Claustrophobia: The Walls Close In (version 1.1, revised)
Claustrophobia: The Walls Close In (version 1.1, revised)
An addon for Doom2 ZDOOM with three new levels, new music/graphics, lots of ACS scripts, a dehacked patch and a storyline. These maps were made with the concept of claustrophobia in mind, hence the name. Don't expect to have plenty of space to dodge. On a side note, this is the first wad in which I experiment with STARTAN textures.
MAP01, MAP02, MAP03, MAP04
============================================================================= Version 1.1 - fixed the script lag in map03 at the archvile ambush Update to: /levels/doom2/Ports/a-c/claust.zip ============================================================================= NOTE: YOU NEED ZDOOM 2.0 beta 60 OR HIGHER TO PLAY THIS (you can get it at: http://zdoom.notgod.com/lars) Read the story/gameplay sections of this text and follow the in-game story, etc. This wad is just not the same without it. Also, read what I have to say about gameplay and difficulty settings. Follow these suggestions if you want to avoid unnecessary frustration and confusion. I know some of you may hate reading but this time it's worth it. Once you've played through this, DO NOT SPOIL THE WAD FOR THOSE WHO HAVEN'T. It's all too easy to accidentally blab about an ambush or a twist in the storyline. ============================================================================= Title : Claustrophobia: The Walls Close In (version 1.1, revised) Filename(s) : claust.zip, claust.wad, claust.bat, claust.txt Author : Virgil the Doom Poet Previous Works : AfterDOOM2: Deep Space Pursuit, pre-release (Adsp_p.zip) Black and White (bw.zip) Dark Castle (dark_c.zip) Ash 2 Ash (Ash2Ash.zip) The Lost Seraphim (Seraph.zip) Email : Virgil_32@hotmail.com I appreciate any feedback. The more the better. Description : An addon for Doom2 ZDOOM with three new levels, new music/graphics, lots of ACS scripts, a dehacked patch and a storyline. These maps were made with the concept of claustrophobia in mind, hence the name. Don't expect to have plenty of space to dodge. On a side note, this is the first wad in which I experiment with STARTAN textures. STORY : After surviving the hellspawn-overrun castle (see "Dark Castle" - dark_c.zip), you barely escaped back to your own time. Everything on Earth seemed fine, no satanic signs, no zombies anywhere. However, the base that contained the gate which sent you back through time had a different story. After sending you to the entrance of the hell-ridden castle, the gate became destabilized. At first, it seemed like just another magnetic storm, but then a creature stepped through. You arrived back at another location, so the base's events didn't reach you until the day after your victory. You were awakened by a phonecall at 3:25 in the morning: "Get your ass over to the nearest military installation on the double! We've got a situation..." After explaining the 'situation', you were briefed. You were to lead a squad of SEALs into the rebuilt base on Deimos. You were to scout the area and to report back with information about what the military would be dealing with. As you went into the main entrance, it for some reason shut behind you and your squad. At first, there was only one loss. Around half an hour later, the SEALs started dropping like flies. They came out of nowhere. 16 veteran soldiers, including you, went in. An hour later, only 2 others were left. These 2 survivors then disappeared in a series of shrieks in a poorly lit hallway. You somehow managed to escape from the dark, clawed shapes. You ran. Then you ran some more. You stumbled upon an door, managed to open it and tripped right into the claws of an imp. All you have left is a pistol. Screw finding information. You're scared, confused, and, most of all, pissed off. Might as well start by taking it out on the imp. GAMEPLAY : First off, the best way to play this wad is in a dark room with no outside distractions. The music volume should be as loud as the sound volume and both should be very audible. I suggest headphones. Jumping is required and occasionally mouselooking is recommended. Don't save unless you want to spoil the gameplay. My scripts will save for you using autosave. If you don't like the gameplay and you happen to have saved instead of using my scripts' autosaves, I will not accept your criticisms of gameplay, period. Use only the autosaves. (Am I repeating myself?) There are no autosaves on map01, 4 on map02, 4 on map03, 3 on map04. Last but not least, here are some pointers. If you really don't want to read them, at least read the first two. I'd read them... 1) The bosses were NOT made to be beaten on the 1st try. I know they're hard, but I purposely made them so. Resist saving. Keep reloading from those autosaves. Get to know their attacks, their patterns, when they're vulnerable and for how long. Even on skill 3, it will probably take a lot more than a couple of tries to beat each of them. I've beaten each with more than 100 health and 100 armor left on skill 3. Repeatedly. In a row. So stop whining. What kind of boss would it be if it couldn't show off all its moves before it died? (If you really want a detailed explanation of how to beat them, email me. They're quite easy if you know or figure out how.) 2) At exactly two spots (the beginning of MAP02 and the beginning of MAP04) the detail can slow the game down. The best solution is to temporarily turn down the resolution. For example, my 1.7Ghz 512 SDRAM computer runs those spots at around 20-30 fps with 640*480 resolution but runs them at 50-60 fps with 320*240 resolution. 