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thestarrover

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Everything posted by thestarrover

  1. thestarrover

    DOOM BBS Add-Ons: An 800+ WAD mega dump

    I uploaded on Google Drive the editors I found on the CDs and in my archive: From my archive: DME40BT4.ZIP and DME40BT7.ZIP A clean copy, I think, of DOOMVB40.ZIP deu2text.zip, a document concerning Adler's Deu II, more for its historical value than importance. I took a quick look at the CDs and found these files JUMBLE.ZIP Jumble v 1.01 JBSP101.ZIP Jbsp version 1.01 Some Versions of HETH. I uploaded only the editors. I will upload the wads on archive.org when I can. A note about JMBL102.ZIP included in your doomedit.zip. Although the FILE.ID_DIZ states that the version is 1.02, Dosbox recognizes Jumble.exe as 2.00. EDIT: some editors are included in the GAMES 1994 Cd
  2. thestarrover

    DOOM BBS Add-Ons: An 800+ WAD mega dump

    I updated the zip archive in my previous post with two new files: DVIEW (View.exe) by Jack Hill. A BSP based rendering engine compatible with Id Software's WAD file and WAD files generated with DEU 5.2. EDMAP_UP. A standalone patch to upgrade Edmap 1.2* to 1.22.
  3. thestarrover

    DOOM BBS Add-Ons: An 800+ WAD mega dump

    I found some files that are not in the archive: RGDE223S.ZIP WADSTUD version 1.5a (WADSTD.ZIP) DMVIEW11.ZIP. DoomView 1.1 by Michael Swanson. It works only with Doom Shareware 1.0 and 1.1. I hope these files can be useful to you. Editors Updated.zip
  4. thestarrover

    DOOM BBS Add-Ons: An 800+ WAD mega dump

    You're welcome! DEU 5.2 is here ( The Unsorted Collection, cd.textfiles.com). I found Deth 3.5 and 3.87 on two CDs, but due the presence of commercial/registered games I cannot share the link here. Anyway I can upload the file on archive.org. There are many Doom and Heretic files in there (wads, tools, utilities). In the past months I collected and downloaded a lot of Cds and a couple of BBS archives but I haven't had the time to upload them. About the missing files/versions I found the following files: DETH412B.RAR JBSP102.RAR NWT 1.0 is on Gold Medal Volume 5, but I could be wrong.
  5. thestarrover

    DOOM BBS Add-Ons: An 800+ WAD mega dump

    @fraggle This seems to be the right file: deu52.zip
  6. thestarrover

    DOOM BBS Add-Ons: An 800+ WAD mega dump

    Included in the zip: all the DETH versions I was able to find on my archive, another copy of DEU5BETA.ZIP found on a Mediashare cd, DEU II by Adler and three versions of DIE -Doom Image Editor. DETH +EXTRA.zip
  7. thestarrover

    DOOM BBS Add-Ons: An 800+ WAD mega dump

    I found on my archive these versions: 2.1, 2.2, 2.5, 3.0, 3.5, 3.7 (unzipped), 3.85, 3.87, 3.89, 3.92, 4.14b, 4.16b.
  8. thestarrover

