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INTRODUCTION 1.1 Cooperative 1.2 Deathmatch 1.3 Compatibility 1.4 Resources used 1.5Additional graphics 1.6 Midi music 2. STORY 3. INSTALLATION 4. LEVEL INFORMATION 5. BUGS 6. AUTHOR INFORMATION 6.1 Levels 6.2 Testers & Misc 6.3 Additional thanks 7. LEGAL STUFF 7.1 Textures 7.2 Levels ----------------  INTRODUCTION ---------------- Alien Vendetta offers 32 all new levels, ranging from small fast-paced tech-styled ones, to complex medieval- and hellish-themed maps. Variety was to be expected considering several authors had a hand in the making of these maps and as no specific criteria were given to them. AV originated in '96 as a one-man project, but saw many transitions and was eventually made a team effort in August 1999. What started out as a pure "Hell Revealed" follower balanced out to be something in-between that and a more classic looking megawad. We decided to put more emphasize on detailed architecture while trying to keep the at times ultra hard gameplay in focus. Admittedly recreating the intensity of "Hell Revealed" while trying to create more commonly scaled maps turned out to be quite a challenge. As a result the hardness was tuned down a bit, and fun gameplay became more important than making it as hard as possible. When that's said, AV still holds a somewhat harder skill setting than any serious megawad with the exception of "Hell Revealed" and its sequal. In the tougher maps it will indeed challenge the best players on Ultraviolence, and would probably be more frustrating than fun for the common Doomer. Fortunately we put effort into all levels of difficulty, and would advise anyone who is not looking for hordes of monsters (and the need for planning in order to survive) to play skill 2 or 3. AV skill 3 plays much like "The Plutonia Experiment" does on its skill 4. Skill 2 would be the favourable pick for anyone who wants to have a more relaxed journey through the levels (be warned tho, even on skill 2 AV holds a few surprises =) Altho map continuity exists between a few levels we decided to go for variation instead of a one-themed 32 level scenario. This difference in scenery from map to map hopefully contributes to less redundant gameplay. Each level is completable from scratch, but when approached this way it should be noted that secret areas become vital for health and ammo supply. The first episode consists of a variety of "earthly" themed maps/bases and a few tech facilities. Difficulty here leans more towards easy even on skill 4, and primarily functions as a warm-up. Episode 2 starts out with a series of techbases and ends up in a more brick styled fashion. The first really hard scenes for the average player will occur in this episode. The final chapter is mainly hell themed and holds the most extreme levels in terms of hardness. A few of these are up to "Hell Revealed" difficulty. If you're looking for a challenge combined with atmospheric levels, Alien Vendetta should be right up your alley. Enjoy :) [1.1 Cooperative] Too often you find that a collection of maps have not been properly balanced for cooperative play...most notably lack of additional ammunition is a common flaw. AV had a 2 player cooperative test on it before release and all maps should hold enough ammo to make pistol-only redundancy a rarity. This does depend to some degree on the players of course, and map knowledge is often essential in the harder AV levels. Locating secrets and cooperative shortcuts should be some of the fun tho. The larger levels have been "tagged" with stay-open doors which will prevent backtracking for keys in parts of the maps the players already visited. Altho even more monsters accompany cooperative play, all maps are completable from scratch w/o dying given the additional ammunition and health (yeah, even map24 =). Hopefully AV will offer some fun hours of dooming for the coop hungry ones. [1.2 Deathmatch] Altho all maps in AV support deathmatch play, many of them are not suited for it at all. We did provide some deathmatch arenas for a few of the levels, these are: Map04, 07, 10, 14, 27 & 30. As for the rest of the levels, the dm starts are there more so to prevent the game from crashing out. [1.3 Compatibility] AV does not require any port to run. It was constructed with vanilla Doom2 v1.9 exe in mind. However, if you decide to run it with your favourite port, make sure features such as jumping are disabled as the levels were not constructed with these taken into consideration (and may cause the player to get stuck at otherwise inaccessible spots and what not). Note that running AV with Zdoom or Legacy will cause the menu graphics to be somewhat displaced. [1.4 Resources used] AV was compiled with textures from the following sources: Heretic & Hexen by Raven Software Final Doom by Team TNT / id Software Ultimate Doom by id Software Duke Nukem 3d by 3DRealms Osiris.wad by Glen Payne & Marshal Bostwick [1.5 Additional graphics] Statusbar, titlepic/interpic/bossback screen and menu graphics, BIWALL, D(1-3), MUTA(1-7), MUTA18, MUTX(01-03), TELEP2_6, RSKY2 