Names
Hello!
Description
1997's semi-megawad (14 levels) featuring: - Especially designed Cooperative levels. - New sounds - Weapons replaced (sprites from Duke Nukem) - Doom II style maps (any source port is required) - All around Excellent WAD (he he he...)
Filenames
hello!.wad
Size
2.75 MB
MD5
ee17b612a879a83fb33af91d91fbec05
SHA-1
7fd6eb5d9dcbf4f879a94917340d03b27651e3b0
WAD Type
PWAD
IWAD
DOOM2
Engine
DOOM2
Lumps
339
Demos
1
Maps
14
 
MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP07, MAP08, MAP09, MAP10, MAP11, MAP12, MAP13, MAP14
                             ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
                             ³ HELLO  SOFTWARE ³
                             ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
                                                            
HELLO!.TXT version 1.0
Date:04/02/97  
by Rodrigo Chamusca

Document for Internet Users
===========================

   Now you're about to play an entire new episode for Doom II.
   Firstly, you should read this before playing "HELLO!.WAD".


Table of Contents
=================

[1.0] - System Requirements

[2.0] - About Hello Software
      [2.1] - The guys from Hello Software 
      [2.2] - Projects for the future
      
[3.0] - What's new on "HELLO!.WAD"?
      [3.1] - About the weapons 
      [3.1] - Levels and creators
      [3.2] - Tips
      [3.3] - Bugs 
       
[4.0] - About the sounds
      [4.1] - What kind of sounds you're talking about?

[5.0] - Copyrigth
      [5.1] - Editors used
      [5.2] - Sounds
      [5.3] - Permission

[6.0] - Say Hello to Hello



[1.0] - System Requirements
        ===================
Well, as you know, Doom II runs well on a 486. But, as it's a PWAD, you'd
better have a Pentium with 8 Megs. I've designed the first level of the
episode and I've experienced some problems running it. You'd better do this:
* The first level is huge (about 250 bytes), so it needs more machine. If 
  you don't have a Pentium (like me), you should reduce the graphic detail
  if you're playing in "Chuck Norris" skill level;
* The rest of the levels runs well, except for "City".

[2.0] - About Hello Software
        ====================
Hello Software is new on the "Doom" scene. None of our WADS were put on the
Internet... until now. Well, it's a bit late, OK! But just now we had the 
whole idea, and we worked hard on it. We are a small group, you'll see. 

[2.1] - The guys from Hello Software
        -------------------------- 
Hello Software is:
   
   Rodrigo Chamusca --- Graphics, sounds and (some) levels 

It's me. The other guys blame I'm too slow on making levels, but I did all 
of the graphics on the game. The weapons, screens... everything. I did not
have time, you know... About the sounds, well, everybody worked on it.

   Renato Pinheiro  --- A LOT OF LEVELS and sounds

He has some great ideas. Like making the Imps (and Cacos, Barons...) say 
"HADOKEN" when they throw their fire balls... He did tons of levels, as you
can (can you?) see.

   Lincoln Tavares  --- Technical support and sounds

If you hear someone saying "Da-lhe!", it's him.
    
[2.2] - Projects for the future
        -----------------------
We (maybe just me) have some ideas for the future. Like making levels for
Duke Nukem, Heretic or Hexen, and Quake (who knows?). I'm thinking of an
episode where our old friend, the space marine, shows up in Medieval Age.


[3.0] - What is new on "HELLO!.WAD"?
        =============================
A lot of things. Screens, sounds, levels and (Oh yes!) weapons have changed.

[3.1] - About the weapons
        -----------------
I guess that when you've played the game you've noticed that the weapons are
different, haven't you? These really-cool-weapons "came" from Duke Nukem 3D,
the best "shoot and kill" game (after Doom, of course). These weapons gave me
a lot of work, but they look really nice in the game. Look what is new:
* Old pistol --> New pistol. But don't try to kill your friend with
  this, because it's still slow. He will thank you for that.
* New Shotgun! Don't you think that Duke Nukem's shotgun is really nice?
* Chaingun --> Chaingun Cannon. Another state-of-art.
* Rocket Launcher --> RPG. Now it's bigger and smoother.
* Plasma Gun --> Freezer. Sorry, it doesn't make any ice cubes.
* BFG9000 --> Shrinker. I prefer "guts" instead of "pigmeus".
Although the weapons have changed, the ammo is still the same.     

