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This is a somewhat large level, so named for its central room with the large spiral staircase, replete with divers* weapons and sundry monsters. All secret doors have slight texture offsets, and there's a computer map behind one of them. I included every weapon at least once, and you'll find each kind of monster save the Cyberdemon and Spiderdemon somewhere in the level.
Title : Perdition's Anteroom Filename : ANTEROOM.WAD Author : Evan H. Bynum Email Address : <email removed>. This will change very soon, most likely to <email removed> Misc. Author Info : Graduate of Johns Hopkins' CS Dept., soon to be CS grad at Colorado State (8/22/94). Finger my account (<email removed>) for a wise and unambiguous Jack London quotation. Description : This is a somewhat large level, so named for its central room with the large spiral staircase, replete with divers* weapons and sundry monsters. All secret doors have slight texture offsets, and there's a computer map behind one of them. I included every weapon at least once, and you'll find each kind of monster save the Cyberdemon and Spiderdemon somewhere in the level. One room is reminiscent of Raiders of the Lost Ark (hint: lite-amp visors aren't always a good thing to have!). Another has three pillars in it; your selected skill level determines which one is your teleport destination. I have not played every WAD out there, so I think this is the first one to implement such a feature. There are a few wide-open areas suited especially for deathmatch play, and a preponderance of plasma rifles strewn about the level for quick rearming. Every room has at least one exit, including the lava pit outside (i.e., there are no "traps," per se). If you enjoy this WAD, please email me and let me know what you liked about it, and also where you found this file (I'm curious to see how far its range grows). If you don't like this WAD, don't bother telling me, as I daresay I shan't have much time in grad school to fool around with level creation and fix what you thought I should have done. Finally, if you're a student at Colorado State, please look me up when I get there - I've never been to Colorado and I'd like some fellow Doomers to show me around! Additional Credits to : The knowledgeable chaps who frequent the Doom- editors' mailing list (<email removed>); Matt Tagliaferri, who is both author of DoomCAD and is the (second) biggest Cleveland Indian fan around. Started that Jacob's Field WAD yet, Matt? ================================================================ * Play Information * Episode and Level # : E2M1 Single Player : Yes Cooperative 2-4 Player : Yes (not tested) Deathmatch 2-4 Player : Yes (not tested) Difficulty Settings : Fully implemented, including network objects New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : New level from scratch Editor(s) used : DoomCAD 4.3 for all of the construction (that cut-and-paste template is invaluable). DoomED 2.60b for the texture previewer. BSP12x for node building. Development Time : Three weeks, averaging about five hours per day. This included learning the editor and re- constructing sections that failed integrity checks. Known Bugs : Some of the monsters get "stuck" in doorways: they'll just walk into the doorjamb instead of coming after you. This is not all that common an occurrence, but it's darn annoying when it does happen. * Copyright / Permissions * Authors MAY use this level as a base to build additional levels provided you include both my name and the name of this WAD in the description or credits section of your own WAD. 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: infant2.sphs.indiana.edu ftp.uwp.edu BBS numbers: None Other: None * This is not a misspelling of "diverse." Both divers and sundry are synonyms for "various." Jack London uses the former term a good deal in his works, so I have incorporated it into mine. My writing tends more towards the pedantic than the pedestrian, a trait neither common nor warranted in computer scientists.