by Kim Malde EGWALL19, EGWALL20, EGBIGW4, EGBIGW5, EGSTAT(1-6), EGCART(1-5), EGMASK(1-2), WOOD14 by Vincent Catalaa [1.6 Midi music] There is one new track in AV, running on map 20 (see author credits at section 6.2). The rest of the midi files were picked from the following sources - Ultimate Doom: Map02, 03, 05, 07, 11, 12, 13, 14, 16, 23, 27 & 28, Doom2: 26, Duke Nukem 3D: 10 & 31, Final Doom: 17 & 18, Rise of the Triad: 06, 24, intermission & story tracks, Heretic: 15, 19, 21, 25 & 29, Dwango6: Intro track, Other sources: 01, 04, 08, 09, 22, 30 & 32. ---------  STORY --------- Yeah right. Sure. Mhm. UAC...gateways...mad screams...crates and stuff... ----------------  INSTALLATION ---------------- Duh...ok, well here we go: -Unpack the files contained in av.zip into a folder -Start the installation process by clicking the exe file After installing the wad start the game like this: doom2.exe -file av.wad For multiplayer, use a frontend like dm.exe and select your preferred settings, or simply use this command line: ipxsetup -file av.wad -warp 01 -skill x -nodes y (where "x" represents the level of skill from 1-5, and "y" the number of players from 1-4) ---------------------  LEVEL INFORMATION --------------------- Map01 Level name : Sunset Author(s) : Martin Aalen Hunsager Editor(s) used : Deth Bugs : None Inspiration : Kim "Mutator" Malde's work Authors comments : A level which was created back in June '97. It was my first map then, but it was planned carefully from the beginning and turned out to play rather well. Map02 Level name : Rusty Rage Author(s) : Anders Johnsen Editor(s) used : Deth v4.16B, Zennode v1.0.8 Bugs : Neh Inspiration : Ultimate Doom Episode 1 Authors comments : Combining brown/yellow/orange textures turned out quite ok here, its one of the few maps of my own that I feel satisfied with. Wanted to have one Udoom ep1 lookalike in AV, and altho I felt like constructing more on it I was restrained by the early map number it was planned for. And the texturing didn't turn out pure Udoomish either as that yellow Doom2 charateristic rock texture dominates. I hope those tower-imps dosn't turn out too frustrating, it should at least give something to strive for in making a good demo. Map03 Level name : Cargo Depot Author(s) : Mattias Berggren Editor(s) used : Deth Bugs : None Inspiration : None specific Authors comments : This is my first map for AV, built in the end of '99. A typical complex Doom2 style in this level, with crates a little here and there. Map04 Level name : Seclution Author(s) : Mattias Berggren Editor(s) used : Deth Bugs : None Inspiration : None specific Authors comments : Built in spring 2000. I wanted to make an UDoom style in this level, first time I did that, so it took a long time to build this one, but I think it turned out quite well. A nice combination of Udoom style mixed with the good ol' Doom2 style. Map05 Level name : Crimson Tide Author(s) : Anders Johnsen Editor(s) used : Deth v4.16B, Zennode v1.0.8 Bugs : Neh Inspiration : Doom2 map14, Plutonia map18 Authors comments : My 2'nd last creation for AV, and I belive - my best. Gameplay turned out the way I wanted, and I'm satisfied with the visuals. I was originally going to update an older map of mine, but ended up redoing it completely as it was way too simplistic. Map06 Level name : Hillside Siege Author(s) : Lee Szymanski, Anthony Soto Editor(s) used : Deepsea 11.30 Bugs : none as yet Inspiration : none as yet :) Authors comments : This map was originally developed for a project by Adam Windsor. Unfortunately the map took a year or so too long to complete! Sorry Adam. Map07 Level name : Showdown Author(s) : Anders Johnsen Editor(s) used : Deth v4.16B, Zennode v1.0.8 Bugs : Neh Inspiration : Plutonia map07, Doom2 map07 Authors comments : Tried to have a classic map07 approach here, and aiming for a near optimizable gameplay. This meant however, that the hardness of the gameplay had to be tuned down. The first gameplay outline for this map had the entire ledge around the startarena covered with chaingunners. The thought of some hungarian cursing my name while trying to do it -fast made me change it tho =P Deliberate rocket jump over exit cliff implemented to make it more interesting for speedrunning. Map08 Level name : Beast Island Author(s) : Jan Endre Jansen & Anders Johnsen Editor(s) used : Deu2, Deth v4.16B, Zennode v1.0.8 Bugs : Neh Inspiration : Various maps from Hexen Authors comments : Jani> This was originally going to be part of my own project (way back :) The first sections until the grey mountain passage was originally going to be map01 in my project, the following outdoor area used to lead to a castle, but this was replaced by the current fortress. Andy> Jan made the original level which this one is built on, the first half of the map with the ruins and the passageway through the grey mountain area is kept identical to his work (which dates back to 98' infact). It had a castle part which I replaced by the island fortress (which originally was a standalone