Remix of CHALLENJ.WAD by Josh Schultz that I did one afternoon because I was bored.
================================================================ Title : NJCHLLNJ.WAD Author : Nigel "Enjay" Rowand Email Address : email@example.com Misc. Author Info : Description : Remix of CHALLENJ.WAD by Josh Schultz that I did one afternoon because I was bored. Credits to : Josh Schultz for the original WAD. Wills for making me notice the WAD. The Zdoom forummers for feedback. GhostlyDeath for a modified version of Chocolate Doom that can detect visplane overflows. Esselfortium for providing me with a copy of the above port. ================================================================ * Play Information * Engine required : Should work on all ports Episode and Level # : MAP01 Doom2 Single Player : Yes Cooperative 2-4 Player : Starts present, not tested Deathmatch 2-4 Player : Starts present, not tested Difficulty Settings : Yes New Sounds : No New Graphics : ICKDOOR1 from Doom New Music : D_E1M5 from Doom Dehacked patch : No Demos Replaced : No * Construction * Base : CHALLENJ.WAD by Josh Schultz Build Time : 4 maybe 5 hours Editor(s) used : DeePsea Known Bugs : A few slime tails, otherwise none known, but there are bound to be some because this WAD was done in a short space of time. * Additional Info * Jumping and crouching are not required, neither should they cause any problems. The WAD that this is based on was reviewed recently on Doomworld and the review started off "This is the worst level I have ever played". Whilst that may have been a little too harsh, the WAD certainly wasn't good. However, something about it was bugging me. I kind of liked the basic layout of the map - or something. So, on a cold, wet December Sunday afternoon I decided to sit down and just play around with it in my editor. This wasn't an attempt to "fix" the map or anything pretentious like that. I just sort of set myself a time limit of 4 hours (which I over ran slightly) to do what I could in a limited time. So, it was kind of like a bit of self imposed speed mapping. Seeing as how it turned out OK I thought I'd make the results public. I got a few recommendations for changes, spent an hour or so applying them, and that's it. Don't expect any KIDZD detail or anything. This was a pretty quick "tart up" of a level done just to amuse myself. It's still quite basic and simple. I tried to keep it feeling a bit quite like the original - so, although I converted it to Doom2 (the original was for Doom) I kept mainly to Doom textures and enemies, although I did let a few Doom2 features creep in. I deliberately stuck with Doom line types and didn't use any modern port features. So, it *should* run on any source port. I tested it on the following ports and didn't notice any problems: Zdoom GZdoom Risen3D PRBOOM EDGE Legacy PRBoom+ Doomsday Skulltag Chocolate Vanilla Also Vavoom (engine, not map, minor cosmetic bugs) As far as possible, I tried to keep the layout as faithful to the original as possible. However, after working on one area, I had introduced a visplane overflow. I could have just specified that it required a limit removing port but I prefered to try and fix the overflow because making an old '94 WAD like this incompatible with Vanilla seemed wrong. So that area (the bar) ended up being changed more than I had originally planned. However, it worked out OK so I'm happy enough with that decision. Josh Schultz was kind enough to use the "Authors MAY use this level as a base" clause of the permissions, so I'm making my effort publicly available. I hope someone enjoys it. :) The original file by Josh Schultz can be found here: http://www.doomworld.com/idgames/?id=15481 The text for the original has been included in this zip file. * 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 intact.