    DOOM BBS Add-Ons: An 800+ WAD mega dump

    Right now I don't remember if it has been already mentioned, but Joe Wilcox (Simply Silly Software) released in May 1994 ( according to the date of DEUH.EXE) an hacked version of Deu 5.1 called DEUH 1.0 ( Beta version) DEUH.DOC ================================= This is a beta release Please use it at your own risk ================================= Welcome to DEUH 1.0· (also known as DEU 5.1 hack version 1.0). This new 'Hack' of DEU has many improvements over it's original. See the file WHYAHACK for a story on why I hacked this. I would like to give credit to the following people for their work on DEU 5.1, and BSP. Raphael Quinet & Brendon J. Wyber for DEU 5.1 Colin Reed for BSP. If you haven't guessed, this hack contains code from both of the above. In fact one of the major features is that DEUH contains the node builder in BSP. Translation: Perfect PWADS. Before I go in to quickly explaining the new features in a bit a detail (like how to use them), let me say this. DEUH can ONLY (I repeat ONLY) use the BGI driver SVGA256.BGI! Also, I know of a bug in the video init. code. Please only use the following values for VIDEO in DEUH.INI.... 02 - 640x480x256c 03 - 800x600x256c 04 - 1024x768x256c Also, this is a beta. It's constantly changing, and being redesigned. I know of several bugs. I will include a full list at the end of this file. I will also release the source with the final release, but if you want it sooner, just email me. Ok, on to the show. NEW FEATURE #1: Improved interface.... I have greatly improved the interface used by DEU. A quick list of improvements are... ˛ Mouse in SVGA modes ˛ Easier to read displays ˛ Better ZOOM and Grid handling ˛ Better mouse support in general. Mouse is SVGA! That's right. I have added a full featured software mouse cursor. Now you can see what your doing without that ANNOYING fake cursor. In fact, don't use the FAKE CURSOR...It's not supported, and I have not removed it yet. Also, the ruler is no longer supported. The LINEDEF display's now show length of the linedef. I have updated all of the displays, and improved either they look (in my opinion) or the amount of information they give. For example, the LINEDEF display tells you the length. The Sectors display show what linedefs effect the sector (and what effect they have on it). The things can now show the actual sprite for the object as well as a easy to read compass rose for direction (this is changing in the next release...) I have improved the ZOOM and Grid handling abilities in DEU. The grid can now be hidden while objects still snap to it. You can quickly switch between ZOOM factors, and even the grid color can be customized. A BIG change, is the grid is hidden while the map scrolls. This GREATLY increases scroll speeds. Let's talk about the new mouse/keyboard support. Here is the new mouse button layout... Left Mouse Button - Like DEU... Mark and UnMark an object Shift+Left Mouse Button - Like DEU... Drag a selection box Alt+Left Mouse Button - Deletes currently selected object. Right Mouse Button - Like DEU drags an object. Shift+Right Mouse Button - Edits the selected object (will be changed to CTRL in next version). Notice when you press and hold the ALT key, the cursor changes color to RED. This is to show the change. When you are editting Vertexes, you can press BACKSPACE to switch from Mark/Unmark mode to AutoLink mode. In AutoLink, when ever you select 2 vertexes, DEUH will automaticly create a linedef between them. When you are editting Things, you can press BACKSPACE to switch to Stamp mode. When in stamp mode, pressing the mouse button will create a new instance of the last things you had selected. Press BACKSPACE to switch back (same for Autolink mode). Notice the little info box at the bottom right hand corner of the screen. It tells you your current location in the map, as well as button modes, etc. When editting LINEDEF's, you have 2 new keys. You can press "F" to flip the linedef (same as Flip LineDef in F8). If you hold SHIFT while pressing "F", will swap the sidedefs, but keep the vertexes where they belong. You can also press "." to split the linedef and add a vertex. Anytime you create a