[3.2] - Levels and creators
        -------------------
Here's a list of the levels on the game. There are fourteen levels, two of
them are secret. The names in the game are in Portuguese.

Map 01 - O Predio (The Building) by Rodrigo Chamusca
Map 02 - Presidio by Renato Pinheiro and Rodrigo Chamusca
Map 03 - Aldeia (Village) by Renato Pinheiro
Map 04 - Hello by Renato Pinheiro 
Map 05 - Hello II by Renato Pinheiro
Map 06 - Cemiterio Maldito (Pet Sematery) by Rodrigo Chamusca
Map 07 - Os 12 Macacos (12 Monkeys) by Rodrigo Chamusca
Map 08 - Fortaleza (Fortress) by Renato Pinheiro
Map 09 - Comando Delta (Commando Delta) by Renato Pinheiro
Map 10 - Wolf by Renato Pinheiro
Map 11 - Maraca by Renato Pinheiro
Map 12 - Quake by Renato Pinheiro
Map 13 - Cidade (City) by Renato Pinheiro
Map 14 - Final Doom by Renato Pinheiro

As you can see, Renato created most of them. Call it "level designer".

[3.3] - Tips
        ----
* Some of the levels (attention to "Fortress","City" and "Quake") can only 
  be finished by shooting things. Examples are switches that don't work by
  pressing it (you must shoot), and that "angry" Baron faces. If you are
  stuck on the level, pay attention to these things.
* If you can not find the red key on "City", it's because it's hided on the
  library. The key is on the left-corned bookcase. Press it and it will come
  down.
* Attention on "Quake". Exit may "mean" anything on this level.

[3.4] - Bugs
        ----
If you find any bug, tell us. We've played the levels a lot of times and did
not find any. The only apparently bug is on "Building". It happens when  
players get out of the building and go outside. Some flashes (looks like
"Hall of Mirrows" bug) appears when you stay in certain angles. It happens
because of the complexity of the level, Doom supports only 256 lines at the
same moment, and the structure of the level has exceed this limit. But don't
panic, it doesn't affect gameplay anyway.


[4.0] - About the sounds
        ================
Creating new sounds was the funny part of it. You're going to hear some odd
sounds, some of them I'm sure you'd heard before.
Some of the sounds have been extract from other games (like Thexder), others
were made by Hello Software.


[5.0] - Copyright
        =========

[5.1] - Editors used:
        -------------
DCK version 3.61 by Ben Morris
Waded version 1.83 beta by Mathew Ayres
Wadcat version 0.6 by Mathew Ayres
Wintex version 3.4 by Olivier Montanuy

[5.2] - Sounds:  
        -------
Pistol sound from "D4GOLDBT.WAD"
Plasma and rocket sounds from the game "THEXDER"
Other sounds created by Hello Software

[5.3] - Permission
        ----------  
You can distribute it to anybody. Your friends. Your enemys. We want people
having fun with these levels, just like we did, on doing and (sure!) playing
them. But, please, if you're going to change it or put it on a CD, for 
example, keep these text files. It's our work and others work on it.

[6.0] - Say Hello to Hello
        ==================
If you would like to say anything (liked it or not), do it. If you have
experienced problems running it, call us. If you didn't like some part of
the level(s), say why. If you liked some level very much that you want it
for you, we're here. Our E-mail: pattoni@bol.com.br


MAP01

DM Spawns
7
Co-op Spawns
4

MAP02

DM Spawns
5
Co-op Spawns
4

MAP03

DM Spawns
6
Co-op Spawns
4

MAP04

DM Spawns
7
Co-op Spawns
4

MAP05

DM Spawns
7
Co-op Spawns
4

MAP06

DM Spawns
4
Co-op Spawns
4

MAP07

DM Spawns
5
Co-op Spawns
4

MAP08

DM Spawns
9
Co-op Spawns
4

MAP09

DM Spawns
5
Co-op Spawns
4

MAP10

DM Spawns
5
Co-op Spawns
4

MAP11

DM Spawns
6
Co-op Spawns
4

MAP12

DM Spawns
4
Co-op Spawns
4

MAP13

DM Spawns
6
Co-op Spawns
4

MAP14

DM Spawns
4
Co-op Spawns
4
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