map I made in 96'). Map09 Level name : Castle Gardens Author(s) : Kim AndrŠ Malde Editor(s) used : Deu2, Deth v4.16B, Zennode v1.0.8 (serveral versions) Bugs : None Inspiration : If I remember correctly, I was inspired by the RPG D&D (boardgame), and when I was in Turkey somewhere in Alanya I got to see old ruins of city-walls, these together with old Roman architecture in Ephesus made an impact on all my doom-mapping work. Authors comments : This was my first level for Doom2... I had barely experimented with the basics prior to this one. It dates back all the way to 1996 and clearly stand apart from my more recent creations. It went through alot of renovations through the years. The start opens up with some mountain formations, this is something I got from RL, it came out a bit twisted from my mind tho :) Map10 Level name : Toxic Touch Author(s) : Kim AndrŠ Malde Editor(s) used : Deu2, Deth v4.16B, Zennode v1.0.8 (several versions) Bugs : One HOM that I'm aware of (get over it :) Inspiration : The Dm part is a hopefully obvious direct remake of QDM4. As far as the rest of the map goes, it's origin is much like that of "Castle Gardens" (see above). Authors comments : Also a very early creation of mine from 96', a direct followup to map09, this one taking you down into a nasty sewer area supposedly located under "Castle Gardens". The last half of the map was created at a later point, and was originally a part of a mini-wad project I was making called "Kingdom". Like with map09 this one have gone through several modifications. I truly remember the first linedefs I layed out at Anders' place a late Saturday in 96'. This area was later referred to as "the spider" (It's actually the nukage formation in the beginning of the map, just above the bridge, looks like spider-legs on the automap :) Map11 Level name : Nemesis Author(s) : Martin Aalen Hunsager Editor(s) used : Deth v4.16B, Zennode v1.0.8 Bugs : None Inspiration : Ultimate Doom's e4m6, Dystopia map06 Authors comments : There turned out to be a lot of great views in this map. Some luck, but also many days and nights with work. Map12 Level name : Entropy Author(s) : Adam Windsor (the first few rooms) / Brad Spencer Editor(s) used : wadauthor, deth Bugs : None Inspiration : - Authors comments : This was actually 3 levels for a project Adam was fooling around with. We were (along with a few others) remaking the levels of doom2 so that they would fit with their level names. The first area by adam is "The Entryway", the part after the slow elevator is "The Underhalls", and the area after the teleporter is "The Gantlet" (Gantlet being a synonym for Gauntlet - Attack from all sides). Map13 Level name : Suicidal Tendencies Author(s) : Brad Spencer Editor(s) used : wadauthor, deth Bugs : None Inspiration : - Authors comments : Originally, this map was going to be a lot like UDoom's "Spawning Vats" (my favorite doom level). But I drifted away from that idea and it took on it's own sort of style. I'm generally pleased with this level, but never the less, I went back and redid large portions of the level ;) Anders also made some minor changes. Map14 Level name : Overwhelming Odds Author(s) : Brad Spencer Editor(s) used : wadauthor, deth Bugs : None Inspiration : - Authors comments : This is actually one of my favorite maps (out of the ones that I have made). Lots of ammo, and plenty of killing go on, trying to emulate HR style as best as I can. There's even a "reminder" of HR in the map... Map15 Level name : Bulls on Parade Author(s) : Madani El hariri, with parts edited by Yashar Garibzadeh, Anthony Soto & Anders Johnsen Editor(s) used : DCK, Deth v4.16B, Zennode v1.0.8 Bugs : None Inspiration : At first, nothing then I started playing beautiful and exciting wads and megawads like The Darkening ep1 and 2, Hell Revealed and Alien Vendetta :) to get some inspiration. Authors comments : (comments by Madani) My first map. The editing lasted about 8 months, during which I learned the basic skills of mapmaking. The names comes from one of Rage against the Machine's famous song. Don't the hundreds of pink pigs rushing toward you in the final arena look like bulls? Map16 Level name : Mutual Destruction Author(s) : Brad Spencer Editor(s) used : wadauthor, deth Bugs : None Inspiration : - Authors comments : %#@*! This map has gone through so many stages. First, it was a sort of space-station, and you got teleported down to a medieval sort of planet. But then, after a year had passed, I looked back at the map and I hated basically the whole thing. (Anders has this "problem" as well, hehe). I scrapped almost the entire medieval section, which was quite huge, and re-worked a good deal of the map. The end result is good I guess, but this map was a pure pain in the ass to make. Map17 Level name : Nukefall Author(s) : Anders Johnsen Editor(s) used : Deu2, Deth v4.16B, Zennode v1.0.8 Bugs : Neh Inspiration : AV map10 - "Toxic Touch" by Kim Malde Authors comments : My earliest creation included in AV altho architecturally updated to some extent. First edition constructed