LINEDEF, DEUH will test to see if it splits a sector. If it does, DEUH handles this automaticly. But there is a bug. DEU's (and DEUH's) SplitSector routine fail is there are any sectors inside that are split. I'm working on this... Some other neat keyboard commands are... ALT-1 through ALT-0 and SHIFT-ALT-1 through SHIFT-ALT-0 will quickly change the ZOOM factor to 1:1 through 1:10 and 1:11 through 1:20. It also centeres around where the mouse is pointer to. ALT-G hides the grid, but keeps all objects snaping to it. ALT-[-] (read: Alt minus) and ALT-[+] will scroll through the grid color. I will added a command to the INI to allow you to set it from the start. Oh.. you can also now view all the sprites from inside the editor. When in Things mode, press ALT-I (misc menu) and select view sprites. More changes are coming to the interface (an no, the Make Stairs from Sector option is now finished; It's partly there, but not done yet.) so if you have a suggestion, please email me. NEW FEATURE #2: BSP 1.1x built in. That right, I threw the node builder in DEU 5.1 out (it did not work) and have merged BSP 1.1x in. Let me tell you, it was not easy, and still has a few bug. They are... ˛ You can't press ESC to abort like you are told. ˛ If you opt to to rebuild, then DEUH does not save the data correctly. THIS ONLY OCCURES if you get the "You must rebuild" message. You can still change textures, etc and not have to rebuild. ˛ After building a PWAD, you have to exit. It's not freeing out all of the memory it is using. ˛ It's limited to building PWADS no larger than 160k. I could build my larget PWAD, but still can't build Episode 2 Mission 7. Working on it through. ˛ The fill bar at the bottom of the window does not represent amount of time left (or % done). It can flip over any number of time. All it says is "Look at me.. I'm working". But, the good news is, DEUH creates perfect PWADS. Although it's not as fast as BSP (BSP is uses a DOS-Extender and works much faster) it does work. NEW FEATURE #3: Revision Tracking... DEUH will now keep multiple backup copies of your pwad. Anyone know has ever tried to create a pwad should love this feature. Currently, you have to restore them by hand but in the next build, DEUH will have the REVERT command added. These files use the name .. filename.Rxx, where filename is the name of your pwad, and xx is the revision number. You must turn on 2 settings in DEUH.INI: "revisions=TRUE" turns revision tracking on (DO NOT TURN IT OFF IN THIS BETA.. BIG TIME BUG that trashes the WAD) "maxrevisions=xx" tells DEUH the max. # of Rxx file it can create before it should loop around. The revision tracker uses the .Rxx file's time&date stamp to keep track of which is the newest. NEW FEATURE #4: Better memory SWAP support. DEUH will swap more things out to disk, thus allowing you to work on larger maps. EMS support is being designed. COMING SOON: ------------ Here is what I will be working on over the next week or two (besides trying to correct any bugs). ˛ Finished the Create Stairs from Sectors, and added the Create Hidden stairs from Sectors. ˛ Allow DEUH to save sectors out to a file, thus creating pre-defined rooms, etc. ˛ Allow DEUH to build E2M7, and imporve the swap routines (even add EMS). ˛ Several little interface changes. ˛ Finished Revision Tracking support ˛ Add the ALT-T hotkey that will shell DOOM so you can test the wad. ˛ Who kowns... any suggestions. HOW TO MAKE A COMMENT, REPORT A BUG, ETC. ----------------------------------------- DO NOT CALL ME, or SIMPLY SILLY SOFTWARE. I will not support DEUH over the phone (I have enough trouble supporting DM). If you have a comment, bug, or suggestion, then please E-MAIL me at joewilcox@aol.com HOW TO GET THE SOURCE CODE -------------------------- It's free, just email and ask. I will release the code with the actual release of DEUH. Until then, you need to ask for it. ============================================================================= T H I S I S A B E T A - R E M E M B E R T H A T ============================================================================= btw: These are not the final docs... DEUH_B01.ZIP ( Power Duke CD) . Also included, unzipped, in few other CDS.
  9. thestarrover