3 If in-game conversations are too fast to read, they're all logged to the console, so feel free to go to the console and read it AFTER the cinematic sequence is over. 4) If there's a shitload of fireballs all heading toward your shins, jumping can be a good idea. Likewise, if it's raining fireballs, mouselooking can help. 5) The higher the difficulty level, the more fireballs bosses throw. 6) Don't get too cocky with dodging. Certain enemies in the later maps can predict where you're going to go and then shove some hot tasty turd down your helmet. (courtesy of zdoom's Thing_ProjectileIntercept) 7) At two points in the game you will temporarily be given the power of flight. It's quite obvious where. Mouselook + flight = height change = a 3rd dimension to dodge in. Revisions : Lots of changes to gameplay/scripting in map01. Fixed a bug in map03 that made players get stuck if they played on a skill lower than Hurt Me Plenty. Additional Credits to : The makers of DOOM editing utilities in general, ID Software, various PWAD makers (too numerous to mention) for inspiration and Pascal "Gherkin" Vd Heiden for not giving up on Doom Builder ============================================================================= Play Information Engine : ZDOOM 2.0 beta 60 or higher Episode and Level # : MAP01-MAP03 Single Player : Yes! Cooperative 2-4 Player : No, but starts are there. Deathmatch 2-4 Player : No, but starts are there. DIFFICULTY SETTINGS : Yes. They are as follows: skill 1 = You suck so much you can't even kill a Baron of Hell with 100 cells and a plasma gun. skill 2 = You don't suck (too much), but you can't fight in cramped places even if your life depended on it. And it does. skill 3 = What most of you should choose. skill 4 = Even if you're the best doomer in the world, CHOOSE SKILL 3. I'm not joking, you've been warned. Even _I_ die at this skill level. Play this skill only if you've beaten it on skill 3. Otherwise, it'll destroy you faster than a CPL Counter-Strike team. skill 5 = Doesn't work; screws up the scripting. (In case you haven't noticed, this is aimed particularly at those of you who always choose Ultra-Violence, regardless of what wad file you're playing. Do the right thing, have fun. At least for the first time you play through, choose "Hurt Me Plenty." If you first play it on UV and then whine about it, I will, again, not listen to what have to say about gameplay.) New Sounds : Yes. I eliminated the DSPSTOP sound. New Music : YES!! New Graphics : Yes. Some of my original flats, TITLEPIC/ENDPIC and some extra stuff... Dehacked : Yes. They're not just text changes either... Demos Replaced : No. Send me some if you manage to record them. How to load the wad : If you don't know how, unzip the zip file (claust.zip) into the directory that has ZDOOM and the doom2 wad (doom2.wad). The batch file (claust.bat) will take care of it. Construction Base : The idea of getting trapped in a small room, with a Baron of Hell to keep you company. Oh yeah, and the usual delusional thoughts and sheer creativity. Editor(s) used : DMapEdit 4.0, NWT for music/graphics changes, Doom Builder. *Doom Builder is more awesome than DMapEdit, heh* Known Bugs : None that I can see. Everything has been very thoroughly playtested. May not run with : anything other than ZDOOM 2.0 beta 60 or higher About the Music The original MP3 files were all found and downloaded using an internet browser. I then used an MP3 mixer to produce low-quality snippets. PSX01: a snippet from an mp3 from psxmusic.wad PSX05: a snippet from an mp3 from psxmusic.wad PSX06: a snippet from an mp3 from psxmusic.wad PSX21: a snippet from an mp3 from psxmusic.wad (full credit goes to Elbryan42 for the making of psxmusic wad and also full credit for the mp3s to their respective authors) Q_DOE_03: a snippet from the Quake DOE Soundtrack D_DM2TTL: a snippet from the main theme of Resident Evil, the movie. D_DM2INT: D_READ_M from Final DOOM, TNT: Evilution. D_B1: Lavos boss theme (2nd battle) from Chrono Trigger. D_B2: Lavos boss theme (final battle) from Chrono Trigger. D_B3_1: A snippet from Final Fantasy 3 Final Battle, part 1 D_B3_2: A snippet from the song in Resident Evil the movie. It's the one that was playing when they first encountered the zombies. Full credit goes to the authors of the MP3s. And when I say FULL credit, that means FULL; NONE is to be given to me for their excellent work. This wad would literally not exist without these MP3s. Permissions Authors MAY use these levels as a base to build additional levels but you have to give me credit. Authors MAY NOT make profit with these levels. You MAY distribute this WAD (and please do), provided you include these files, with no modifications. You may distribute these files in any electronic format (BBS, Diskette, CD, etc) as long as you include these files intact without any modifications. Where to get this WAD 3DARCHIVES.IN-SPAN.NET and its mirrors, or my website =========================================================================== = My website is at: = = = = http://www.geocities.com/jomgobar2 = = = = = =========================================================================== //EOF