Floating Buildings v1.1
Floating Buildings v1.1
This was originally a contribution to the "Wad-in-a-Week" contest in 2000 at newdoom.com. Though, as they couldn't figure out, how to play this, they decided not to release it at all. Though, it can be solved as I tested it well with EDGE 1.24 and 1.27. It actually is my first map I ever made, and I think, it is good enough for a public release rather than laying unnoticed on my harddisc forever. Hence, here it is. Have some fun with it! For some usefull hints, read bellow!
=========================================================================== Archive Maintainer : Update to : Advanced engine needed : EDGE. Tested with 1.24 and 1.27 in software mode. With 1.24 you have to specify -truebsp at the command line! Primary purpose : Single play =========================================================================== Title : Floating Buildings v1.1 Filename : FLOATB.WAD Release date : 8-apr-2004 (finish date: 11-dec-2000) Author : LogicDeLuxe Email Address : <email removed> Other Files By Author : Misc. Author Info : Description : This was originally a contribution to the "Wad-in-a-Week" contest in 2000 at newdoom.com. Though, as they couldn't figure out, how to play this, they decided not to release it at all. Though, it can be solved as I tested it well with EDGE 1.24 and 1.27. It actually is my first map I ever made, and I think, it is good enough for a public release rather than laying unnoticed on my harddisc forever. Hence, here it is. Have some fun with it! For some usefull hints, read bellow! =========================================================================== * What is included * New levels : 1 Sounds : No Music : No Graphics : Yes, a x and y tileing 360 degree sky. Dehacked/BEX Patch : No Demos : DEMO1, recorded with EDGE 1.27. If you don't want to be spoiled, don't watch it! I tried keeping it simple by playing at skill 1, only using the keyboard and even avoid jumping and mlooking. Also the invulnerability sphere isn't picked up (which did cost me a lot of health). Usually I play with mouse, though this way, it can be zipped much better. Once I forgot a switch and had to return. I kept it in rather than redoing the whole thing. After all, it's ment as a helping walkthrough, not a perfect speed run. Other : Many EDGE specific stuff. (Today, I probably would have done this for Zdoom) Other files required : * Play Information * Game : DOOM2 Map # : Map01 Single Player : Designed for Cooperative 2-4 Player : Implemented but not tested. Deathmatch 2-4 Player : Implemented but not tested. Other game styles : Difficulty Settings : Yes, tested on skills 1-4 with mouse and keyboard. Nightmare would be VERY hard, as you need to kill all monsters of certain kinds in order to trigger some special effects. * Construction * Base : "Wad-in-a-Week"'s basemap, as the objective was using that basemap which contained the four main rooms only, and feature a reference to "new Doom" in some form. Build Time : One week Editor(s) used : Deth 4.24, Zennode 0.98a, Deutex 4.4.0, text editor Known Bugs : Some minor ones as I ran out of time. These are slightly unalligned textures and a teleporter which triggers unintendedly on the roof of a building. (You just can walk around in order to avoid this!) No problematic bugs. Also there are engine related ones, read on for important details! Bugs when using EDGE 1.24: - Visible line at the horizon and texture bleeding on some corners. - Monsters shoot at extra floors and sometimes even hit you through them. - Some extra floors are invisible if you forget the -truebsp parameter. - All those actually are bugs in the engine which are all fixed with version 1.27. Bugs when using EDGE 1.27: - There are a bunch of warnings while loading. This is because of DDF-changes in 1.27. You can ignore them for now, though I can't guarantee it will still run in later versions. - The bridge above the letters are lightened incorrectly when the letters appear under it. This did not happen in 1.24 and I have no clue how to fix this. (Actually I didn't try as the map is unchaged as of 2000 except for the demo which I added later.) Fortunately, this doesn't affect gameplay. - There is one G1-switch at the east end of the map which doesn't always seem to work on the first try. It's supposed to open the east door above the floating lift in the starting room. If that door is still closed, just shoot that switch again! May Not Run With... : other than EDGE. Not tested with hardware acceleration. Usefull hints: - This is a puzzling map. You could used to think 3-dimentional and keep watching carefully for important details! You can jump and mlook (making aiming on shootable switches easier). Also the automap might help sometimes. There are several ways to do certain things. - In the very starting room, look for cracks on a corner which you'll need in order to trigger the hidden lift! - The invulnerability sphere makes you able walking on the sky. This is helpful (though not required) reaching a particular switch. It also can help you fighting some mosters, of course. - As this map mainly contains small rooms and deadly sky, there is little room for dodging. Fortunately I implemented fewer monsters on lower skills. - If something doesn't seem to work correctly, make sure, you read the known bugs details, which are mainly engine related issues, which I can't fix in this map, unfortunately. - You have to kill all monsters of certain kinds in order to trigger special scripts. (Hence this map doesn't work with -nomonsters.) - Every time a new letter appears in the centre area, a row of bars will raise in the passage to the exit room simultaneously unblocking the way when you found all letters finaly. - If you like even a more challanging play, keep in mind that this map can be completed without jumping or mlook aiming. Also you only need either sky walking with invulnerability or using one of the keys. - There is a demo included which is basically a walkthrough. It shows one possible route using one of the keys. It's not revealing all the secrets. If you need even more hints, open it in a map editor and peek. ;-) * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse. 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://archives.3dgamers.com/pub/idgames/ and mirrors Web sites: FTP sites: