Names
OBSIDIAN FORTRESS
Description
Opening scene on Phobos; your left standing guard at the hangar door. After what seemed like an eternity of listening to the screams of your buddies over the radio, and the sounds of combat in the distance, your radio goes silent.
Filenames
dm_nhope.wad
Size
2.94 MB
MD5
24984f883767023f076f0f1037c1aa41
SHA-1
c1b930174a9a809bb90016ae04ad8bde5140ce05
WAD Type
PWAD
IWAD
DOOM
Engine
DOOM
Lumps
122
Maps
8
 
E1M1, E1M2, E1M3, E1M4, E1M5, E1M6, E1M8, E2M7
Well here is another great episode for doom.
Just a few thanks to those creative and patient individuals out there
who have managed to learn the DEU thing, and used that knowledge to 
produce and share these Great levles.
Thanks Go out to:
        D. R. Duncan for the Awesome SunGod.wad - Small glitches but COOL
        Patrick Gorman for Hangar41.wad
        Jeff Johnson for Obsidian.wad
        Rob Reynolds for stud11.wad
        and of Course Laura Beyers for introducing me to what a level 
        should be like, as far as sound and layout go!

If you are unable to get through the first level do to frequent crashes,
(You are unable to save in level one!) instead of loading with hopeless,
load with HOPEON. 
HOPEON will bypass the first level and allow you to continue through the
episode.
I left the first level in, because it was so cool, despite the program
flaws. It was a tough call, but I chose this path.
                                        Enjoy!
                                              Blackfist1@AOL.com
                                              TheLord
                                              quietpoet


*****************************************************

Name of creator         :    Anonymous (creator of DRKSTAIR.WAD)

E-MAIL address          :    jorge@hairball.ecst.csuchico.edu
                             (I guess not REALLY anonymous!!)

Title of patch WAD      :    BEWARE.WAD (version 1.2)

Episode and map         :    E2 M6  (I like the music... frightening theme!)           
                             CHANGED TO E1 M7 FOR DM_NHOPE.WAD
============================================================================

Skill levels supported  :     * ALL *     --With a new twist, too.... :)  
                                          --Creatures and objects differ from
                                            skill level to skill level!
                                            (SEE NOTES BELOW)

DEATHMATCH supported    :  * OF COURSE *    (Over 10 places to begin!)

IBM model tested on     :  --486DX 33Mhz, 8Mb RAM, 512K graphics card
                           
                           --Low detail is smooth as silk with the status bar
                           --High detail is a bit choppy on "Ultra-Violence",
                             but it's usually like that for regular DOOM levs

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

Difficulty of Map       :    30 to 40 min. for a very good DOOM player

                             --Really challenging on Hardest skill
                             --"Hurt Me Plenty" is almost as hard as
                               "Ultra-Violent" EXCEPT creatures are both
                               placed differently and / or ENTIRELY new.

Level basis             :    Completely from scratch 

Editor(s) used          :    DEU 5.0, 5.21 / BSP 1.1x
                             (Special thanks to the creators of the
                             programs; Raphael Quinet and Colin Reed)

                             Also, a recent implementing of IDBSP.EXE and
                             WAD_DWD.EXE has made the entire patch wad of
                             BEWARE smoother, quicker at on-the-fly
                             processing of visplanes when you open a door
                             into a sector with several 2-sided lindefs...
                             just generally better, faster game-play!

                             THANKS TO RON ROSSBACH, WHO PORTED THE IDBSP
                             PROGRAM, AND THANKS TO JOHN CARMACK FOR MAKING
                             ID'S BS PARTITIONER AVAILABLE TO THE PUBLIC!! 
                             
                             DOOM LOVERS  R U L E ! ! 

Available where?        : --> INFANT2.SPHS.INDIANA.EDU          
                           at Doom home directory
                             
                          --> WUARCHIVE.WUSTL.EDU  
                           at /pub/msdos_uploads/games or doom
                             
Quick Notes on Gameplay :    A very detailed WAD, complete with well-matched       
                             textures, many lifts, many switches and linedefs
                             to trigger floors and brighten or darken light 
                             levels.  Nearly EVERY sector has a tag to SOME 
                             line definition to do SOMETHING!  Enjoy the huge
                             staircase into the deep poison dungeon, the 
                             "Outer Perimeter", the false wall Cove into the 
                             dark prison bars, the beginning "Cross-hair" 
                             lift sectors, the Imp teleportation zone, and a
                             heck of a lot more!!  Beware...

            * There are places where a quick-running DOOM hero must "jump"
              across gaps between ledges and sectors!  By "jump" I mean, hold
              down the shift key (or whatever key it is you use to make the
              marine run) and boogey across a gap as if it weren't there.

              It is only NECESSARY and REQUIRED to do this ONCE in the level.
              Other places are merely for fun, or score you added bonuses.

============================================================================
      * There IS a storyline to this wad at the end of this text file!!
        (If you wish to read it, go for it, but it is not REALLY short.)
============================================================================

Interesting  :    * Very long, deep staircase into a poison dungeon that
 Features           is full of barrels, purgeable creatures, and a few
                    switches to keep you busy between shells & cells
                        
                  * Different objects appear on different skill levels:
                    
                    1. Creatures, decor, bonuses all slightly
                       differ from skill to skill
                    2. "Hurt Me Plenty" differs very much from 
                       "Ultra-Violence" -- creatures appear in
                       different locations, some entirely new
                    3. Retrieving weapons becomes a task from
                       skill to skill as they are placed differently

                  * Light levels in nearly every sector can darken or
                    fill up with light, changing the appearance of each
                    room, sector and area: trip the correct linedef (with
                    or without knowing... ;)  and you may not recognize
                    that sector you went through 2 minutes before!
                  
                  * Over 10 DEATHMATCH startup locations
                  
                  * Beginning lift creates illusion that there
                    are sectors on TOP of sectors (which can't occur in DOOM)
                        
                  * Possibility of achieving each and EVERY Weapon 
                    offered in game, on both DEATHMATCH & 1-player mode:

                    No more chinsy excuses from authors of Wads who keep the
                    weapons from you, expecting you to dust a Caco with a 
                    pop-gun or Fist-O-rama!!  Hate stuff like that!  Your 
                    only chance in THIS wad is to FIND all the weapons!  
                    If they WEREN'T there, you wouldn't be be-waring, you'd 
                    be-RUNNIN'!
                
                  * Immense REVERSED teleportation zone which sends creatures 
                    and players all over this huge room--fun on DEATHMATCH
                          ( You can even shoot yourself with   )
                          ( your OWN missile!  Sorry, your own )
                          ( BFG doesn't hurt you--hehehehehehe )

                  * Over 660 objects total in wad!
                    (That's including decorations, creatures, teleport exits,
                     and the like... don't worry; there AREN'T 660 Cacos!!)

                  * Nearly ALL of the 380 sectors that make up BEWARE are
                    tagged to some linedef so that they darken by a step,
                    lift with a switch, brighten as you go, frighten as you
                    play, and change the whole level's appearance around

----------------------------------------------------------------------------
Time allotted for       :       OVER 120 hours (really).  This is my second
creation of map                 WAD, and I've been fooling around adding and
                                deleting and fixing and changing it for about
                                a month or so.  I just spent about an hour or 
                                so each day trying to improve it, and I think 
                                it's definitely a keeper!  Enjoy it!
----------------------------------------------------------------------------
** Special thanks to the creators of DEU 5.21, IDBSP, and BSP1.1x--all of
   these are really wonderful for making workable, interesting DOOM levels
----------------------------------------------------------------------------

                               ** B E W A R E **
----------------------------------------------------------------------------
///////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
----------------------------------------------------------------------------

THE STORY BEHIND "BEWARE":

  You can hear only your breath.  This suit isn't much, but it's better than
sucking on the simple nothing that space is made of.  A lump in your throat 
forms as you recall the silence just before... this.  The silence in Grainer's 
realization that things were no longer in control... yours, his, or even 
McCarter's... maybe not even God's...

