DETHKASM.WAD (Death Chasm)
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DETHKASM.WAD (Death Chasm)
Original Deathmatch PWAD for Heretic (Registered)
* General Information * ============================================================================== Title : DETHKASM.WAD (Death Chasm) Description : Original Deathmatch PWAD for Heretic (Registered) Author : Kenneth S. Forte Email Address : <email removed> Additional Credits to : Rich Condon (<email removed>) for testing, several game ideas, and being a human stack. Justin Powell (shell-less freak) for dragging out DEU to make DOOM2 levels, thus inspiring me. Sue, for the title, and the restraint. Points of Interest : This level started out as a rip-off of DOOM ]['s "Dead Simple" level, with a few twists. As usual, however, I wound up taking a smallish level and blowing it way out of proportion. I also blew it beyond all hope of ever running smoothly on my old but dependable 486DX/33Mhz without even a hint of a VLbus (laugh it up). Some of the notable areas are as follows: Wind Chamber: Find the sweet spot that will make all of your crossbow shots converge on the doorway. See if you can find the doorway first. Nearly Perpetual Motion Device: When you see a large amount of teleporters, try powering up the Mace and shooting some of those monsters INTO the teleporters. Too bad they actually wind up GAINING energy, or the wall of flying metal might last well into forever. Pod-boy Suite: For those of you who liked to let barrels do your dirty work for you in DOOM, try your hand at some Pods (that is, if anyone actually wants to steal your precious torch). Exit?: Hehehehe. Step Inside. Not your ordinary trap. (If anyone else has done something similar to this previously, let me just say that a) I never saw it, and b) that means that we both have equally empty lives). * Play Information * ============================================================================== Episode and Level # : E1M1 (Back to Ep/Lev system again, sigh) Single Player : No Cooperative 2-4 Player : No Deathmatch 2-4 Player : Yes Difficulty Settings : Not implemented New Sounds : No New Graphics : No * Construction * ============================================================================ Base : New level from scratch Build Time : Couple of days, give or take an all-niter Editor(s) used : HEU 5.21 and BSP 1.2x Known Bugs : Yes, several. Let's go into them all: If anyone knows why Heretic decides to randomly replace the Mace Thing with a Disciple Thing on some systems, please let me know. It is most... amusing. Then there is the standard "Id-engine-has-too- many-things-to-put-on-the-screen-but-no-one-will- miss-a-few-of-them" bug. This wasn't really a problem with DOOM, but with all of Heretic's nice little special touches (smoke trails, acid rain, sparkles, lava plumes, etc.) the thing count can grow rapidly and before you know it, where did it all go? This is compounded by knowing that you need much taller sectors somewhere in the level to make flying more feasible, but realizing that if anyone uses more than a couple of powered-up hellstaff shots in such an area things will start disappearing (yes the acid rain or whatever you want to call it goes from floor to ceiling). There is an apparant Moire effect connected to the fake floor. Yes I said fake floor. Wipe that confused look off your face. If you read this far into these things then you should know by now that the further you go the darker it gets. Anyways, if you're interested in such neat tricks or have a solution for what seems to be a small side effect of bending the accepted rules of "good" level-making, please e-mail me. * Copyright / Permissions * ============================================================================ Authors may use this level 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 file. You can find this PWAD on: Official DOOM Site-of-the-Month: ftp.cdrom.com