some time in 96, shortly after Kim made his "Toxic Touch" which inspired me to play with the brick/metal/nukage theme. This level is by no means a personal favourite of mine, as the outlay is too simplistic. The start area and the exit have something going for it tho. On a side note I actually mailed Sverre Kvernemoe to get some input on this map way back, and he kindly responded with some advice and actually offered a possible spot in Eternal Doom for it if I could make it into a decent sized map. This triggered alot of inspiration for my editing, but I lost my internet connection back then and was unable to go further with it. I doubt I woulda had the skill to build it into a level worthy of Eternal Doom back then anyway =) Special thanks to Nick Baker for his texture alignment assistance on this one. Map18 Level name : Lake Poison Author(s) : Anders Johnsen Editor(s) used : Deth v4.16B, Zennode v1.0.8 Bugs : Slight HOM at ledge near marble-blocks Inspiration : Plutonia map16, 23 & 28, Ultimate Doom e1m7. Authors comments : Gameplay was aimed at pure slaughter here, and the huge hall making up the last half of the map surely holds some resistance. Start area turned out as I wanted, but I belive I shoulda followed a more scaled style all the way through. It reeks of Plutonia inspired texturing and the architecture is a bit up and down, with my own favoured part being the toxic waste area which holds the keys. This one became pretty popular among the testers so I like to think the gameplay worked out ok. Map19 Level name : Alien Resurrection Author(s) : Madani El hariri Editor(s) used : DCK Bugs : None Inspiration : altimac.wad (get it on cdrom.com, it's exciting!!!) and The Darkening ep1. Maybe Eternal Doom, too. Authors comments : My second and last map. Short career isn't it? Map20 Level name : Mishri Halek Author(s) : Kim AndrŠ Malde Editor(s) used : Deth v4.16B, Zennode v1.0.8 Bugs : None I hope Inspiration : There is a somewhat lengthy story behind the origin of this cookie :) Actually its built over a map by Mattias Berggren and Vincent Catala* which ended up in a dead-alley. They were co-authoring an egyptian themed level, but it ended up with a few style-clashes, so we all agreed that I could have a look at it to try and spice it up a bit. It was hard for me to pick up on their work tho, we all have our ways of visualizing stuff, and the old edition didn't give me a feel of ancient egypt. So I started the level from scratch, but kept some of the decor in the start area (like that cool sfinx by Vincent :). The consept of the map in other words, belong to Mr. Berggren and Catala* :) Anyhow I've always wanted to make a level based on an Egyptian theme. Egyptian architecture has always been an interest of mine. I remember reading in books (and looking at the pictures) to get some ideas. Authors comments : Personally I believe this to be my best creation to date, at least its the AV-map I put the most time and effort into. Starting from scratch, I wanted the player to get an outside view, in order to obtain a descent location- feel in front of a pyramid in the middle of a desert, with other pyramids and elements in the surrounding. The first problem at that time was to make the actual facade look like a pyramid. I thougth back and forth and found a way to make the illusion of a two-storage feel for the entry. Adding the two lights on it really gave life and depth to it. Then the easy part came, well, so I thought. In real pyramids there were traps and mazes, I wanted to add these elements. Plotting the outlay was rather easy. I made the pyramid shape and its main dividing walls. Now the problems really started to surface, a level within the pyramid walls would turn out to be a rather small map, and not really what I had in mind. I definitely wanted it to be sorta "real" in a geometrical sense. Basically I wanted to keep logically within the pyramid borders. So the only way was going down, underground. Woh, I finally got where I wanted to be, in a area with no spacelimit. From that point, I had all the opportunities in the world again...or so I thought. Can you see through the desert sand? No. That meant no sky! Eliminating this element can easily result in extremely redundant design. Thus it became hard to come up with innovative and varied architecture. The way to get around such a dilemma would be to use alot (ALOT! :) of light effects and height level differences. And I did. After making several corridors and rooms with pillars and such, I got the feeling that this couldn't go on for long, since it obviously would result in an repetitive and dull look. I had to come up with some drastic change of scenery. I started using lava and made a whole section involving this. I say no more. Bottom line is I hope you will enjoy this map, as I enjoyed making it (errh right :-). Oh and I almost forgot; special thanks to Selim Benabdelkhalek for comming up with the cool map-title (its arabic and means "egyptian slaughter"). Map21 Level Name : One Flew Over The Caco's Nest Author(s) : Pablo Dictter