  And if God's responsible for THIS one, you wonder what IN BEELZEBUB'S name
he was THINKING, and what the MORAL of this horrifying disaster is...

  As you float into the ex-space station that was once called ILSA, you recap 
everything that you remember--you thank the UAC for making log recorders able 
to be hooked up while in an air-tight space suit, and try to describe just
exactly what took place on the Magellan before she went down.  You figure, 
"If I don't make it, at least what happened will..." 

  You pause only to secure your feet to ILSA with the G-boots you equipped
yourself with in your spastic frenzy to save your crew.
  
  And with a deep breath, you begin at the beginning... the Light Anomaly-- 
  
  ...everything that happened... those last few minutes... what happened... 
to you, Davis, Gary, Grainer: all in a matter of a few measely parsecs, 
minutes and adrenaline burning events which you'll never forget... 

  IF you live through this.

================================== ******* ==================================

Davis:  "I'll just be glad when we've completed ILSA.  She'll be one h*** of a 
        great station and all, but I'm tired of breathin' man-made air!  I
        want to get the f*@* off this hunk of tin ship and go home!"

One of the boys: "Hey, Magellan's no hunk!!  She's a gem!  More than I can
                  say for Kendra....!"

(Friendly, kind-hearted joking laughter from the tables in the Meal Sector)

Davis:  "Cute... Real cute, guys... a gem, huh?  How 'bout a mouth FULL of
         gems?!  My fist'll arrange that!  Heh-heh... dang bums..."

(Friendly chuckles and mumbles about Davis from the boys)

Gary:  "Earth, huh... you want to go back to Earth?"

Davis: "Heck, yes!.... What, I'd suppose YOU want to live on the station?!"

Gary:  "No, no!  Not LIVE on ILSA, but at least take an assignment on her!"

Davis: "Gary, you don't even know what ILSA stands for!  How can ya say you
        want to ensign there?  You just stick to being on Captain --YOUR 
        NAME--'s ship, and MAYBE he won't 'demote your sorry rear'!  Heh-heh."

(Laughter from the boys in the Meal Sector)

The Boys: "Ha-ha, Davis.  'Demote your sorry rear'-- nice one."

*** (YOU, the space marine Captain of the UAC ship Magellan enter ***
***  quietly, overhearing the boys' argument)                     ***

Gary:  "Aw, shoot, Davis... I KNOW what ILSA is all about..."
Davis: "Okay, brainiac, what's the 'I' for? Heh-heh..."

(More chuckles)

Gary:  "Okay, very funny... 'I' stands for Interplanetary: can I get a drink
        of water, Mrs. Davis?  Do I need a bathroom access card??"

(Rolling against Davis with the laughter)

Davis: "Cute;  It just so happens that General McCarter named his daughter
        ELSA, and thats why they call the new station that, Gare..." 

You:   "For BOTH of your information, Davis... Gary.... McCarter's WIFE is, or
        rather WAS named Elsa before she died.  The station's name just came
        out that way, and it was kind of nice that it resembled Tom McCarter's
        wife's name... ILSA... Interplanetary Linking Satellite Archive.  Elsa
        was a heck of a lady, or so I hear from old Tommy... I saw her picture
        once; lemme tell you-- she was drop-dead gorgeous.  Tom said her dream
        was to make information from planet to planet accessible to all--to
        somehow link information that was worldwide right through space.  A
        sort of Planetary Internet, I guess.  
        
        Look, I don't want to be a kill-joy, and I never met her, 
        but I want this station to be a success."

(Pause.  The crew is somewhat struck by your sudden sappiness.)

Davis: "Aw, Cap why do you have to go and get sappy on us?  I ain't never
        seen you give us no "speech" before like this?"

You:   "Jesus, Davis, I'm NOT opening up a 'let's explore our feelings'
        session, I just think we ought to give McCarter's wife-God rest her
        soul-some respect!  This station is not just ANOTHER assignment,
        Davis... McCarter's been our Big Sarge for a little less than two
        hands worth of fingers to count in years!"

One of the boys: "Cap, you know Davis can't count that high...."

(Laughter)

You:   "Heh-heh... Davis, I know you want off this assignment... I mean, I
        understa... I... Davis, what is your wife's nam..."
Davis: "...Oh, Kendra, Captain --YOUR NAME--, Kendra..."
The Boys : "the GEM...."
You:   "..RIGHT!  Kendra.  Anyway, I know she's probably as anxious to see
        you as you are to see her, bu.."

=============================================================================
(A sudden wisp of light flashes through the Meal Sector, blinding the entire
 room of crew members for a second, as if a beam of light with the intensity
 of a small sun had rolled over the area.  The ship is lightly shaken.)
=============================================================================

Davis: "What th..."
The Boys: "Hey.. Wh.. Holy Sh... Ay..."

(The lights dim slightly during the confusion...)

Voice over your communicator: "Captain..."

You:   "Status, Mr. Grainer!  What happened?"

Voice of Grainer: "Captain, I'm not sure... for a moment, we had something
                   that basically resembled a... well a... (long pause)"

You:   "Go on, Mark..."

Voice of Grainer: "Well... I hope you know what I mean Captain, if I say
                   we had what resembled a.. 'power surge'."

You:   "A powe.. a sur..., Mark you can't be serious..."

Voice of Grainer: "Aye Sir, I know it's 99.9 percent impossible after 2207, 
                   when Professor and scientist James D. Jen..." 

You:   "..I know, Grainer... James D. Jenkins solved the problem of surges,
        anomalies and other power abnormalities greater than 2048-ei and
        less than 4194304-ei through a specific formula to control the
        current and source of energy...  But how, then did th..."

Voice of Grainer: "I don't know, sir."

(You are not amused.  What seemed to have happened HASN'T HAPPENED for nearly
 one-hundred and fifty YEARS!!!  How could a surge occur on a spaceship?
 A couple hundred years ago, this was no big thrill, but on a spaceship that
 packs the power of over 1200000-ei, a SURGE makes a laser blast look pretty
 pathetic in terms of brightness... AND destructive force!)

(The ship is rocked once more, the flash and shake even brighter this time.)

You:    "STATUS, GRAINER!!  HANSON, RAENER, BOYER--BRIDGE!"

(Your bridge crew scrambles for the compression lifts...)

Voice of Grainer: "CAPTAIN, WE'VE LOST AUTO-PILOT!  LOOKS LIKE LUNCH IS OVER!
                   I NEED SOME HANDS DOWN HERE!  CLASS 3 ELECTRICAL DISTUR-
                   BANCE ON THE BOARDS!!!  REPEAT-- ASSISTANCE REQUIRED!!"

You:    "GARY, DAVIS, ATTEND TO MR. GRAINER IN ENGINEERING!"

(Frantically, as the preceding dialogue overlapped generously, you rush your
 way through the dimly lit ship, up a lift to the bridge.)

(Helmsman Erikson meets you just as you arrive from the lift, reporting the 
 ship's situation in respect to ILSA...)

Erikson: "ERIKSON REPORTING, SIR.  ILSA STATION HAS UNDERGONE SOME MASSIVE
          POWER ANOMALIES... EQUIVALENT TO EXPLOSIVE BLASTS OF RANDOM ENERGY
          THAT HAVE THROWN IT OUT OF ORBIT AROUND MARS!  SHE'S DRIFTING."

You:     "Are we still maintaining orbit, and if so, can we pursue ILSA?"

Erikson: "CAPTAIN...."

(HE GRABS YOUR ARM)

You:     "What?  What... What is it?!"

Erikson: "The Magellan is no longe...."

Voice of Grainer: "CAPTAIN!  THE SHIP'S NOT RESPONDING!  WHAT THE HECK
                   HAPPENED TO DAVIS AND GARY?!!  THIS CAN'T BE HAPPENING!
                   THERE IS  N O  WAY THE SHIPS DRIVER CONTROL COULD
                   HAVE BEEN LOST.... CAPTAIN, YOU'LL HAVE NO CONTROL OVER
                   THE SHIP FROM THE BRIDGE... I... OH SHOOT, OH SHOOT.... 
                   ONLY SIX MINU...
                   
