Kick butt in a cool canyon warzone!
Original Completion Date: June 16th, 1998 =========================================================================== Title : Canyon Filename : Canyon.wad Author : Derek McBurney, This is most likely my last entry to the DOOM world so I tried my best. Homepage : http://tsunami2000.cjb.net/ Version : 1.3 as of October 10th, 1998 *Different Build, no glitches *Map is a little easier but still hard *Fixed lighting problems 1.2 as of July 5th, 1998 *Texture alignment. *Even more special light sectors added. *Fixed texture missing at end of map. *Integrity checked and passed. *Some graphics added. *Added ENDOOM text when you exit. 1.1 as of June 21st, 1998 *More Light Fixtures added. *Fixed 1 glowing light problem. *Commander Keen room ceiling smaller. *Fixed not being able to access a secret. 1.0 as of June 16th, 1998 *Original Release Email Address : firstname.lastname@example.org Description : Kick butt in a cool canyon warzone! Previous levels : **DOOM2: Derek's Doom Levels - derek.wad Canyon 1.0 - Canyon.wad **QUAKE: Volcano Base - derekdm1.bsp The Arena - derekdm2.bsp The Stadium - derekdm3.bsp **QUAKE II: Vantage Point - vantage.bsp Death Perception - deathper.bsp The Fatality Zone - fatalzne.bsp Additional Credits to : id software! The DOOM hacker's guide! =========================================================================== * Play Information * Episode and Level # : MAP01 for DOOM2. Single Player : Yes, Secrets to Canyon... ***Only read this if you need help in this map*** There might be some secrets I am not telling in this list so search for them and find them! Secret #1: Once you start the level, the room you start in has some water, walk on it and it takes you to an item. Secret #2: Enter the hallway that is right in front of the start. Once in turn to face the door and shoot the texture on the left that is different from the others, you will get a chainsaw. Secret #3: In the main courtyard (right when you get off the lift) head to the left wall where 4 helmets are in a square pattern, enter the square and you will lower to a partial invisibility. Secret #4: In the courtyard head to your right and go off the bridge, in to the dark water area. Search and you will find the Double Barrel Shotgun. Secret #5: In the green "tech" room after the stone room, go shoot the right pillar's blue triangle texture and the floor right there will raise and you get an item. Secret #6: Shoot the left pillar's blue triangle texture and go to the stone room and go left off the bridge to the dark water place. A passage has opened up and a blue armor is inside. Secret #7: The white hallway with the blue key lift has a secret. Press that lift and turn around and run straight to the corner, where a wall has lowered, press the switch and lower the wall that raised again to get out. Go to the green "tech" slime room, and the supercharge is lowered. Secret #8: In the canyon where the river is and all the teleporting monsters are there is a switch, if you go to the right of where you entered and look around. Press it and the floor raises up and you can get stuff. Secret #9: In the cyberdemon room after the blue hallway after the end of the canyon there is a grey texture with a design different then the others. Press it and run back into the blue hallway and the windows are temporarily open Grab the goodies in the water. Secret #10: ********Mega Sphere Secret, Find it yourself******** Secret #11: *****The Commander Keens secret, Find it yourself*** By the way, this secret is at the very end. When you find the secret, on easier skills there will be less Keens to kill, on the harder skills there will be more keens to kill! Cool! ***Only read this if you need help to finish map**** Hint #1: If you can't reach a switch. Try shooting it with a pistol, shotgun, super shotgun or chaingun. Hint #2: Get the Spider Master Minds to fight each other and then kill the weakened winner. Hint #3: Run past the duo of Cyber Demons and head for the switch, press it and run back, The Cyber's will get trapped. Make sure you get off the rising platform! Cooperative 2-4 Player : Yes, I did a lot of work on this map to make it great for cooperative play. Actually it is very similar to single player, with 2 exceptions. The first is there are more enemies in cooperative. The second is, to finish the map on coop (the SP exit is not accessible in coop) you must do a cooperative exit To do it, there is a switch in the Cyberdemon room that is available after you destroy the Spider Master Mind. Press it and a lift just out of run reach from the switch lowers and raises. So I think you can figure out how to team up to get on the lift Once on the lift there is a switch that lowers it again so your teammate can reach the lift and is not stuck below. Then, you better have your buddy with you above the lift for this part. There are two hallways with two switches. The switches (when both turned on) open the large door in this room. Go into one of the hallways and when you reach the switch and press it the hall closes. Your stuck. So if your buddy goes to the OTHER hallway and presses that switch he opens the main door open and frees you. Now you can free your buddy by pressing the switch again, or walk through the main door passage automatically freeing him. Now kick butt and finish the remainder of this level! The Single Player part converges into this point. Once you have finished that part, if you die and get sent back to the start, open the door in front of you and turn to the left in the hallway. There is a teleport which sends you to just after the cooperative switch section. Deathmatch 2-4 Player : Yes, I did a lot of work on this map to make it great deathmatch and it was hell doing it. I had to make the deathmatch spots inaccessible in Single Player because the DM spots need to start near a trigger that opens up many doors and teleports to make the map interconnected for Deathmatch. (makes DM faster and funner). If those triggers were accessible in single player you would not need to do much of the level in order to finish it. Also, I made a trigger by each DM spot to close off a good chunk of the single player map because if that section was available in DM the level would be too large for a good Deathmatch game. So don't get confused when you start in a wierd spot in DM, just walk around the room your in and you will set off the trigger which connects the level. I did a lot of work on Deathmatch so you'd better like it! Difficulty Settings : Yes New Sounds : No New Sprites : No New Textures : Yes, The DOOM 1, EPISODE 1 sky, waterfall, and laser textures. New Music : Yes, "Metallica - Enter Sandman", DOOM format. Demos Replaced : None * Construction * Base : New level from scratch Editor(s) used : Doom II CAD (cool and easy) and Waded Known Bugs : Not in my level, baby. Map Statistics :-Linedefs - 1547+ -Sectors - 352+ -Verticies - 1205+ -Map Size - 214 Kilobytes -Map Size with graphics & stuff - 508 Kilobytes -Deathmatch Spawnpoints - 8+ -Activated Triggers and Buttons - 55+ -Contruction Time - 4 months (on+off, probably 48 real hours work on this map) * Files included in this package * canyon.zip (146 kb) - The entire package. canyon.wad (508 kb) - The music, graphics and map. canyon.txt (11 kb) - This text file. * Copyright / Permissions * 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, Internet, CD, etc) as long as you include this file intact. You must ask for permission for using this level on an addon cd or something. If you don't and I find this add-on collection, prepare for some serious consequences! (By the way, I'm a nice person, so if you ask I will 99% of the time say "yes" to putting this map on a collection). (c) Derek McBurney, 1998. * Download Sites * http://tsunami2000.cjb.net/ -Derek Soft Online.