    DOOM BBS Add-Ons: An 800+ WAD mega dump

    @fraggle @ETTiNGRiNDER When I can I will upload the doom, heretic and hexen files so you can take a look at them.
  10. thestarrover

    DOOM BBS Add-Ons: An 800+ WAD mega dump

    BSP20X.RAR BSP21X.RAR BSP22X.RAR Downloaded from http://www.owlserver.de:2080/ftp/pub/echo/games/g_idsoft.add.dm2/ sometime ago. The site seems to be offline, or very slow to load. I downloaded the full site. There are files ( wads and utilities) for Doom, Doom 2, Heretic, Hexen.
  11. thestarrover

    DOOM Archaeology: The First 25 WADs

    DB TOOL CLUB CD #14 (archive.org) Current Shareware 2 ( Cd.Textfiles.com)
  12. thestarrover

    DOOM BBS Add-Ons: An 800+ WAD mega dump

    I have the following files: BSP20X.RAR. BSP21X.RAR, BSP22X.RAR, BSP23X.RAR (versions 2.0, 2.1, 2.2, 2.3) Are these the files you are looking for? BSP20.TXT This is BSP version 2.0 dos extended, written by Colin Reed: creed@graymatter.on.ca. Please send all comments and/or questions about BSP to Lee Killough (killough@rsn.hp.com), since Colin Reed is too busy now. ----------------------------------------------------------- New to 2.0x: Multilevel support!!! Automatically builds all levels in wad. Does not strip textures or other lumps from wads anymore!!! Supports HOM-free transparent doors: Simply make the sector referenced by the doortracks have a sector tag of >= 900. No need to remember sector numbers and type them in on a command line -- just use any sector tag >= 900 to permanently mark the sector special. See TRANSDOR.WAD for an example of sector tags in the 900's being used to create HOM-free transparent door effects. ----------------------------------------------------------- Changes from 1.4x to 1.5x: Replaced GO32.EXE with newer version, to support Windows and DPMI. ----------------------------------------------------------- Changes from 1.3x to 1.4x: Lee Killough: Fixed bug which caused BSP to "do nothing" on systems where GO32.EXE was not in the user's path. Added -factor option to allow changing the heuristic used by the node picker. Factor can be any positive integer, and the larger the factor, the more costly seg splits are. A factor of 17 is the default and behaves just like earlier versions of BSP. Changing the factor can sometimes prevent visplane overflows in wads. But then again, some wads have just too many visible 2s linedefs for the node builder to make a difference. If you have visplane overflows, experiment with the -factor option before giving up. ----------------------------------------------------------- Changes from 1.2x to 1.3x: New version due to performance enhancements by Lee Killough (killough@rsn.hp.com). Runs at least 3 times as fast as before, due to changes in PickNode. Same results are obtained, but with greater speed. Differences from 1.2x: PickNode() rewritten to maximize performance. New PickNode() algorithm features pruning strategy which allows inner loop to exit as soon as a seg is detected as being worse than the best so far. All floating-point arithmetic inside inner loop has been eliminated. GetVertexes() changed and Reference() removed, replaced with a faster vertex renumbering algorithm which also removes lines of length zero. IsLineDefInside() tuned by eliminating bit mask variable. Functions are static, to reduce code size by permitting total inlining. Various other minor performance enhancements ----------------------------------------------------------- Changes from 1.1 to 1.2x: New version 1.2 due to bug found by Mark Harrison that caused some problems with flipped segs having their textures buggered up. The GO32 dos extender has been pre-pended to the executable. ----------------------------------------------------------- This builds a BSP node tree for your DOOM wad files. Usage: BSP [-factor nnn] <input file> [<output file>] If no output file is specified 'tmp.wad' is written. ----------------------------------------------------------- This ZIP includes the fullly commented source code for all you Doom editor/utility writers out there. ----------------------------------------------------------- A known problem is a conflict between the GO32 dos extender and QEMM's DPMI... put 'set GO32=nodpmi' in your autoexec.bat to avoid problems. ----------------------------------------------------------- Future enhancements (possibly, depending on demand): * Ability to specify level(s) to build separately * Reject map build * Automatic visplane overflow protection (no, really!) BSP21X.TXT This is BSP version 2.1 dos extended, written by Colin Reed: creed@graymatter.on.ca. Please send all comments and/or questions about BSP to Lee Killough (killough@rsn.hp.com), since Colin Reed is too busy now. ----------------------------------------------------------- Changes in 2.1x: Lee Killough 06/03/97 Fixed design bug which caused invisible barriers or disappearing Things. Problem was in how segs parallel to a partitioning node line were partitioned -- they were partitioned according to sidedef, rather than vertex, orientation w.r.t. the node line. Flipping the affected seg's linedef usually fixed the problem. Now a parallel seg is properly partitioned either on the left