                   (No breath)

                   --your name--....

                   ..... There's nothing more we can do... We're headed
                   directly toward Mars' atmosphere... there's not even
                   enough time to reach the shuttles before Magel...

You:     "The    H E C K   there ISN'T MISTER!!!  YOU GET YOUR REAR IN GEAR,
          OR I'LL DEMOTE YOUR PATHETIC ***!!!  MOVE IT!!!
          
          M O V E  your ***!!  GO, GO!!  MOVE  * * * !!!"

Over intercom:  "DOCKING--- ALL STATIONS, ALL FLOORS, THIS IS EVAC 5,

                 THIS IS NO DRILL, AND I WILL NOT, REPEAT  N O T
                 REPEAT THIS MESSAGE!!!  DOCKING.... MOVE NOW.... EVAC 5

                         E V A C   5---    N O W !!"
                                           -----
(In a whirlwind of commotion, in an emergency evac-situation never even
 practiced in UAC Marine/Cadet training school, you attempt every effort to
 get your crew the heck off the Magellan before it's all over.  The G-forces
 alone would smash the crew's bones like grapevines if the Magellan entered
 the atmosphere of Mars without proper entry.

 The biggest problem remains... who will survive, and who will not... as you
 barked out the EVAC 5 order, you knew that not everyone would make it off
 the ship in time: ... Jesus... only four minutes left after the crew was 
 notified and in gear.  Record time for carrying out a full ship order-- one 
 minute, fifty-six seconds.)

 Dangit, though, it's not enough!  Oh, Christ why my crew...

----------------------------------------------------------------------------

 *** You're not sure if Davis made it.....  --------------- (player 2)

 *** You're not sure if Erikson made it...  --------------- (player 3)

 *** You're not sure if Grainer made it...  --------------- (player 4)

---------------------------------------------------------------------------
 But...

 Unfortunately, you know YOU made it.

 Allowing as many crew members per shuttle as possible, you jettisoned your-
 self with the garbage cell, full-clad in gravity boots, a space suit and
 helmet, complete with a 4-day air supply, and three meals of food--hopefully
 your crewmates will navigate to Mars, relay the disaster to UAC, and send
 a patrol to find you for the 50 parsecs you could possibly travel with the
 dang garbage unit.

 You surmise that your chances of being rescued are grim.  You know one thing
 though... you'll be sure to mention that record-timing full-ship EVAC in
 your log.  Dang proud.  Dang sorry.  You hope to God somehow all of the
 crew made it somewhere, anywhere, anyplace, anyplanet safely.

 You'll have a lot of time to record what happened in the log recorder while
 you're on the garbage un...

 But WAIT!!

 The garbage unit... of COURSE!  Well, how the heck ELSE would it get
 clea... (!) You suddenly remember: Every garbage unit HAS to have a homing
 device to eventually be RECEIVED by a space station, and flown to Jupiter,
 where a WM SpaceBlock can hold the refuse!  So, you don't even have to
 WORRY about being sent for--you'll just hang on the the garbage cell, float
 on its sub-sub-warp power to the nearest..... space.. sta... 
 
 (In the distance, a glowing, randomly flashing space station ILSA looms,
 drifting further and further from orbit around Mars.)

                Oh.... shoot.
 
 The nearest space station is... ILSA.

 WELL, but.... they... well they WOULDN'T have the GARBAGE units running if..
 ...if, uh... the... station wasn't.. running, right?


 Right?



                        Um,.... right?



 Terrified, you wonder what anomalies occurred in the ILSA station....  

 You KNOW you'll eventually land there...
 You KNOW the garbage unit MUST be working since they were building...
 You KNOW because you were just THERE about 48 hours ago!


 *** Now, if you could only REMEMBER where the small armouries all about
     ILSA were... you knew they were preparing the station to be able to
     defend itself.  You just KNOW it's through some UAC door, at the top
     of the cross-hair lift... 

 You cock your head back as well as you can to see your unstable Magellan
 behind you.  From this distance, you couldn't possibly make out if any
 shuttles were anywhere near, or even jettisoned.

 In a flash of red and white flame, your ship is lost, and you eventually 
 lose sight of the largest pieces of wrecka... Oh... Oh my god....

 You see the tortured remains of Ensign Gary floating through the darkness of
 space, limp and lifeless.  It was just plain unjust for him to have to die
 this way.  He was young, and would've been a great asset to ILSA...

 You:     "F*@k.........

                          I'm demoting my OWN sorry ***..."
============================================================================


***************************************************************

WAD Authoring Template V1.4   (Clip this line)
================================================================
Title                   : Hangar41   
Filename                : Hangar41.WAD
Author                  : Patrick N. Gorman
Email Address           : PaGorman on AOL
Misc. Author Info       : 

Description             : Opening scene on Phobos; your left standing guard 
                          at the hangar door. After what seemed like an 
                          eternity of listening to the screams of your buddies
                          over the radio, and the sounds of combat in the 
                          distance, your radio goes silent. 

Additional Credits to   : Si Spectre, WatcherTwo, Vidgame528, Computrdude
================================================================

* Play Information *

Episode and Level #     : E1M1  CHANGED TO E1 M2 FOR DM_NHOPE.WAD
Single Player           : Yes  
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Yes
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : New level from scratch
Editor(s) used          : Deu 5.2.1 and BSP 1.2
Known Bugs              : A couple of HOMs due to the complexity of the room
                          in an outside area. It won't hamper the playability
                          because you have to be standing in just the right
                          spot looking in just the right direction. 
                          (2 places)


* Copyright / Permissions *

Authors (may NOT) use this level as a base to build additional
levels.  

(One of the following)

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.


* Where to get this WAD *

FTP sites:

BBS numbers:

Other: AOL


***********************************************************

================================================================
Title                   : OBSIDIAN FORTRESS   
Filename                : OBSIDIAN.WAD
Author                  : Jeff Johnson        
Email Address           : pdj@cpu.us.dynix.com
Misc. Author Info       : From Kalamazoo, MI

Description             : You must find a way to get into the obsidian fort
                          and destroy the vile things within.  This is my
                          first attempt at a WAD file.  

Additional Credits to   : The makers of DEU.
================================================================

* Play Information *

Episode and Level #     : Episode 3, mission 2 CHANGED TO E1 M3 FOR DM_NHOPE
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Yes
Difficulty Settings     : Not implemented
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : New level from scratch
Editor(s) used          : DEU
Known Bugs              : None known
Time                    : 15+ hours

* Copyright / Permissions *

Authors MAY use this level as a base to build additional
levels.  (Give credit to the author though)

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.

* Where to get this WAD *

FTP sites:

BBS numbers:

Other:  COMPUSERVE, AOL

*******************************************************

WAD Authoring Template V1.4   (Clip this line)
================================================================
Title                   : STUD OF DOOM!   
Filename                : stud11.WAD
Author                  : Rob Reynolds
Email Address           : RobertR855 on America online
Misc. Author Info       : college student at south alabama mojoring 
  in computer information system graduating 
  this summer!
Description             : First try at creating pwads

Additional Credits to   : Nobody
================================================================

* Play Information *

Episode and Level #     : E1M1 (,ExMx,...) CHANGED TO E1 M5 FOR DM_NHOPE.WAD
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : No
Difficulty Settings     : Not implemented
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : New level from scratch
Editor(s) used          : BSP 5.21, BSP
Known Bugs              : hall of mirror effects on the lift in north part
  of the map


* Copyright / Permissions *

Authors (MAY/may NOT) use this level as a base to build additional
levels.  

(One of the following)

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.