Editor(s) Used : Wadauthor v1.3 - Zennode v1.0.8 Bugs : Slight HOM near end Inspiration : No inspi. Authors comments : Ah...let's see. I never plan my maps so I didn't plan this one. Just opened the editor and started editing. The wooden area of the level was former diabolique's e4m1. (Diabolique, a never finished episode of mine). Map22 Level Name : Rubicon Author(s) : Brad Spencer Editor(s) used : wadauthor, deth Bugs : None Inspiration : - Authors Coments : This map is quite a change from my usual style, but I am very pleased with how it turned out. I greatly admire Anders' hell styled maps, so there are probably some ideas from his maps in here. This map was actually going to be released as a stand alone wad, but I wanted AV to be one more step towards completion and offered it to Anders. Map23 Level Name : Blood Sacrifice Author(s) : Kim Andr‚ Malde Editor(s) used : Deth v4.16B, Zennode v1.0.8 Bugs : Some HOMs at, over detailed areas and slimetraces Inspiration : I think there were some, but at this point I can not simply recall what, where and when... Authors Coments : The starting area was scetched on a piece of paper when I sat up in the top bunk bed somewere in Bardufoss, way up north of Norway. In an army facility called Heggelia. With temperatures below -40 degrees celsius, having no access to a single computer and no draftmans board, I "rendered" the sketch, like it would in Doom. The funny thing about it was when I got home in a weekend of, and constructed the sketching in Deth. It was more or less precise as my "rendering" on the paper. Anyway, the area I've spent most time on could not be any other than the castle. If my calculations are correct I've spent more than 55 hours to complete that very part. Making a structure similar to this for Doom][ 1.9 is what I call, a pretty damn hard task to accomplish. This is not recommended to do at home (Just kidding, no really, I mean it! :-p ) This level is my last SP map for Doom2. I'm through with it! Not with Doom, but with the fact that it's so time consuming making a decent "over detailed" map :P With all it's VPOs, NVPs and HOMs. Oh and don't forget, the slimetrails, blockmap boundary, walls that swollow ammo, and many other limits. Making this map in something like 5 days in a row is NOT a thing I will redo. Oh and just one last thing (just had to add it :-) The castle I mentioned was rotated by hand, *sigh*. Dm part by Vincent Catala Map24 Level name : Demonic Hordes Author(s) : Vincent Catalaa / Sam Woodman Editor(s) used : DETH, Wintex, BSP, RMB Bugs : none (I had many VPOs, HOMs and venetian blind while making this map. I hope they are gone) Inspiration : Heretic/Hexen maps Authors comments : Big map, medieval themed, with loads of monsters to waste your BFG on :) The yellow key part is by Sam Woodman (the church looking area). It has replaced an ArchVile maze. I modified many things in Sam's part to make it look better. Map25 Level name : Valley of Echoes Author(s) : Anders Johnsen Editor(s) used : Deth v4.16B, Zennode v1.0.8 Bugs : Neh Inspiration : Plutonia map04 & map15, Doom2 Map26, vairous TNT maps. Authors comments : Altho the last half of this map is intentionally way overscaled and the map as a whole represents a style I've grown past, it does give me some feel of location. Gameplay leans more toward slaugther here, big thanks to Vincent Catalaa for co-working on that part with me. Should be quite the challenge for -fast playing. Map26 Level name : Dark Dome Author(s) : Anders Johnsen Editor(s) used : Deth v4.16B, Zennode v1.0.8 Bugs : HOM on ground level behind start point Inspiration : Hell Revealed map24, Plutonia map24 & 27, Doom2 Map29 Authors comments : My answer to Yonatans awesome "Post Mortem", the infamous Hell Revealed beast =) I had great fun constructing this one, as it holds one of my favourite mapping themes to work with. It is overscaled, but intentionally so to host its insane amount of monsters. It's a tense level but not as inhumanly hard as it may seem at first glance. The trick is to know your way around it and locate the vital ammunition and health. I'm gonna enjoy trying it on -fast tho =D Special thanks to Mike Toliver for his numerous demos over this level, and his suggestions for gameplay improvements. Map27 Level name : Stench of Evil Author(s) : Anders Johnsen & Jan Endre Jansen Editor(s) used : Deu2, Deth v4.16B, Zennode v1.0.8 Bugs : Neh (well, a few slime trails in the ice-cave). Inspiration : UDoom Episode 3 and e4m1/e4m2/e4m7, Plutonia map12. Authors comments : (First comment part by Andy) Large but strangely linear level which holds a variety of styles but which hopefully connects them decently. The first half of the map (until the blue mountains) builds on a map I made years ago. The ice-caves were originally a lava drenched SP_rock area similar to that of UDooms E4m2. The large castle at the other end of the mountains was a separate map also by me. Ultimate Doom influence is obvious at several stages of the map, there is even a shrine dedicated to one of the (in my book) most