No Rest for the Wicked
No Rest for the Wicked
Medium-sized "spooky", hellish-themed level. Save that ammo!
====================================================================== Advanced engine needed : None Primary purpose : Single play Suggested location : ./levels/doom2/v-z/wicked_3.zip ====================================================================== Title : No Rest for the Wicked Filename : wicked_3.wad wicked_3.txt Release date : February 27,2002 Author : ReX Claussen Email Address : <email removed> Other Files By Author : Wads requiring a source port to prevent VPO errors: Pugilist.wad -- 3 levels for DooM2 Fear_Isl.wad -- 1 level for DooM2 Decimate.wad -- 1 level for DooM2 Complex.wad -- 1 level for DooM2 Conversions: Hex_on_u.wad -- 3 levels using Hexen2 textures (source port required) Phoenix.wad -- 5 levels using Quake2 textures (source port required) Paranoia.wad -- 5 levels using Half-Life textures/enemies/sounds, for ZDooM Temple2.wad -- 5-level hub using Q3A textures & Q2 weapons, for ZDooM Darkhour.wad -- 7-level hub set in the Star Wars universe, for ZDooM Wads requiring no source port: Arena_01.wad -- 1 level for DooM2 Invictus.wad -- 1 level for DooM Wicked_1.wad -- 1 level for DooM2 Wicked_2.wad -- 1 level for DooM2 Misc. Author Info : I didn't make it all the way through 6th grade for nothing! Description : Medium-sized "spooky", hellish-themed level. Save that ammo! Additional Credits to : Jack Vermeulen (sbsoftware.com) for helping to try and get rid of the nasty HOM effect at the start of the level id Software ====================================================================== * What is included * New levels : Yes Sounds : No Music : No Graphics : No Dehacked/BEX Patch : No Demos : No Other : No Other files required : No * Play Information * Game : Doom II v1.9 Map # : Map27 Single Player : Yes Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Difficulty Settings : Yes * Construction * Base : New Build Time : 10 days, including play-testing Editor(s) used : WadAuthor Known Bugs : A HOM effect at the start. Does not affect gameplay. I spent many hours trying to get rid of it, and Jack Vermeulen also tried. In the end I decided to release the map with the HOM instead of simplifying and modifying the map. These aren't exactly bugs, but I'll point them out. If you use ZDooM you can't run across the pillars to get to the soul sphere and armor (you'll have to jump), but in DooM2 you can. If you use DooM2 and die and restart a saved game, the "sleeping monsters" syndrome prevents enemies from teleporting in at the right time. May Not Run With... : Half-Life, Unreal Tournament, Quake 3 Arena * Copyright / Permissions * Authors may use the contents of this file as a base for modification or reuse. You may distribute No Rest for the Wicked in any electronic format (BBS, Diskette, CD, etc) as long as you include this text file intact, and do not release it as part of a commercial product. * Where to get the file that this text file describes * ftp://......./idgames/levels/doom2/v-z/wicked_3.zip