* Where to get this WAD *

FTP sites: 

BBS numbers: Calluses Dungeon-Mobile, Al 1-205-

Other:

***********************************************************

----------------------------------------------------------------------------
TITLE               :"Sun God"
FILENAME            :SUNGOD.WAD   (version 1.0)
AUTHOR              :D.R. Duncan
E-MAIL ADDRESS      :b4boredom@aol.com
MISC. AUTHOR INFO   :This is my first (and probably my last) PWAD creation.
                   It is the direct result of the frustrating (or should
                   I say "challenging") process of learning how to use DEU.
                   Hopefully my perfectionism shows. If I get enough posi-
                   tive response to this level (yes, I am asking for some
                   feedback here!), I may be persuaded to try again. I hope
                   this level is continuing proof that DEU is capable of
                   enabling computer-retarded idiots such as myself to
                   create quality levels.  :-)
DESCRIPTION         :Although most of the sectors in this level began as
                   experimentaion, I think you will find this level rela-
                   tively consistant (notice the octagon fetish). Many of
                   the architectural oddities I had in mind were abandoned
                   due to nasty HOM errors, yet the aesthetics & atmosphere
                   of this level remain in-tact. Theme?... Story?...
                   Go read a book! I won't give you any dull excuses for
                   plot. Your mission is to *survive*. The only thing the
                   bad-guys need to whip your ass, is a reason.  So I gave
                   'em a good "reason": They need a sacrifice to offer to 
                   their God in a bizzarre sacrificial ceremony... some-
                   thing only you have... a human heart.  Unfortuneately,
                   your heart is something you might need, so you'll have
                   to fight for it!
VERSION INFO        :Changes in ver. 1.0 from 0.9: New rooms and escape
                   routes added to rear of main complex;  Texture changes
                   throughout; Improved texture alignment; Enemy & bonus 
                   implimentation improved; New music; various bug-fixes.
CREDITS             :Credit where credit is DEU! Much gratitude is owed to
                   authors of DEU from all DOOM-heads everywhere. They have
                   opened new BIGDOOR1's to the world of DOOM! (Heheh, get
                   it? Never mind... inside joke.) Also to Colin Reed, the
                   author of BSP (without which this level would not have 
                   been possible!).  And of course, the geniuses at ID!
ADDITIONAL CREDITS  :Big thanks go to Gendut, Comptrdude & others who 
                   answered my pleas for help during this levels creation, 
                   and to those who beta-tested for ver. 1.0.
KEEPING ME SANE     :Fugazi, Godflesh, Tool, The White Album, Moussorgsky
                   "Night On Bald Mountain", Snapple Ice Tea (spiked with
                   Quervo Gold, of course), Camel Lights... 66MHz helps!
----------------------------------------------------------------------------


> PLAY INFORMATION <

EPISODE & LEVEL #   :E1M1 LEFT INTACT AS A GREAT INTRO TO DM_NHOPE.WAD
SINGLE PLAYER       :Yes
COOPERATIVE         :Yes*
DEATHMATCH          :Yes*
DIFFICULTY SETTINGS :Yes
NEW SOUNDS          :No
NEW GRAPHICS        :No
NEW MUSIC           :Yes
DEMOS REPLACED      :None (E-mail for solution)

                    *"SUN GOD" was designed with single-player and 
                   cooperation play in mind. There are some great rooms for
                   Deathmatch but, be warned, due to it's size & detail, 
                   unless your hardware runs at warp-speed, this level 
                   *will* be slow!  NOTE: In version 0.9 & 1.0, Deathmatch 
                   and Cooperative play have been implemented, but not fully
                   tested. 
                   

> CONSTRUCTION <

BASE                :New level from scratch
EDITORS USED        :DEU 5.21, BSP 1.2x, Reject 1.0, MIDI2MUS, DMMUSIC
BUILD TIME          :I am ashamed to admit how long this level took to
                   build; one might think I needed to "get a life".
KNOWN BUGS          :Very small HOM in "living column" room. (otherwise HOMless)


> COPYRIGHT / PERMISSIONS <

In keeping with the spirit of DOOM, authors MAY use this level as a base
to build additional levels, preferably for personal use only.  Please seek
permission from the original author before distributing custom levels based
on this level. (If I had to suffer through level editing, so should you, so
get yourself some imagination and a cumfy chair, and start from *scratch*!)
However, suggestions, criticism, and ideas for improvements are welcome. I 
will glady add names to the credits. Cooperation/Co-author requests are also
welcome.

"Ideas are difficult to claim": Although the versatility of the DOOM engine
and the DEU level editor allow for endless possibilites in the creation of
custom levels, similarities are inevitable. In the event that ideas/sections
are knowingly/intensionaly extracted/copied from this level, please credit the
original author. This is nothing more than common freeware courtesy... :)

You MAY distribute this WAD, provided you include this file with no
modifications.  You are encouraged to distribute SUNGOD.WAD in any 
electronic format (BBS, Diskette, CD, etc.) as long as you include this text
file (SUNGOD.TXT) intact.

The music contained in this file is original, and MAY NOT be copied, covered,
extracted from this level, or saved into another level without the authors'
E-mail consent.


> WHERE TO GET THIS WAD <

-America Online & wherever the I-net takes it...
-Requests by E-mail, b4boredom@aol.com


> OTHER <

HINTS              :(DON'T READ THIS!)
                  -Don't even bother trying to get past the Cyber-Demon until
                  you have explored the main complex.
                  -It is possible to trap other players, and likewise be
                  trapped! However, in the interest of continuity during
                  multiplayer games, I have added escape routes which are
                  not always convenient or easy to find.  You may just have
                  to wait for the elevator.  :-o
                  -The "worship/sacrifice" room is the bridge to the end.
                  -Blue teleport pads must close before activated. <- big hint!
                  -Keep a lookout; especially in Deathmatch. Many areas
                  provide perfect posts for picking off prime opponents
                  (say that ten times fast).
                  -Some of the "living" pillars may be sleeping. Push them
                   to wake them up.  {:-)
                  -Keys to the end are in the beginings...

HOW TO RUN         :At the "DOOM>" prompt, type:  DOOM -FILE SUNGOD.WAD
                  -Start a new game in episode 1, difficulty of your choice.
                  -Plugging-> DOOM MASTER is a DOOM "shell" program avail-
                  able online, which makes organizing & running WAD files a
                  sinch! Check it out! 

COMMING SOON...    :"Sun God"
                  -Version 1.0; New rooms, new music, improved texture alignment.
                  -Version 1.1; Fully beta-tested for DM play (available E-mail only)
                  
FINAL WORD!        :If you haven't done so already, register "DOOM"!
                   A)It's worth it!
                   B)You're missing a lot of great levels, including the
                    new "Hell On Earth" due out in the fall (I think).
                   C)You can't use SUNGOD or any of the other great custom
                    levels available online.
                   D)The authors of "DOOM" deserve imense amounts of recog-
                    nition, and registering is the best way to show it!
                   E)Be a sport! Call 1-800-IDGAMES!

ABOVE ALL          :Enjoy "Sun God" and, for God's sake, get some sleep!

                   B-)  ZZZZZZZzzzzzzzzzz

***********************************************************

   "X"

      AND YOSHIAKA

    PROUDLY PRESENTS:

    имкмкмкмкмкмкмкм╩
    лдедедедедедедед╧
    лдедедTHEдедедед╧
    лдедедKEEPедедед╧
    лдедедедедедедед╧
    хмймймймймймймйм╪

WE ARE GROUP OF DOOM DEVELOPERS
IN HYUSHA, JAPAN, WHO RISE ABOVE
REST WITH OUR LEVELS.  THE
AVERAGE DOOM PLAYER WILL NOT 
SOLVE THIS LEVEL.  TO DATE, FEW
HAVE.  WE GUARANTEE QUALITY AND
PRIDE OF OWNERSHIP.  THANK YOU.

NAME : THE KEEP
LEVEL: E2M1 CHANGED TO E1M8 (SINCE I DON'T THINK IT'S POSSIBLE TO COMPLETE
THIS LEVEL IN COOPERATIVE OR GROUP MODE.) THE END OF THE EPISODE
DM_NHOPE.WAD IN THIS FLOOR YOU REALLY HAVE NO HOPE! ESPECIALLY IF
YOU ARE PLAYING COOPERATIVELY OR TEAMED!
TIME : 20 HOURS (IF LUCKY) MOST OF
       YOU WILL NEVER COMPLETE THIS.
BUGS : AS SOON AS YOU START, COORD X1235 Y5400
  WITH HOM - WE KINDA LIKED IT SO WE KEPT IT!
HINTS: THIS IS NOT A MONSTER FILLED
       DUNGEON LIKE MANY LEVELS WE
       SEE.  PUZZLES EXIST WHICH
       REQUIRE TIMING AND PRECISION
       OF MOVEMENT.  YOU HAVE WARNED.