or right side of a node line depending on whether the two segs are in the same direction or not, not whether they are both flipped or not. Credit should go to Jan Van der Veken <h5019065@khk.be>, for providing me with a demo wad which clearly illustrated the disappearing Things bug. Added special effects features: If a linedef has a sector tag >= 900, then it is treated as "precious" and will not be split unless absolutely necessary. This is good to use around borders of deep water, invisible stairs, etc. Furthermore, just for grins, if the linedef's tag is 999, then the sidedefs' x-offsets set an angle adjustment in degrees to be applied -- you can look straight at a wall, but it might come right at you on both sides and "stretch". ----------------------------------------------------------- New to 2.0x: Multilevel support!!! Automatically builds all levels in wad. Does not strip textures or other lumps from wads anymore!!! Supports HOM-free transparent doors: Simply make the sector referenced by the doortracks have a sector tag of >= 900. No need to remember sector numbers and type them in on a command line -- just use any sector tag >= 900 to permanently mark the sector special. See TRANSDOR.WAD for an example of sector tags in the 900's being used to create HOM-free transparent door effects. ----------------------------------------------------------- Changes from 1.4x to 1.5x: Replaced GO32.EXE with newer version, to support Windows and DPMI. ----------------------------------------------------------- Changes from 1.3x to 1.4x: Lee Killough: Fixed bug which caused BSP to "do nothing" on systems where GO32.EXE was not in the user's path. Added -factor option to allow changing the heuristic used by the node picker. Factor can be any positive integer, and the larger the factor, the more costly seg splits are. A factor of 17 is the default and behaves just like earlier versions of BSP. Changing the factor can sometimes prevent visplane overflows in wads. But then again, some wads have just too many visible 2s linedefs for the node builder to make a difference. If you have visplane overflows, experiment with the -factor option before giving up. ----------------------------------------------------------- Changes from 1.2x to 1.3x: New version due to performance enhancements by Lee Killough (killough@rsn.hp.com). Runs at least 3 times as fast as before, due to changes in PickNode. Same results are obtained, but with greater speed. Differences from 1.2x: PickNode() rewritten to maximize performance. New PickNode() algorithm features pruning strategy which allows inner loop to exit as soon as a seg is detected as being worse than the best so far. All floating-point arithmetic inside inner loop has been eliminated. GetVertexes() changed and Reference() removed, replaced with a faster vertex renumbering algorithm which also removes lines of length zero. IsLineDefInside() tuned by eliminating bit mask variable. Functions are static, to reduce code size by permitting total inlining. Various other minor performance enhancements ----------------------------------------------------------- Changes from 1.1 to 1.2x: New version 1.2 due to bug found by Mark Harrison that caused some problems with flipped segs having their textures buggered up. The GO32 dos extender has been pre-pended to the executable. ----------------------------------------------------------- This builds a BSP node tree for your DOOM wad files. Usage: BSP [-factor nnn] <input file> [<output file>] If no output file is specified 'tmp.wad' is written. ----------------------------------------------------------- This ZIP includes the fullly commented source code for all you Doom editor/utility writers out there. ----------------------------------------------------------- A known problem is a conflict between the GO32 dos extender and QEMM's DPMI... put 'set GO32=nodpmi' in your autoexec.bat to avoid problems. ----------------------------------------------------------- Future enhancements (possibly, depending on demand): * Ability to specify level(s) to build separately * Reject map build * Automatic visplane overflow protection (no, really!) BSP22X.TXT This is BSP version 2.2 dos extended, written by Colin Reed, Lee Killough Please send all comments and/or questions about BSP to Lee Killough (killough@rsn.hp.com). ----------------------------------------------------------- Changes in 2.2x: Lee Killough 10/97: Added -vp option to reduce the chances of visplane overflows, without loss of detail. Using -vp causes node line picker to choose node lines in a way that is empirically known to reduce or eliminate visplane overflows (see visplane.txt). No guarantees, though!!! Added -vpwarn option to warn about possible visplane overflows (see visplane.txt). -vpmark option also added, which leaves permanent marks in the form of player 1 starts. It's a good idea to write to a separate output file when using this option!!! You can then use an editor, play each alternate player start, and see if each one causes visplane overflows, and then remove it. Usually no- clipping must be used, at least to step out from the wall, since it inserts player starts without regard to