Kowalski's Building Hell Ultra - 1999 Update
Kowalski's Building Hell Ultra - 1999 Update
MAP01, MAP02, MAP03
View me with win9x NOTEPAD or ms-dos EDIT! ============================================================================= Title : Kowalski's Building Hell Ultra - 1999 Update Author : Michael Hopkins (aka Kowalski, now Digital Thought) email: firstname.lastname@example.org website : http://www.wire.net.au/~michaelh or http://www.ozemail.com.au/~hopkinsm ICQ : 3454700 Filename : KK-BUiLD.WAD Author Info : Ex-Cosysop of Fortress BBS - It has closed now :( Currently doing gfx for god knows what - hopefully a game that will be known as Zinjanthropus. If you're a DirectX coder and can do 3D(fx) stuff, drop me a line. Author of numerous other PWADS including A1-SNiPE OUTSIDE/2, and various other small deathmatch WADs, usually preceeded by KK- for easy identification :) Level Description : Let's see... there's a Building... and Hell... oh, and the super enhanced Nuclear Warhead Basically, travel thru a building, into hell, then destroy civilisation + aliens / bad hell thingos with the nuclear warhead. Joy. Yeah yeah, it's only December 23rd 1998, but hey! Close enough. This 1999 edition has been fairly extensively updated and tweaked, just on the first level though. Even though I have a P2/400 with a 12meg Voodoo2 card, there's just SOMETHING about Doom that keeps drawing me back. I guess it could be that for many, including myself, Doom was a way of life. No other games have EVER managed that in recent years. With the release of the DoomOpenGL beta, maybe this level as well as the many other superb efforts that are out there will get another look. Or maybe I'm just being wishful. Though I hope I'm not... *!*!*!*!*!*!* ! Warning : !Due to the size and complexity of these levels, if you *!*!*!*!*!*!*try to save your game, Doom will HANG. I guess that just makes it that little bit trickier for those lamers who save/die/reload again and again and again >:) If you want to complain, complain to iD - see if they'll release a patch. But that's not my problem. Because the source is now free. Alternatively, ask the glDoom author to fix it for glDoom. So there you go. If the level hangs your computer -- well I don't know what to say. Because it works fine on my computer. BTW, you'll need v1.9 of Doom2 for best results - any less and you get a couple of VIS_PLANE overflows I would imagine. Oh I hate those things. THE MEMORIES!! NOOOOOO!!!! ============================================================================= Preamble :- This PWAD replaces numerous textures and also MAP01, 02 and 03. It is designed for single player, but I've tried to make it co-op friendly as well. So eg, you can still open the barrier that blocks you from leaving the office level by the way you came in, from the outside. But it will close once you're in. To get back inside.. well, I can't remember that much ;) -- for co-op play in Medium or Hard modes. DEATHMATCH IS supported - "How!" you scream. Well, if you examine the map with any decent editors (I used DETH, BSP and RMB (using -perfect) to build these levels) you'll notice that in EASY, MULTIPLAYER mode, barrels of fire appear as do heaps of weapons, health, and ammo. So if you want deathmatch, you will be penned into a certain area by barrels, this should make it playable. Just remember - SKILL 1. To exit, it is a mutual operation. There are marked switches on each level, and marked exits. One goes to the switch, the other to the exit. One pulls the switch and the exit is revealed. Then the other can exit the level. The music is taken from sites that are believed to be FREE. This PWAD has taken a total of well over 100 hours to make and tweak so far. So it is very good. Yes, I really am a perfectionist ;) It was built from scratch and is entirely my work and design. So I guess you can say it is (c) 1995-99. There. Just think of all the substitute teachers I had to convince that the maps I was scrawling on paper during class, that the maps I used to work these levels from, were actually for the subject "Graphics" (Which is of course, Graphic Communication. Which I love. But Doom is not Graphics. Obviously.). Suckers. Copyright Shit: You CAN'T... repeat... CAN'T re-distrib any modified versions. Sure, feck it up completely on your own system, but just don't copy it. Easy. You may not take ANY credit for anything you steal from this PWAD. Nyer. If you wish to reuse any art, ASK ME FIRST. YOU DO **N O T** HAVE PERMISSION OTHERWISE!!! You must include all the four files in any redistribution. That is, this file, the two KK-BDESC's and the >unmodified< PWAD itself. You can stick this >unmodified< ZIP file on a CD if u like. You can upload it to ftp sites - I've already put it on FTP.CDROM.COM and thus all the mirrors associated. So don't waste their time uploading it again. Thx. You can distribute it on your website. Or anything really. You could print it out in binary and scan it back in and see whether you could use OCR accurately with non-standard characters, although I guess that would fail because some ASCii characters are white, including the spacebar. If you should review this PWAD, >PLEASE<, drop me a line. I'd love to know what you think. Or just send me some email! Yeah! What a REVELATION! Well, that's just about it. Need help then email me. Couldn't be *stuffed* making a quake version. Woo. Brown. Or a Duke version. Woo. The editor's just crashed again. Or an Unreal version. Coz I can't get the editor to work. Damn it. :( However, If all goes to plan, expect a Quake2 version of A1-SNiPE to be released - yeah! :) That's just about it from me. I'm tired. I have to work. Goodbye. --Small white mouse named Quentin... what the HELL was I on???