IF YOU CAN SOLVE THIS LEVEL, CALL US.
WE WILL SEND YOU A CERTIFICATE WORTH
10 U.S. DOLLARS TOWARDS U.V.C. -C.A.
SOFTWARE. (+24,815-55346)

CALL XBBS: +103,425-12211
   12 NODES ONLINE 
   INSTANT ACCESS!
   OVER 3500 DOOM WADS AND MORE!     
    
TO RUN TYPE:

DOOM -FILE THEKEEP.WAD

X WOULD LIKE TO THANK THE FOLLOWING:

YOSHIAKI TSUMI
(DESIGN)
C.F. KOO AND FRIEND
(ARCHITECTURE)

AND THANKS TO MOORIASHA TSUTSUMI FOR TEXTURE ENHANCEMENTS
   AND MUSIC. 

***************************************************************
Well here is another great episode for doom.
Just a few thanks to those creative and patient individuals out there
who have managed to learn the DEU thing, and used that knowledge to 
produce and share these Great levles.
Thanks Go out to:
        D. R. Duncan for the Awesome SunGod.wad - Small glitches but COOL
        Patrick Gorman for Hangar41.wad
        Jeff Johnson for Obsidian.wad
        Rob Reynolds for stud11.wad
        and of Course Laura Beyers for introducing me to what a level 
        should be like, as far as sound and layout go!

If you are unable to get through the first level do to frequent crashes,
(You are unable to save in level one!) instead of loading with hopeless,
load with HOPEON. 
HOPEON will bypass the first level and allow you to continue through the
episode.
I left the first level in, because it was so cool, despite the program
flaws. It was a tough call, but I chose this path.
                                        Enjoy!
                                              Blackfist1@AOL.com
                                              TheLord
                                              quietpoet


*****************************************************

Name of creator         :    Anonymous (creator of DRKSTAIR.WAD)

E-MAIL address          :    jorge@hairball.ecst.csuchico.edu
                             (I guess not REALLY anonymous!!)

Title of patch WAD      :    BEWARE.WAD (version 1.2)

Episode and map         :    E2 M6  (I like the music... frightening theme!)           
                             CHANGED TO E1 M7 FOR DM_NHOPE.WAD
============================================================================

Skill levels supported  :     * ALL *     --With a new twist, too.... :)  
                                          --Creatures and objects differ from
                                            skill level to skill level!
                                            (SEE NOTES BELOW)

DEATHMATCH supported    :  * OF COURSE *    (Over 10 places to begin!)

IBM model tested on     :  --486DX 33Mhz, 8Mb RAM, 512K graphics card
                           
                           --Low detail is smooth as silk with the status bar
                           --High detail is a bit choppy on "Ultra-Violence",
                             but it's usually like that for regular DOOM levs

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

Difficulty of Map       :    30 to 40 min. for a very good DOOM player

                             --Really challenging on Hardest skill
                             --"Hurt Me Plenty" is almost as hard as
                               "Ultra-Violent" EXCEPT creatures are both
                               placed differently and / or ENTIRELY new.

Level basis             :    Completely from scratch 

Editor(s) used          :    DEU 5.0, 5.21 / BSP 1.1x
                             (Special thanks to the creators of the
                             programs; Raphael Quinet and Colin Reed)

                             Also, a recent implementing of IDBSP.EXE and
                             WAD_DWD.EXE has made the entire patch wad of
                             BEWARE smoother, quicker at on-the-fly
                             processing of visplanes when you open a door
                             into a sector with several 2-sided lindefs...
                             just generally better, faster game-play!

                             THANKS TO RON ROSSBACH, WHO PORTED THE IDBSP
                             PROGRAM, AND THANKS TO JOHN CARMACK FOR MAKING
                             ID'S BS PARTITIONER AVAILABLE TO THE PUBLIC!! 
                             
                             DOOM LOVERS  R U L E ! ! 

Available where?        : --> INFANT2.SPHS.INDIANA.EDU          
                           at Doom home directory
                             
                          --> WUARCHIVE.WUSTL.EDU  
                           at /pub/msdos_uploads/games or doom
                             
Quick Notes on Gameplay :    A very detailed WAD, complete with well-matched       
                             textures, many lifts, many switches and linedefs
                             to trigger floors and brighten or darken light 
                             levels.  Nearly EVERY sector has a tag to SOME 
                             line definition to do SOMETHING!  Enjoy the huge
                             staircase into the deep poison dungeon, the 
                             "Outer Perimeter", the false wall Cove into the 
                             dark prison bars, the beginning "Cross-hair" 
                             lift sectors, the Imp teleportation zone, and a
                             heck of a lot more!!  Beware...

            * There are places where a quick-running DOOM hero must "jump"
              across gaps between ledges and sectors!  By "jump" I mean, hold
              down the shift key (or whatever key it is you use to make the
              marine run) and boogey across a gap as if it weren't there.

              It is only NECESSARY and REQUIRED to do this ONCE in the level.
              Other places are merely for fun, or score you added bonuses.

============================================================================
      * There IS a storyline to this wad at the end of this text file!!
        (If you wish to read it, go for it, but it is not REALLY short.)
============================================================================

Interesting  :    * Very long, deep staircase into a poison dungeon that
 Features           is full of barrels, purgeable creatures, and a few
                    switches to keep you busy between shells & cells
                        
                  * Different objects appear on different skill levels:
                    
                    1. Creatures, decor, bonuses all slightly
                       differ from skill to skill
                    2. "Hurt Me Plenty" differs very much from 
                       "Ultra-Violence" -- creatures appear in
                       different locations, some entirely new
                    3. Retrieving weapons becomes a task from
                       skill to skill as they are placed differently

                  * Light levels in nearly every sector can darken or
                    fill up with light, changing the appearance of each
                    room, sector and area: trip the correct linedef (with
                    or without knowing... ;)  and you may not recognize
                    that sector you went through 2 minutes before!
                  
                  * Over 10 DEATHMATCH startup locations
                  
                  * Beginning lift creates illusion that there
                    are sectors on TOP of sectors (which can't occur in DOOM)
                        
                  * Possibility of achieving each and EVERY Weapon 
                    offered in game, on both DEATHMATCH & 1-player mode:

                    No more chinsy excuses from authors of Wads who keep the
                    weapons from you, expecting you to dust a Caco with a 
                    pop-gun or Fist-O-rama!!  Hate stuff like that!  Your 
                    only chance in THIS wad is to FIND all the weapons!  
                    If they WEREN'T there, you wouldn't be be-waring, you'd 
                    be-RUNNIN'!
                
                  * Immense REVERSED teleportation zone which sends creatures 
                    and players all over this huge room--fun on DEATHMATCH
                          ( You can even shoot yourself with   )
                          ( your OWN missile!  Sorry, your own )
                          ( BFG doesn't hurt you--hehehehehehe )

                  * Over 660 objects total in wad!
                    (That's including decorations, creatures, teleport exits,
                     and the like... don't worry; there AREN'T 660 Cacos!!)