memorable areas of Doom's 4'th ep. The green teleporter near the end of the map leads to Jan Jansens slice of the level. I took a creation by him and retextured it, as well as added some basic changes. The final room is clearly e4m2 inspired. All in all a large, difficult map which flows strangely ok despite its many influences. Small (and _old_ :) dm part by Kim Malde. (Comment part by Jani following): Yet an old creation, altho my last level...it was going to be part of a now dead and deserted project called "Enigma" - a Boom specific levelset by Martin, Kim, Anders and myself. It had a few sections that were cut because of a HOM problem, and it used to have a different texture theme. Map28 Level name : Whispering Shadows Author(s) : Anders Johnsen Editor(s) used : Deth v4.16B, Zennode v1.0.8 Bugs : Neh Inspiration : Ultimate Doom Episode 3, Plutonia map12 & 25, Doom2 map22 Authors comments : Another large map, this one built on a Doomy dream I had summer of 97' =) Yeah...you play too much Doom when you dream about it. But anyway, I had this vision of snake- skin and sp_hot and it turned out to be a relatively complex map with some hard secrets. Its pretty tough with a close cyber confrontation near the start. Still not nearly as tough as my first edition of the map tho. The bloodfall/ashwall mountain area was actually inspired by a very old Kim Malde map called "Rome" where he did something similar with blue falls and marble. Map29 Level name : Fire Walk With Me Author(s) : Anders Johnsen Editor(s) used : Deth v4.16B, Zennode v1.0.8 Bugs : A few annoying slime trails that just wouldn't go away Inspiration : Doom2 map28, some heretic maps and Q3DM1 Authors comments : My best hellish-themed map I believe, also a rather recent one. I like the "doomed" feel one get in the start area.. and overall it just worked out the way I wanted. Gameplay is quite a bit easier than my other ep3 levels, but the revenant scene will stop most players on skill 4. Map30 Level name : Point Dreadfull Author(s) : Anders Johnsen (dm part by Kim Malde) Editor(s) used : Deth v4.16B, Zennode v1.0.8 Bugs : None Inspiration : Udoom ep3 I guess....and various end levels. Authors comments : Small and hopefully atmospheric map to end it with. Its not hard if you have the timing in, but if you screw up too many shots on skill 4 you'll be in deep shit rather fast. Unless you know how to straferun well, one of those lifts will be hard to catch. This was the last map I designed for AV. The DM part is an old creation by Kim Malde called "Atomic"...he made it on Christmas Eve 1997, according to the txt it was supposedly meant to be a part of a series of levels called "Macho Doom"...a map set dedicated to the now dead and forgotten "Norwegian Doom League" (which was a short lived DM-group of modem players here in Norway...) Map31 Level name : Killer Colours Author(s) : Gemini and Ebola Editor(s) used : dck, Deth, BSP 5.0 Bugs : What is that? Inspiration : Gemini> andy's beta of a level similar to this... Ebola > The green stuff in my sink. Authors comments : Gemini> Very happy with the result... Ebola > Gemini and I had some problems agreeing on things at some parts.. It turned out for the better though. :) Andy didn't want to act as an ombudsman. Map32 Level name : No Guts No Glory Author(s) : Anders Johnsen Editor(s) used : Deth v4.16B, Zennode v1.0.8 Bugs : Neh Inspiration : Hell Revealed (map22 in particular), Plutonia map32. Authors comments : I wanted the secret map to be hectic, open and with the same addictive gameplay as Yonatans HR22. I belive it did turn out both fun and hectic, and it dosn't look too bad despite its open and basic architecture. -Fast will be a tough nail here. --------  BUGS -------- * A port is needed in order to not override the save game buffer in the majority of the levels. Who use savegames nowadays anyway? * Slight HOMs that we decided to not remove at expense of scenery in a few maps. If they bother you too much use a port =P * Incidents of "vanishing sprites" may occur at times in the heavy loaded maps (again not a problem if you use a port such as Zdoom). ----------------------  AUTHOR INFORMATION ---------------------- [6.1 Level authors] Author : Mattias Berggren Aliases : Tarzan Email Address(es) : firstname.lastname@example.org Webpage : None Contributions : Map03 & Map04 Other files by me : Some maps in Hell Revealed 2. Legacy.wad using the AV textures. A map for AV which we decided to skip. And my old levels, several years old, which completely suck :) Thanks/Greetings to : Everyone in the AV team Comments : A big thanks to Anders for allowing me to take part in this megawad, and also the other AV members of course. Author : Vincent Catalaa Aliases : VinceDSS, formerly PerOxyd Email Address(es) : email@example.com Webpage : www.geocities.com/peroxyd2s Contributions : Map24, DM part in Map23, some textures (see section 1.5) Other files by me : none Thanks/Greetings to : Anders Johnsen for letting me do a map for him :) and showing so much rigour while developping this WAD. All other AV