Names
DAMNATION ALLEY
Description
This is an outdoor "City" Level designed for Deathmatch with a few things in mind: a. Variety. I wanted a level that lacked the typical mirror symmetry of many WADs. Almost all the buildings are unique and offer interesting locations to earn your frags. Players are drawn to different elevations for more interesting attacks. b. Open Areas with Easy Access. I prefer the open outdoor "wargame" feel to a DeathMatch level as opposed to maze-like levels. For the most part, doors just get in the way of a fast paced DeathMatch game. Thus, doors were used sparingly. Windows are passable, making for great last-minute escape routes (as well as to jump through to surprise your opponent). The outdoors are well lit so you can see your opponents. Indoors tends to be a little darker, but not pitch black. Lots of room to maneuvre as well so you'll have to earn your kill! d. Size. Big enough for four players, but not large enough to prevent 2 players from never seeing one another. There are plenty of windows and the area is quite open, so even two players should have little trouble finding one another. c. Looks. You'll be looking at the level quite a bit during a DeathMatch level so it might as well look good. I spent quite a bit of time ensuring all the textures were mapped properly (where possible). There's a lot of construction detail as well, which explains the large size of this SINGLE level WAD.
Filenames
damn1.wad
Size
400.9 KB
MD5
8bcf48eb6085fc3897b86bcf4ccbcbb3
SHA-1
85aa7eec5a8969823bb421e7bbb64103da5a6820
WAD Type
PWAD
IWAD
DOOM2
Engine
DOOM2
Lumps
18
Maps
1
 
MAP01
================================================================
Title                   : DAMNATION ALLEY
Filename                : damn1.wad
Author                  : Emilio Galasso
Email Address           : egala@msi.net, bo958@torfree.net

Description             : This is an outdoor "City" Level designed
                          for Deathmatch with a few things in mind:
                            a. Variety.  I wanted a level that lacked
                               the typical mirror symmetry of many WADs.
                               Almost all the buildings are unique and
                               offer interesting locations to earn your
                               frags.  Players are drawn to different
                               elevations for more interesting attacks.
                            b. Open Areas with Easy Access.  I prefer the
                               open outdoor "wargame" feel to a DeathMatch
                               level as opposed to maze-like levels.  For
                               the most part, doors just get in the way of
                               a fast paced DeathMatch game.  Thus, doors
                               were used sparingly.  Windows are passable,
                               making for great last-minute escape routes
                               (as well as to jump through to surprise
                               your opponent).  The outdoors are well lit
                               so you can see your opponents.  Indoors
                               tends to be a little darker, but not pitch
                               black.  Lots of room to maneuvre as well
                               so you'll have to earn your kill!
                            d. Size.  Big enough for four players, but not
                               large enough to prevent 2 players from never
                               seeing one another.  There are plenty of
                               windows and the area is quite open, so even
                               two players should have little trouble finding
                               one another.
                            c. Looks.  You'll be looking at the level quite
                               a bit during a DeathMatch level so it might
                               as well look good.  I spent quite a bit of
                               time ensuring all the textures were mapped
                               properly (where possible).  There's a lot of
                               construction detail as well, which explains
                               the large size of this SINGLE level WAD.
                          
                          
Additional Credits to   : Derek L. for Beta Testing, offering suggestions,
                            and providing the SoundTrack :^)
                          Tim C. for also Beta Testing, and providing me
                            with a name for the level during my mental block

Additional Notes        : If you play the level or distribute the level,
                          please drop me a line.  I'd like to hear your
                          comments and suggestions, and I'd also like to
                          know how many people actually play my WAD.  This
                          level is a collaboration of many ideas from other
                          smaller incomplete levels that I worked on in the
                          past.  Finally I finished one! :^)

================================================================
* Play Information *

Episode and Level #     : Map 1
Single Player           : Yes.  Only on Ultra Violent or Nightmare.  This is
                          really only meant as practice.  You can exit the
                          level at almost any time.  Even if you plan to
                          play DeathMatch, make sure to give single player a
                          try... it's amazing how much more intelligent the
                          monsters seem when they have room to move, and
                          interesting places to wander into!
Cooperative 2-4 Player  : It's set up, but it would only be a big blood-fest.
                          Again, make sure you select Ultra Violent or
                          Nightmare.
Deathmatch 2-4 Player   : Yes!  This level originally had no other purpose!
Difficulty Settings     : No.  I just placed the monsters on the Ultra
                          Violent level so they don't annoy those who want
                          to take a look at the level before playing
                          DeathMatch.  It's a pain having to WARP with
                          NOMONSTERS all the time.  Just select Ultra
                          UltraViolent if you want monsters.
New Sounds              : No
New Graphics            : No, except for the Title Screen, small Doom logo,
                          and the level name on the statistics screen at the
                          end of the level.
New Music               : Yes,  DASBOOT.MID  This can't be from the movie?!?
                          Nonetheless, it's a cool moody-techno tune.  Makes
                          for a hyper battle!
Demos Replaced          : No.  The level is big enough as it is ;^)


* Construction *

Base                    : This level was designed entirely from scratch.
Build time              : On and off over a couple of weeks.
Editor(s) used          : All the level editing was done with DoomCAD v5.1
                          but I used DeepBSP for for the Node Building (this
                          is an excellent and FAST Node Builder).  I also
                          used WinTex v3.4 and WadMaster v.9 to insert the
                          graphics replacement and music.
Known Bugs              : If you stand behind the Tower in the SE corner
                          (the one with the MegaSphere in the caged area)
                          and look NW, you may get a tiny bit of that
                          HOM-like effect happening because of two many
                          linedefs in your line of sight.  You rarely
                          encounter it because it only happens in a small
                          region behind the tower.  The effect occurs along
                          the city's outer wall and in one of of the
                          surrounding buildings' windows.  You probably
                          won't get the chance to stand there long anyway!


* Copyright / Permissions *

I would prefer it that this level not be used as a base for other levels.
If you do plan to build on it, a note in e-mail would be nice and perhaps
a copy of the WAD so I can also try out your modifications.  You MAY
distribute this WAD, provided you include this file with no modifications.
You may distribute this file in any electronic format via BBS, Diskette, CD,
or any other medium you can imagine, as long as this file is included.

* Where to get this WAD *

FTP sites: ftp.cdrom.com (hopefully!)
           I plan to send it up where I can.  Or you can contact me via
           E-Mail and I can arrange to send it to you, or tell you where I
           have managed to send it up.



MAP01

DM Spawns
4
Co-op Spawns
4
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