                  * Nearly ALL of the 380 sectors that make up BEWARE are
                    tagged to some linedef so that they darken by a step,
                    lift with a switch, brighten as you go, frighten as you
                    play, and change the whole level's appearance around

----------------------------------------------------------------------------
Time allotted for       :       OVER 120 hours (really).  This is my second
creation of map                 WAD, and I've been fooling around adding and
                                deleting and fixing and changing it for about
                                a month or so.  I just spent about an hour or 
                                so each day trying to improve it, and I think 
                                it's definitely a keeper!  Enjoy it!
----------------------------------------------------------------------------
** Special thanks to the creators of DEU 5.21, IDBSP, and BSP1.1x--all of
   these are really wonderful for making workable, interesting DOOM levels
----------------------------------------------------------------------------

                               ** B E W A R E **
----------------------------------------------------------------------------
///////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
----------------------------------------------------------------------------

THE STORY BEHIND "BEWARE":

  You can hear only your breath.  This suit isn't much, but it's better than
sucking on the simple nothing that space is made of.  A lump in your throat 
forms as you recall the silence just before... this.  The silence in Grainer's 
realization that things were no longer in control... yours, his, or even 
McCarter's... maybe not even God's...

  And if God's responsible for THIS one, you wonder what IN BEELZEBUB'S name
he was THINKING, and what the MORAL of this horrifying disaster is...

  As you float into the ex-space station that was once called ILSA, you recap 
everything that you remember--you thank the UAC for making log recorders able 
to be hooked up while in an air-tight space suit, and try to describe just
exactly what took place on the Magellan before she went down.  You figure, 
"If I don't make it, at least what happened will..." 

  You pause only to secure your feet to ILSA with the G-boots you equipped
yourself with in your spastic frenzy to save your crew.
  
  And with a deep breath, you begin at the beginning... the Light Anomaly-- 
  
  ...everything that happened... those last few minutes... what happened... 
to you, Davis, Gary, Grainer: all in a matter of a few measely parsecs, 
minutes and adrenaline burning events which you'll never forget... 

  IF you live through this.

================================== ******* ==================================

Davis:  "I'll just be glad when we've completed ILSA.  She'll be one h*** of a 
        great station and all, but I'm tired of breathin' man-made air!  I
        want to get the f*@* off this hunk of tin ship and go home!"

One of the boys: "Hey, Magellan's no hunk!!  She's a gem!  More than I can
                  say for Kendra....!"

(Friendly, kind-hearted joking laughter from the tables in the Meal Sector)

Davis:  "Cute... Real cute, guys... a gem, huh?  How 'bout a mouth FULL of
         gems?!  My fist'll arrange that!  Heh-heh... dang bums..."

(Friendly chuckles and mumbles about Davis from the boys)

Gary:  "Earth, huh... you want to go back to Earth?"

Davis: "Heck, yes!.... What, I'd suppose YOU want to live on the station?!"

Gary:  "No, no!  Not LIVE on ILSA, but at least take an assignment on her!"

Davis: "Gary, you don't even know what ILSA stands for!  How can ya say you
        want to ensign there?  You just stick to being on Captain --YOUR 
        NAME--'s ship, and MAYBE he won't 'demote your sorry rear'!  Heh-heh."

(Laughter from the boys in the Meal Sector)

The Boys: "Ha-ha, Davis.  'Demote your sorry rear'-- nice one."

*** (YOU, the space marine Captain of the UAC ship Magellan enter ***
***  quietly, overhearing the boys' argument)                     ***

Gary:  "Aw, shoot, Davis... I KNOW what ILSA is all about..."
Davis: "Okay, brainiac, what's the 'I' for? Heh-heh..."

(More chuckles)

Gary:  "Okay, very funny... 'I' stands for Interplanetary: can I get a drink
        of water, Mrs. Davis?  Do I need a bathroom access card??"

(Rolling against Davis with the laughter)

Davis: "Cute;  It just so happens that General McCarter named his daughter
        ELSA, and thats why they call the new station that, Gare..." 

You:   "For BOTH of your information, Davis... Gary.... McCarter's WIFE is, or
        rather WAS named Elsa before she died.  The station's name just came
        out that way, and it was kind of nice that it resembled Tom McCarter's
        wife's name... ILSA... Interplanetary Linking Satellite Archive.  Elsa
        was a heck of a lady, or so I hear from old Tommy... I saw her picture
        once; lemme tell you-- she was drop-dead gorgeous.  Tom said her dream
        was to make information from planet to planet accessible to all--to
        somehow link information that was worldwide right through space.  A
        sort of Planetary Internet, I guess.  
        
        Look, I don't want to be a kill-joy, and I never met her, 
        but I want this station to be a success."

(Pause.  The crew is somewhat struck by your sudden sappiness.)

Davis: "Aw, Cap why do you have to go and get sappy on us?  I ain't never
        seen you give us no "speech" before like this?"

You:   "Jesus, Davis, I'm NOT opening up a 'let's explore our feelings'
        session, I just think we ought to give McCarter's wife-God rest her
        soul-some respect!  This station is not just ANOTHER assignment,
        Davis... McCarter's been our Big Sarge for a little less than two
        hands worth of fingers to count in years!"

One of the boys: "Cap, you know Davis can't count that high...."

(Laughter)

You:   "Heh-heh... Davis, I know you want off this assignment... I mean, I
        understa... I... Davis, what is your wife's nam..."
Davis: "...Oh, Kendra, Captain --YOUR NAME--, Kendra..."
The Boys : "the GEM...."
You:   "..RIGHT!  Kendra.  Anyway, I know she's probably as anxious to see
        you as you are to see her, bu.."

=============================================================================
(A sudden wisp of light flashes through the Meal Sector, blinding the entire
 room of crew members for a second, as if a beam of light with the intensity
 of a small sun had rolled over the area.  The ship is lightly shaken.)
=============================================================================

Davis: "What th..."
The Boys: "Hey.. Wh.. Holy Sh... Ay..."

(The lights dim slightly during the confusion...)

Voice over your communicator: "Captain..."

You:   "Status, Mr. Grainer!  What happened?"

Voice of Grainer: "Captain, I'm not sure... for a moment, we had something
                   that basically resembled a... well a... (long pause)"

You:   "Go on, Mark..."

Voice of Grainer: "Well... I hope you know what I mean Captain, if I say
                   we had what resembled a.. 'power surge'."

You:   "A powe.. a sur..., Mark you can't be serious..."

Voice of Grainer: "Aye Sir, I know it's 99.9 percent impossible after 2207, 
                   when Professor and scientist James D. Jen..." 

You:   "..I know, Grainer... James D. Jenkins solved the problem of surges,
        anomalies and other power abnormalities greater than 2048-ei and
        less than 4194304-ei through a specific formula to control the
        current and source of energy...  But how, then did th..."

Voice of Grainer: "I don't know, sir."

(You are not amused.  What seemed to have happened HASN'T HAPPENED for nearly
 one-hundred and fifty YEARS!!!  How could a surge occur on a spaceship?
 A couple hundred years ago, this was no big thrill, but on a spaceship that
 packs the power of over 1200000-ei, a SURGE makes a laser blast look pretty
 pathetic in terms of brightness... AND destructive force!)

(The ship is rocked once more, the flash and shake even brighter this time.)

You:    "STATUS, GRAINER!!  HANSON, RAENER, BOYER--BRIDGE!"

(Your bridge crew scrambles for the compression lifts...)

Voice of Grainer: "CAPTAIN, WE'VE LOST AUTO-PILOT!  LOOKS LIKE LUNCH IS OVER!
                   I NEED SOME HANDS DOWN HERE!  CLASS 3 ELECTRICAL DISTUR-
                   BANCE ON THE BOARDS!!!  REPEAT-- ASSISTANCE REQUIRED!!"

You:    "GARY, DAVIS, ATTEND TO MR. GRAINER IN ENGINEERING!"

(Frantically, as the preceding dialogue overlapped generously, you rush your
 way through the dimly lit ship, up a lift to the bridge.)

(Helmsman Erikson meets you just as you arrive from the lift, reporting the 
 ship's situation in respect to ILSA...)

Erikson: "ERIKSON REPORTING, SIR.  ILSA STATION HAS UNDERGONE SOME MASSIVE
          POWER ANOMALIES... EQUIVALENT TO EXPLOSIVE BLASTS OF RANDOM ENERGY
          THAT HAVE THROWN IT OUT OF ORBIT AROUND MARS!  SHE'S DRIFTING."

You:     "Are we still maintaining orbit, and if so, can we pursue ILSA?"