mappers for making great maps. Adam Hegyi for keeping up the Compet-N (nothing to do here but i wanted to say it :) Id Software/Raven Software for the Doom and Heretic. Comments : I heard that Andy was working on a megawad project. I asked him if I could to do something for him. So he asked me to make the starter of a map. He liked it and I worked a bit more on it. So that he kept it :). This is my very first map ever finished. Author : Pablo Dictter Aliases : None E-mail Address(es) : firstname.lastname@example.org Webpage : http://pablod.8m.com/web/ Contributions : Map21 Other files by me : Subversion - An Infernal Place - Evil's PLayground No Hope For Life Ep1. (4 maps) - 9th Gate (2 maps) WolfDM - The River of Fire - The Heart of Fire Thanks/Greetings to : * Tobias M*nch for testing my map. * Anders Johnsen for letting me know on bugs and things of that style. And for not going crazy with questions and stuff of that style. hehehe. Author : Yashar Garibzadeh Aliases : Gemini, king-fu, gems, pl-gmi Email Address(es) : email@example.com, firstname.lastname@example.org (just kidding) Webpage : not yet... Contributions : Map31 with ebola and some work on Map15 Other files by me : runlikehell.zip, yikes!!!!.zip, iloveyou.zip, ooooh!!!.zip, yeah!!!!.zip, ohnoooo!!.zip, crap!!!!.zip, bigdoor.zip, stairs.zip, iconofsin2.zip, entryway2.zip, gem01.zip, gem02.zip, gem03.zip, maps in surge.zip, surge2.zip, 10sector.zip, pluvdemo.zip, tspak.zip, plutonia2.zip Thanks/Greetings to : * God/Allah for everything * Nake r.i.p. * Andy * Ebola * Ethh, Opulent and Python Author : Madani El Hariri Aliases : Holyjack, sometimes Email Address(es) : email@example.com Webpage : None Contributions : Map15 and Map19 Other files by me : nothing worthy Thanks/Greetings to : * Selim Benabdelkhalek (beta tester on the project) for introducing me to Vincent Catalaa * Vincent, for introducing me to Anders Johnsen * and Andy, for including me in the team and having the patience to check two versions of my first map :) * Claude Berry, Korn 'cause this was the music I listened to when I was editing, my mouse, my CPU, my screen, the author of DCK...who/what else? Author : Martin Aalen Hunsager Aliases : None Email Address(es) : firstname.lastname@example.org, Martin.A.Hunsager@stud.mf.no Webpage : None Contributions : Map01 & Map11 Other files by me : None released Thanks/Greetings to : * Anders Johnsen for his everlasting doom-interest * Kim Malde for inspiring level design * Everyone in the AV team for their contributions Author : Jan Endre Jansen Aliases : Jani, Curly Email Address(es) : None Webpage : None Contributions : Co-author of Map08 and Map27 Other files by me : One boom specific map, a small dm level, none released. Thanks/Greetings to : * Kim Malde and Anders Johnsen for helping me out with map problems and stuff of that sort :) Author : Anders Johnsen Aliases : Andy Email Address(es) : email@example.com Webpage : None Contributions : Project idea / moderator, Maps 02, 05, 07, 17, 18, 25, 26, 28, 29, 30, 32 and Co-Author of Map08 & Map27, secret exit of Map15. Other files by me : Several, tho none released (if demos don't count =) Thanks/Greetings to : * Everyone that was involved with AV at one time or another and put work and time into it, in particular Brad, Madani, Matte, Pablo, Vincent, Ebola, Gemini, Martin, Jan, Kim and Lee for putting alot of effort into their maps...and Mike, Bjorn and Selim for their great betatesting * Henning Skogsto, Aage Petter Hjelm, Morten Stromsvold, Jan Jansen, Kim Roar Foldoy Hauge and Anthony Soto for giving me input/inspiration to work on the project * Adam Hegyi and Doug Merril for keeping the Doom demo recording community alive with their work...demos was the reason AV got started in the first place :) * Chris Laverdure, Radek Pecka, Andy R. Olivera, Ugwad, Joe Abene, Sedlo, FX, Adam Williamson, Claudio Barba, Jonas Feragen, Yonatan Donner, Xenos, Bahdko, Ocelot, Toke, Ethh, N.C, Slag, Ralf, Waldon, Richie, Sslasher, Pyth and the entire bunch of ircNet #nightmare regulars (if I forgot any :D) for showing interest in the project and generally just being cool guys :) Comments : It feels great to finally be done with this project. It turned out quite a step above what I thought it would two years ago. It was alot of hard work, and I hope we made something that a few people will enjoy playing through. The positive attitude among the team members made it worth it, and I doubt we'd ever have completed it if not for this. Martin should have lots of credit as well for pushing on me and Kim when our inspiration was low, I'm sure we'd be dragging out another year if not for that :P Author : Kristian K„ll Aliases : Ebola Email Address(es) : firstname.lastname@example.org Webpage : http://frad.slipgate.org and http://www.doomworld.com/unholy Contributions : co created Map31 and some green support texures for it Other files by me : Nimrod (PC), Phobia, Pennywise, Darkmatch 1 and 2, 10 sector entry map17 Thanks/Greetings to : I wanna thank Anders and Gemini for letting me help out on this