collisions, and it uses walls as a basis for visplane calculations. Added -noreject option, to allow building nodes without messing up an already-built reject map. Added -thold option to change the visplane threshold. May be used to report more potential visplane overflows if the -vpwarn or -vpmark approximations estimate too few visplanes. Default threshold is 128. Changed the way level markers in the lump directory are handled, to accomodate DCK3.61, EdMap, and perhaps other editors. Some editors, such as DCK3.61, do not always set the length field in a level marker to 0, and EdMap requires that the offset field in a level marker be equal to the offset of the first resource. ----------------------------------------------------------- Changes in 2.1x: Lee Killough 06/97 Fixed design bug which caused invisible barriers or disappearing Things. Problem was in how segs incident to a partitioning node line were partitioned -- they were partitioned according to sidedef, rather than vertex, orientation w.r.t. the node line. Flipping the affected seg's linedef usually fixed the problem. Now an incident seg is properly partitioned either on the left or right side of a node line depending on whether the two segs are in the same direction or not, not whether they are both flipped or not. Added special effects features: If a linedef has a sector tag >= 900, then it is treated as "precious" and will not be split unless absolutely necessary. This is good to use around borders of deep water, invisible stairs, etc. Furthermore, just for grins, if the linedef's tag is 999, then the sidedefs' x-offsets set an angle adjustment in degrees to be applied -- you can look straight at a wall, but it might come right at you on both sides and "stretch". ----------------------------------------------------------- New to 2.0x: Multilevel support!!! Automatically builds all levels in wad. Does not strip textures or other lumps from wads anymore!!! Supports HOM-free transparent doors: Simply make the sector referenced by the doortracks have a sector tag of >= 900. No need to remember sector numbers and type them in on a command line -- just use any sector tag >= 900 to permanently mark the sector special. See TRANSDOR.WAD for an example of sector tags in the 900's being used to create HOM-free transparent door effects. ----------------------------------------------------------- Changes from 1.4x to 1.5x: Replaced GO32.EXE with newer version, to support Windows and DPMI. ----------------------------------------------------------- Changes from 1.3x to 1.4x: Lee Killough: Fixed bug which caused BSP to "do nothing" on systems where GO32.EXE was not in the user's path. Added -factor option to allow changing the heuristic used by the node picker. Factor can be any positive integer, and the larger the factor, the more costly seg splits are. A factor of 17 is the default and behaves just like earlier versions of BSP. Changing the factor can sometimes prevent visplane overflows in wads. But then again, some wads have just too many visible 2s linedefs for the node builder to make a difference. If you have visplane overflows, experiment with the -factor option before giving up. ----------------------------------------------------------- Changes from 1.2x to 1.3x: New version due to performance enhancements by Lee Killough (killough@rsn.hp.com). Runs at least 3 times as fast as before, due to changes in PickNode. Same results are obtained, but with greater speed. Differences from 1.2x: PickNode() rewritten to maximize performance. New PickNode() algorithm features pruning strategy which allows inner loop to exit as soon as a seg is detected as being worse than the best so far. All floating-point arithmetic inside inner loop has been eliminated. GetVertexes() changed and Reference() removed, replaced with a faster vertex renumbering algorithm which also removes lines of length zero. IsLineDefInside() tuned by eliminating bit mask variable. Functions are static, to reduce code size by permitting total inlining. Various other minor performance enhancements ----------------------------------------------------------- Changes from 1.1 to 1.2x: New version 1.2 due to bug found by Mark Harrison that caused some problems with flipped segs having their textures buggered up. The GO32 dos extender has been pre-pended to the executable. ----------------------------------------------------------- This builds a BSP node tree for your DOOM wad files. Usage: BSP [-factor nnn] <input file> [<output file>] If no output file is specified 'tmp.wad' is written. ----------------------------------------------------------- This ZIP includes the fullly commented source code for all you Doom editor/utility writers out there. ----------------------------------------------------------- A known problem is a conflict between the GO32 dos extender and QEMM's DPMI... put 'set GO32=nodpmi' in your autoexec.bat to avoid problems. ----------------------------------------------------------- Future enhancements (possibly, depending on demand): * Ability to specify level(s) to build separately * Reject map build If they are the right files I can upload them here. Let me Know :)
  13. thestarrover