Erikson: "CAPTAIN...."

(HE GRABS YOUR ARM)

You:     "What?  What... What is it?!"

Erikson: "The Magellan is no longe...."

Voice of Grainer: "CAPTAIN!  THE SHIP'S NOT RESPONDING!  WHAT THE HECK
                   HAPPENED TO DAVIS AND GARY?!!  THIS CAN'T BE HAPPENING!
                   THERE IS  N O  WAY THE SHIPS DRIVER CONTROL COULD
                   HAVE BEEN LOST.... CAPTAIN, YOU'LL HAVE NO CONTROL OVER
                   THE SHIP FROM THE BRIDGE... I... OH SHOOT, OH SHOOT.... 
                   ONLY SIX MINU...
                   
                   (No breath)

                   --your name--....

                   ..... There's nothing more we can do... We're headed
                   directly toward Mars' atmosphere... there's not even
                   enough time to reach the shuttles before Magel...

You:     "The    H E C K   there ISN'T MISTER!!!  YOU GET YOUR REAR IN GEAR,
          OR I'LL DEMOTE YOUR PATHETIC ***!!!  MOVE IT!!!
          
          M O V E  your ***!!  GO, GO!!  MOVE  * * * !!!"

Over intercom:  "DOCKING--- ALL STATIONS, ALL FLOORS, THIS IS EVAC 5,

                 THIS IS NO DRILL, AND I WILL NOT, REPEAT  N O T
                 REPEAT THIS MESSAGE!!!  DOCKING.... MOVE NOW.... EVAC 5

                         E V A C   5---    N O W !!"
                                           -----
(In a whirlwind of commotion, in an emergency evac-situation never even
 practiced in UAC Marine/Cadet training school, you attempt every effort to
 get your crew the heck off the Magellan before it's all over.  The G-forces
 alone would smash the crew's bones like grapevines if the Magellan entered
 the atmosphere of Mars without proper entry.

 The biggest problem remains... who will survive, and who will not... as you
 barked out the EVAC 5 order, you knew that not everyone would make it off
 the ship in time: ... Jesus... only four minutes left after the crew was 
 notified and in gear.  Record time for carrying out a full ship order-- one 
 minute, fifty-six seconds.)

 Dangit, though, it's not enough!  Oh, Christ why my crew...

----------------------------------------------------------------------------

 *** You're not sure if Davis made it.....  --------------- (player 2)

 *** You're not sure if Erikson made it...  --------------- (player 3)

 *** You're not sure if Grainer made it...  --------------- (player 4)

---------------------------------------------------------------------------
 But...

 Unfortunately, you know YOU made it.

 Allowing as many crew members per shuttle as possible, you jettisoned your-
 self with the garbage cell, full-clad in gravity boots, a space suit and
 helmet, complete with a 4-day air supply, and three meals of food--hopefully
 your crewmates will navigate to Mars, relay the disaster to UAC, and send
 a patrol to find you for the 50 parsecs you could possibly travel with the
 dang garbage unit.

 You surmise that your chances of being rescued are grim.  You know one thing
 though... you'll be sure to mention that record-timing full-ship EVAC in
 your log.  Dang proud.  Dang sorry.  You hope to God somehow all of the
 crew made it somewhere, anywhere, anyplace, anyplanet safely.

 You'll have a lot of time to record what happened in the log recorder while
 you're on the garbage un...

 But WAIT!!

 The garbage unit... of COURSE!  Well, how the heck ELSE would it get
 clea... (!) You suddenly remember: Every garbage unit HAS to have a homing
 device to eventually be RECEIVED by a space station, and flown to Jupiter,
 where a WM SpaceBlock can hold the refuse!  So, you don't even have to
 WORRY about being sent for--you'll just hang on the the garbage cell, float
 on its sub-sub-warp power to the nearest..... space.. sta... 
 
 (In the distance, a glowing, randomly flashing space station ILSA looms,
 drifting further and further from orbit around Mars.)

                Oh.... shoot.
 
 The nearest space station is... ILSA.

 WELL, but.... they... well they WOULDN'T have the GARBAGE units running if..
 ...if, uh... the... station wasn't.. running, right?


 Right?



                        Um,.... right?



 Terrified, you wonder what anomalies occurred in the ILSA station....  

 You KNOW you'll eventually land there...
 You KNOW the garbage unit MUST be working since they were building...
 You KNOW because you were just THERE about 48 hours ago!


 *** Now, if you could only REMEMBER where the small armouries all about
     ILSA were... you knew they were preparing the station to be able to
     defend itself.  You just KNOW it's through some UAC door, at the top
     of the cross-hair lift... 

 You cock your head back as well as you can to see your unstable Magellan
 behind you.  From this distance, you couldn't possibly make out if any
 shuttles were anywhere near, or even jettisoned.

 In a flash of red and white flame, your ship is lost, and you eventually 
 lose sight of the largest pieces of wrecka... Oh... Oh my god....

 You see the tortured remains of Ensign Gary floating through the darkness of
 space, limp and lifeless.  It was just plain unjust for him to have to die
 this way.  He was young, and would've been a great asset to ILSA...

 You:     "F*@k.........

                          I'm demoting my OWN sorry ***..."
============================================================================


***************************************************************

WAD Authoring Template V1.4   (Clip this line)
================================================================
Title                   : Hangar41   
Filename                : Hangar41.WAD
Author                  : Patrick N. Gorman
Email Address           : PaGorman on AOL
Misc. Author Info       : 

Description             : Opening scene on Phobos; your left standing guard 
                          at the hangar door. After what seemed like an 
                          eternity of listening to the screams of your buddies
                          over the radio, and the sounds of combat in the 
                          distance, your radio goes silent. 

Additional Credits to   : Si Spectre, WatcherTwo, Vidgame528, Computrdude
================================================================

* Play Information *

Episode and Level #     : E1M1  CHANGED TO E1 M2 FOR DM_NHOPE.WAD
Single Player           : Yes  
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Yes
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : New level from scratch
Editor(s) used          : Deu 5.2.1 and BSP 1.2
Known Bugs              : A couple of HOMs due to the complexity of the room
                          in an outside area. It won't hamper the playability
                          because you have to be standing in just the right
                          spot looking in just the right direction. 
                          (2 places)


* Copyright / Permissions *

Authors (may NOT) use this level as a base to build additional
levels.  

(One of the following)

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.


* Where to get this WAD *

FTP sites:

BBS numbers:

Other: AOL


***********************************************************

================================================================
Title                   : OBSIDIAN FORTRESS   
Filename                : OBSIDIAN.WAD
Author                  : Jeff Johnson        
Email Address           : pdj@cpu.us.dynix.com
Misc. Author Info       : From Kalamazoo, MI

Description             : You must find a way to get into the obsidian fort
                          and destroy the vile things within.  This is my
                          first attempt at a WAD file.  

Additional Credits to   : The makers of DEU.
================================================================

* Play Information *

Episode and Level #     : Episode 3, mission 2 CHANGED TO E1 M3 FOR DM_NHOPE
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Yes
Difficulty Settings     : Not implemented
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : New level from scratch
Editor(s) used          : DEU
Known Bugs              : None known
Time                    : 15+ hours

* Copyright / Permissions *

Authors MAY use this level as a base to build additional
levels.  (Give credit to the author though)

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.

* Where to get this WAD *

FTP sites:

BBS numbers:

Other:  COMPUSERVE, AOL

*******************************************************

WAD Authoring Template V1.4   (Clip this line)
================================================================
Title                   : STUD OF DOOM!   
Filename                : stud11.WAD
Author                  : Rob Reynolds
Email Address           : RobertR855 on America online
Misc. Author Info       : college student at south alabama mojoring 
  in computer information system graduating 
  this summer!
Description             : First try at creating pwads

Additional Credits to   : Nobody
================================================================

* Play Information *

Episode and Level #     : E1M1 (,ExMx,...) CHANGED TO E1 M5 FOR DM_NHOPE.WAD
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : No
Difficulty Settings     : Not implemented
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : New level from scratch
Editor(s) used          : BSP 5.21, BSP
Known Bugs              : hall of mirror effects on the lift in north part
  of the map


* Copyright / Permissions *

Authors (MAY/may NOT) use this level as a base to build additional
levels.  

