ruins are, but its very unnoticeable (only if you look at it at one angle).|
But the main bug are the DOOM engine limitations. Because of it you will have a difficult time saving at difficulty settings 3-5 (I tried the impossible to fix this, but the level just wasn't the same without most of the THINGS [so I give you the option]).
The sky texture colors didn't come out quite as I had wanted. But I looks OK. Origionally I had intended the level to use the sky texture in the first episode of DOOM1©... but I have been told it is illegal to distribute it in WADS...so I substituted in my own. If you have the opportunity (and the patience of installing it) use the DOOM1 sky texture. It best fits the mood of the level.
(*note: What follows are fixed bugs...I hope that if you experience similar problems with your level... it might help you...*)
A bug I encountered was one which resulted with DOOM2 crashing and displaying the message "visible plane overflow". What happenes is that I placed 8 sectors around various lamps to simulate lighting. Whenever a player stood viewing two of these lamps in a straight line... DOOM2 would crash. I fixed this bug by inserting a sector between any two "lamp sectors" , thus obstructing the direct view of +16 sectors which could cause DOOM2 to crash.
If your DOOM level crashes while saving it is most likely due to the fact that there are too many THINGS in the level. Mayor tip: plan your level ahead!
|Anonymous||Way too dark and flashy, unhinted doors, fences (f.e. cell 'doors') block randomly, horrible amount of texture misalignments, often ugly ambiance, very unbalanced gameplay (f.e. got BFG & encountered first cybie way too early). Layout and gameplay almost completely misses a leidmotiv, the player just walks around through what looks like random scenes without any coherency. Rated as 1996 map: slightly better than average, but not good, so 3/5.||x|
|mallo||Nice! For '96, it's really good. What is weird is that one of best-looking places in the map isn't mandatory, and even is hidden! (Without adding to the secrets count!!)||x|
|TimeOfDeath||this actually turned out pretty cool with a few cybers and power weapons later on||x|
|Anonymous||Decent, large early level. Gives the impression of having been worked on intermittently for a year; it starts off quite poor, gets better, has a nice non-linear open-air end. No real flow and it's basically random smushes and very old, but it amused me for fifteen minutes or so. Gets better as it goes on.||x|