    List of PWADs from members of old/defunct Doom Modding Teams

    Other wads by Danny Lancashire and Stuart McKendrick (Yeti) Danny Lancashire: Dandeus Danz11 (with B Vanetta) Hate Load Speed Stuart McKendrick (Yeti) 1breathe ARENA Battery Bleed Breathe Tower Openair Ozone Ruins All wads: yeti.co.uk_wads.zip
  14. thestarrover

    DOOM BBS Add-Ons: An 800+ WAD mega dump

    There is also this Aesopian Doom Editor 1.01 by Jason Dunn released on December 22, 1993 for Doom 0.99. (Supergames volume 4 but also in volume 2)
  15. thestarrover

    DOOM Archaeology: The First 25 WADs

    You are definitely right! I focused on the dates and completely forgot the subject of the topic. Sorry!
  16. thestarrover

    The Official 'Trying to Find a Specific WAD' Thread

    I don't remember downloading it so I don't know what type of level it was and when it was released, but I found two maps with the same title for doom 2, both from the 90s. I hope one of them is the right one. :) Evilwads.zip
  17. thestarrover

    DOOM BBS Add-Ons: An 800+ WAD mega dump

    What about the Doom Object Editor (DOE10.ZIP) by Dean Helsley released 02/13/1994? I cannot find it on the Doomwiki. Is it maybe a custom/modified version of another editor?
  18. thestarrover

    DOOM Archaeology: The First 25 WADs

    I wrote the post precisely for this reason, since I am absolutely not an expert, but the topic is really interesting and I would like to know it better. E1L1.wad in my opinion is an original level: we know the author and the release date seems to have been preserved since the file was zipped. I've checked out some of the many modified E1m1 levels I have in my archive but they were all released later and/or are completely different. I have some doubts about MRE1WADS.ZIP instead. Alongside with MRE1WADS.ZIP in Cream of the Crop 3 cd there are 23castle.wad and Maniac.wad by Jean-Franáois Brissette (DMMANI.ZIP) All three were published between March 27 and 28, 1994 but only 23castle.wad is in the list and I'm curious to know the reason for their exclusion. MRE1M1.WAD AND MRE1M4.WAD, in some CDs, have been released separately as MRE1M1.ZIP and MRE1M4.ZIP but the release dates are identical to the "collected" release. Both levels have been converted for Doom 2 and included in the Maximum Doom CD, as reported on Classicdoom.com (MRE1M12.WAD and MRE1M42.WAD) In the PC Zone December 1994 CD, Computer Shopper Subscription CD and Boink! cd there is a wad called E1L1.WAD (E1L1.ZIP) released on 03/13/1994. it is a modified version of E1M1. No text file and unknown author.
  19. thestarrover

    DOOM Archaeology: The First 25 WADs

    These wads appear to have been released by the end of March 1994: E1L1.WAD 03/19/1994 by Eric Stenborg E1L1.TXT 03/19/1994 E1L1.ZIP on the The Arcade Room BBS File Archive (archive.org) or HERE (cd.textfiles.com) MRE1M1.WAD (modified E1M1) 03/27/1994 MRE1M4.WAD (modified E1M4) 03/28/1994 No text file included. Unknown author Levels included in MRE1WADS.ZIP (03/28/1994) Download: The 640 Meg Shareware Studio Vol 5 (1994) or Cream of The crop 3 1994 or Retroarchive Is it possible that these release dates are right?
  20. thestarrover

    DOOM BBS Add-Ons: An 800+ WAD mega dump

    If this can be usefulI, another copy of BATTLE.ZIP is available in the Cobra Utilities For Doom & Doom II (1994) Disc 2" Cobra 3B" (unfortunately Archive.org doesn't show the full content). This copy includes a FILE_ID.DIZ file. BATTLE.ZIP EDIT: also available as BATTLE.WAD (BATTLE.ZIP) in the Levelmania cd. Release date and SHA1 are identical to the copies already posted. Probably the CD compiler/publisher simply changed the name.
  21. thestarrover

    DOOM BBS Add-Ons: An 800+ WAD mega dump

    I feel really dumb! I've looked at that cover many times but I've never read it! XD XD
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