(One of the following)

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.


* Where to get this WAD *

FTP sites: 

BBS numbers: Calluses Dungeon-Mobile, Al 1-205-

Other:

***********************************************************

----------------------------------------------------------------------------
TITLE               :"Sun God"
FILENAME            :SUNGOD.WAD   (version 1.0)
AUTHOR              :D.R. Duncan
E-MAIL ADDRESS      :b4boredom@aol.com
MISC. AUTHOR INFO   :This is my first (and probably my last) PWAD creation.
                   It is the direct result of the frustrating (or should
                   I say "challenging") process of learning how to use DEU.
                   Hopefully my perfectionism shows. If I get enough posi-
                   tive response to this level (yes, I am asking for some
                   feedback here!), I may be persuaded to try again. I hope
                   this level is continuing proof that DEU is capable of
                   enabling computer-retarded idiots such as myself to
                   create quality levels.  :-)
DESCRIPTION         :Although most of the sectors in this level began as
                   experimentaion, I think you will find this level rela-
                   tively consistant (notice the octagon fetish). Many of
                   the architectural oddities I had in mind were abandoned
                   due to nasty HOM errors, yet the aesthetics & atmosphere
                   of this level remain in-tact. Theme?... Story?...
                   Go read a book! I won't give you any dull excuses for
                   plot. Your mission is to *survive*. The only thing the
                   bad-guys need to whip your ass, is a reason.  So I gave
                   'em a good "reason": They need a sacrifice to offer to 
                   their God in a bizzarre sacrificial ceremony... some-
                   thing only you have... a human heart.  Unfortuneately,
                   your heart is something you might need, so you'll have
                   to fight for it!
VERSION INFO        :Changes in ver. 1.0 from 0.9: New rooms and escape
                   routes added to rear of main complex;  Texture changes
                   throughout; Improved texture alignment; Enemy & bonus 
                   implimentation improved; New music; various bug-fixes.
CREDITS             :Credit where credit is DEU! Much gratitude is owed to
                   authors of DEU from all DOOM-heads everywhere. They have
                   opened new BIGDOOR1's to the world of DOOM! (Heheh, get
                   it? Never mind... inside joke.) Also to Colin Reed, the
                   author of BSP (without which this level would not have 
                   been possible!).  And of course, the geniuses at ID!
ADDITIONAL CREDITS  :Big thanks go to Gendut, Comptrdude & others who 
                   answered my pleas for help during this levels creation, 
                   and to those who beta-tested for ver. 1.0.
KEEPING ME SANE     :Fugazi, Godflesh, Tool, The White Album, Moussorgsky
                   "Night On Bald Mountain", Snapple Ice Tea (spiked with
                   Quervo Gold, of course), Camel Lights... 66MHz helps!
----------------------------------------------------------------------------


> PLAY INFORMATION <

EPISODE & LEVEL #   :E1M1 LEFT INTACT AS A GREAT INTRO TO DM_NHOPE.WAD
SINGLE PLAYER       :Yes
COOPERATIVE         :Yes*
DEATHMATCH          :Yes*
DIFFICULTY SETTINGS :Yes
NEW SOUNDS          :No
NEW GRAPHICS        :No
NEW MUSIC           :Yes
DEMOS REPLACED      :None (E-mail for solution)

                    *"SUN GOD" was designed with single-player and 
                   cooperation play in mind. There are some great rooms for
                   Deathmatch but, be warned, due to it's size & detail, 
                   unless your hardware runs at warp-speed, this level 
                   *will* be slow!  NOTE: In version 0.9 & 1.0, Deathmatch 
                   and Cooperative play have been implemented, but not fully
                   tested. 
                   

> CONSTRUCTION <

BASE                :New level from scratch
EDITORS USED        :DEU 5.21, BSP 1.2x, Reject 1.0, MIDI2MUS, DMMUSIC
BUILD TIME          :I am ashamed to admit how long this level took to
                   build; one might think I needed to "get a life".
KNOWN BUGS          :Very small HOM in "living column" room. (otherwise HOMless)


> COPYRIGHT / PERMISSIONS <

In keeping with the spirit of DOOM, authors MAY use this level as a base
to build additional levels, preferably for personal use only.  Please seek
permission from the original author before distributing custom levels based
on this level. (If I had to suffer through level editing, so should you, so
get yourself some imagination and a cumfy chair, and start from *scratch*!)
However, suggestions, criticism, and ideas for improvements are welcome. I 
will glady add names to the credits. Cooperation/Co-author requests are also
welcome.

"Ideas are difficult to claim": Although the versatility of the DOOM engine
and the DEU level editor allow for endless possibilites in the creation of
custom levels, similarities are inevitable. In the event that ideas/sections
are knowingly/intensionaly extracted/copied from this level, please credit the
original author. This is nothing more than common freeware courtesy... :)

You MAY distribute this WAD, provided you include this file with no
modifications.  You are encouraged to distribute SUNGOD.WAD in any 
electronic format (BBS, Diskette, CD, etc.) as long as you include this text
file (SUNGOD.TXT) intact.

The music contained in this file is original, and MAY NOT be copied, covered,
extracted from this level, or saved into another level without the authors'
E-mail consent.


> WHERE TO GET THIS WAD <

-America Online & wherever the I-net takes it...
-Requests by E-mail, b4boredom@aol.com


> OTHER <

HINTS              :(DON'T READ THIS!)
                  -Don't even bother trying to get past the Cyber-Demon until
                  you have explored the main complex.
                  -It is possible to trap other players, and likewise be
                  trapped! However, in the interest of continuity during
                  multiplayer games, I have added escape routes which are
                  not always convenient or easy to find.  You may just have
                  to wait for the elevator.  :-o
                  -The "worship/sacrifice" room is the bridge to the end.
                  -Blue teleport pads must close before activated. <- big hint!
                  -Keep a lookout; especially in Deathmatch. Many areas
                  provide perfect posts for picking off prime opponents
                  (say that ten times fast).
                  -Some of the "living" pillars may be sleeping. Push them
                   to wake them up.  {:-)
                  -Keys to the end are in the beginings...

HOW TO RUN         :At the "DOOM>" prompt, type:  DOOM -FILE SUNGOD.WAD
                  -Start a new game in episode 1, difficulty of your choice.
                  -Plugging-> DOOM MASTER is a DOOM "shell" program avail-
                  able online, which makes organizing & running WAD files a
                  sinch! Check it out! 

COMMING SOON...    :"Sun God"
                  -Version 1.0; New rooms, new music, improved texture alignment.
                  -Version 1.1; Fully beta-tested for DM play (available E-mail only)
                  
FINAL WORD!        :If you haven't done so already, register "DOOM"!
                   A)It's worth it!
                   B)You're missing a lot of great levels, including the
                    new "Hell On Earth" due out in the fall (I think).
                   C)You can't use SUNGOD or any of the other great custom
                    levels available online.
                   D)The authors of "DOOM" deserve imense amounts of recog-
                    nition, and registering is the best way to show it!
                   E)Be a sport! Call 1-800-IDGAMES!

ABOVE ALL          :Enjoy "Sun God" and, for God's sake, get some sleep!

                   B-)  ZZZZZZZzzzzzzzzzz

***********************************************************

   "X"

      AND YOSHIAKA

    PROUDLY PRESENTS:

    

E1M1

DM Spawns
4
Co-op Spawns
4

E1M2

DM Spawns
8
Co-op Spawns
4

E1M3

DM Spawns
9
Co-op Spawns
4

E1M4

DM Spawns
4
Co-op Spawns
4

E1M5

DM Spawns
12
Co-op Spawns
4

E1M6

DM Spawns
4
Co-op Spawns
4

E1M8

DM Spawns
8
Co-op Spawns
4

E2M7

DM Spawns
13
Co-op Spawns
4
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