map. It sure was a fun and different experience Comments : My part is the green, which I actually in retrospect should have made bigger. It's a great map, and I hope you'll like it. Author : Kim AndrŠ Malde Aliases : Mutator Email Address(es) : email@example.com Webpage : None of your damn business :P Contributions : Co-moderator, Maps 09, 10, 20 & 23, Deathmatch sections in Map27 & Map30, texture wad compilation & some ingame graphics (see section 1.5 for specifics). Other files by me : One map in Crucified Dreams, Swaptex and Doomfont Thanks/Greetings to : * Anders for the moderating of AV and for nagging me over the phone to make me work fast and harder :) * Martin with his ironic way of making me nuts and telling how many years it'll take before I'm done with a map and that it will never be completely done :-P * The guys at irc.net #Nightmare (I finally got OP :-) * Morten Stromsvold for giving me all those rides (car:) * Everyone in the team for giving me all the positive feedback I've gotten :) * My mom (food), dad (hmm) and my cats (waking me up in the morning, if I'm late for school (miiiaao:) * In general, thanks to the public, thank you for reading the av.txt and hey, thank for downloding AV! * Thank you, thank you, thank you and thank you and you thank you and thank you, thank you (many lines later) ...for all your GREAT Comments and support! Yeah...right :P *shuts up* Comments : I never (ever even) thought that the day would come that I actually were going to write what I'm writing now; gee' we made it after all! :-) If you loved my work, and would like me to make some more Doom2 1.9 levels for any (absolutely any) reason at all, please send me a 1000000$ check. No, seriously. Author : Anthony Soto Aliases : Swedish Fish Email Address(es) : firstname.lastname@example.org Webpage : http://thefish.8m.com/ Contributions : Quality Assurance for Map06 and Map15 Other files by me : Plenty, check my webpage... Thanks/Greetings to : * Madani + Lee Szymanski for letting me edit their maps * Anders for giving me a chance to contribute Comments : Hmm, does this textfile template remind you of DE2's? =D Author : Brad Spencer Aliases : Vorpal Email Address(es) : email@example.com Webpage : http://webpages.charter.net/bgspencer Contributions : Maps 12, 13, 14, 16, 22 Other files by me : Doom: ambusha.wad tyrell.wad mb01/01/fx.wad freon.wad procyon.wad at.wad twing.wad s-x9.wad Quake: subt.bsp Quake2: chaosdm_xen.bsp chaosdm_twilight.bsp chaosdm_helmet.bsp chaosdm_warm.bsp chaosdm_forclose.bsp chaosdm_drastic2.bsp Thanks/Greetings to : * Anders Johnsen and Mike Toliver for beta-testing the crap out of my levels * Alex Adolphsen who showed me the ins and outs of wadauthor so many years ago, and constant friendship * Mike Blakely who suggested I start making levels ;) * Doug Merril, Matt Dixon, Eric Roberts, Karthik Abhirama Krishna, Albert Valls, Marc Pullen just for being great parts of the "community" Comments : Time for some serious speedrunning Author : Lee Szymanski Aliases : Fen Boi Email Address(es) : Lee.firstname.lastname@example.org Webpage : n/a Contributions : Map06 layout Other files by me : Darkening 2 map20 (Annihilator), map25 (Sure Shot - Addon) 10 Sectors map 28 (Evicer-station) Maybe some other stuff soon..... Thanks/Greetings to : Anthony Soto, Anders, Metabolist. Everybody else. Comments : Use Boom for your projects! [6.2 Testers & Misc] Main testing, lots of input and general support: Bjorn Hamels <email@example.com> Mike Toliver <firstname.lastname@example.org> Additional testing & misc input: Richie Agnew <Ragnew01@aol.com> Selim Benabdelkhalek <email@example.com> Zvonimir Buzanic <none> Ethhoack Ethandphi Exbeess <firstname.lastname@example.org> Kim Roar Foldoy Hauge <email@example.com> Chris Laverdure <firstname.lastname@example.org> Juho Ruohonen <email@example.com> Ralf Schreivogel <Ralf.Schreivogel@netsurf.de> Henning Skogsto <firstname.lastname@example.org> Arno Slagboom <email@example.com> Laszlo Vecsei <firstname.lastname@example.org> End Screen Graphic: Bjorn "df" Hamels <email@example.com> Map20 midi file: Chris "Dashiva" Laverdure <firstname.lastname@example.org> [6.3 Additional Thanks] Laura "Bahdko" Herrmann <email@example.com> for hosting the AV homepage at www.doom2.net Sven Erik Borsnan, Christopher Emerizan and Jardine Newell for their contributions at an early stage of the project. Glen Payne & Marshal Bostwick (creators of Osiris.wad) for letting others use their textures. ---------------  LEGAL STUFF --------------- [7.1 Textures] See section 1.4 for specifics on the texture resources which AV borrows from. Authors may not use the AV specific graphics such as statbar/titlepic/ interpic/bossback and other menu graphics. Do whatever you want with the textures and flats listed in section 1.5 tho, as long as the respective authors are credited. [7.2 Levels] Authors may NOT use these levels as a base to build additional levels. You may distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this textfile intact. This txt builds on the Darkening 1/2 template.