Names
Nemisis experiment
Description
Incomplete version of the origional design of
Filenames
nemisis.wad
Size
1.2 MB
MD5
37bc894062aa6a7b6bfc19872360e67a
SHA-1
0e3de305e5ab99db49d3aeb13fc02f865030af35
WAD Type
PWAD
IWAD
DOOM2
Engine
DOOM2
Lumps
172
Maps
3
 
MAP01, MAP02, MAP03
================================================================
Title                   : Nemisis experiment
Filename                : NEMISIS.ZIP
Author                  : Harlequin (aka Justin Fisher)
Email Address           : misc3471@csc.canterbury.ac.nz

Description             : Incomplete version of the origional design of  
the Nemisis conversion for Doom2. Mainly an exercise in what the Doom
engine can be made to do, eg things like catwalks, angled supports,
archways, Escher-style architecture...
The levels are mostly barren - just architecture, most of the scenery and
monsters etc have not been added.

================================================================

* Play Information *

Map#                    : Map 01 and Map 02 of DOOM2
Single Player           : Yep
Cooperative 2-4 Player  : Yep
Deathmatch 2-4 Player   : Only on Map02
Difficulty Settings     : Partially implemented
New Sounds              : No
New Graphics            : Yep 
New Music               : No
Demos Replaced          : None
Secrets                 : None

* Construction *

Base                    : New level from scratch
Editor(s) used          : Wintex, Doomcad, WinDEU, various others, it
  matters not.
Known Bugs              : LOTS. The wad is incomplete...
There are also several unused wad entries.


* Use *

You may not modify this wad or extract any lumps (levels, graphics, etc)
from it to incorperate in another wad - extract ideas and inspiration 
instead. If you like the new graphics, most can be obtained for your use
by buying Tricks of the Doom Guru's 2nd Edition - this book comes with a 
cover-CD containing hundreds of new graphics for use in Doom.

* Misc info *

I made this wad primarily to show how much untouched potential is left in 
the DOOM engine, as I often hear people giving up on WADs because they
think there is nothing left to do that hasn't been done a hundred times 
already... If Nemisis looks like it has been done a hundred times already,
then they are probably right, but hopefully it doesn't :)
While a lot of the stuff in the WAD _might_ seem to be technical tricks or 
the product of a lot of experience, the real trick is imagination.
Sorry about the lift in the first level - I havn't fixed the inappropriate
height and it takes a minute or so to reach the top... :)
Also, while the install.bat adds the necessary flats to the WAD, there are
also some sprites in the wad (new chaingun and demon sprites), to include 
these in the game, once Nemisis has been installed, type

deusf -restor Nemisis.wad
deusf -append Nemisis.wad

(The last one will take a while. BTW this will result in the wad
becoming over 5 megs in size...) The replacement Demon sprites are not 
correctly positioned, so they will be either waist deep in the ground or
floating above it, this looks really strange - it interferes with your
depth perception of them. As I've repeatedly hammered in, the wad is not
finished :)
To get the wad back to normal, type

deusf -restor Nemisis.wad
install



MAP01

DM Spawns
0
Co-op Spawns
5

MAP02

DM Spawns
16
Co-op Spawns
4

MAP03

DM Spawns
0
Co-op Spawns
5
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