Enjay Toss Off
Enjay Toss Off
A single level inspired by E1M7 of Doom1. Fairly Episode 1 in feel. Plays on MAP01 of Doom2.
=========================================================================== Archive Maintainer : (no special instructions) Update to : (NA) Advanced engine needed : Should work with everything Primary purpose : Single Play =========================================================================== Title : Enjay Toss Off (map I just tossed off one afternoon because I had some spare time). Filename : NJTOSS17.WAD Release date : Author : Nigel Rowand (Enjay) Email Address : <email removed> Other Files By Author : Literally hundreds, most not released. Misc. Author Info : Home Page http://www.btinternet.com/~Enjay001/ Description : A single level inspired by E1M7 of Doom1. Fairly Episode 1 in feel. Plays on MAP01 of Doom2. Additional Credits to : Id Software for, well, you know Jack Vermeulen for DeePsea =========================================================================== * What is included * New levels : MAP01 Sounds : No Music : Yes. Something more appropriate than D_RUNNIN Graphics : Yes. Replacement sky - "sunset on Phobos" :-) Made by combining 2 familiar skies. Dehacked/BEX Patch : No. Demos : No. Other : No. Other files required : None * Play Information * Game : DOOM2 Map # : Map01 Single Player : Designed for Cooperative 2-4 Player : Starts are there. Not tested. May or may not work. Deathmatch 2-4 Player : Starts are there, but even less likely to be suitable. (too big for DM). Other game styles : None Difficulty Settings : Yes Easy is Very easy. UV ain't that tough either. * Construction * Base : Scratch level (Inspired by E1M7 - nothing copied though). Build Time : About 6-7 hours Editor(s) used : DeePsea, and PSP for the sky. Known Bugs : None May Not Run With... : Should be OK with everything. Even Doom2,exe although I would use a port just in case it is possible to get a visplane overflow. The map isn't too complex though. I tried it with Zdoom, PRBoom, JDoom, Legacy and Doom2.exe and was able to complete the level each time. Full Description: Well, this weekend I found myself in the very rare situation of having a bit of spare time. So I decided to turn back the clock and make a simple, no port specific map. I just started "doodling" stuff with DeePsea, trying to catch some of what I like about E1M7, and about 4-5 hours later I had a map in front of me. Up until then I hadn't even tried running it, but after play testing, I decided it was worth spending a bit of time texturing it properly, and working a bit on item placement. Voila, one (longish) afternoon's work later a map. For those Episode1 purists, there are bound to be some things you won't like but this wasn't a serious attempt at an exclusively Ep1 map. It was just something I did to amuse myself. In saying that, I stuck fairly closely to the Doom1 textures that are available in Doom2 (which is a limited set compared to Doom1 proper) and I didn't use any non Ep1 monsters (which maybe makes it a bit easy). In addition, I didn't use any "fancy" architecture or port specific line types. Stopping myself from making little complex, eye candy areas, was the hardest part actually. I also tried to avoid linetypes that weren't available before Doom2 came out, but a few did sneak in ;-). * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse. All I ask is a name check. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. * Where to get the file that this text file describes * The Usual: ftp://3darchives.in-span.net/pub/idgames/ find it with: http://www.doomsearch.com/ Web sites: http://www.btinternet.com/~Enjay001/