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Names
Rienzi (release 6)
Description
This is a very detailed map with a volcanic theme and several specifically-designed graphic elements. You must descend through caves and potholes to the innermost sanctum of a cyberdemon before making your escape from the bowels of the earth via the crater of a volcano. The unlit areas are supposed to be dark! If they are not dark then please adjust your monitor and/or source port. You don't actually have to kill the cyberdemon to reach the exit, but failure to do so would likely result in your dishonourable expulsion from the Society of Armed Volcanologist Exorcists (SAVE).
Filenames
rienzi.wad
Size
1.08 MB
MD5
d665fedd9cff341fdc90f18f6aa947c2
SHA-1
121dc2b2e83bbc768e6b00a3722e01aebd353650
WAD Type
PWAD
IWAD
DOOM2
Engine
UNKNOWN
Lumps
65
Maps
1
 
MAP01
================================================================
Title                   : Rienzi (release 6)
Filename                : RIENZI.WAD
Author                  : Christopher Bazley
Email Address           : mailto:cs99cjb@gmail.com
Misc. Author Info       : Male, 27 years old, British, software engineer.
Description             : This is a very detailed map with a volcanic theme and
                          several specifically-designed graphic elements. You
                          must descend through caves and potholes to the
                          innermost sanctum of a cyberdemon before making your
                          escape from the bowels of the earth via the crater of
                          a volcano.
                          The unlit areas are supposed to be dark! If they are
                          not dark then please adjust your monitor and/or
                          source port.
                          The hostile environment can be almost as challenging
                          as the minions bent upon your destruction: if
                          something looks hot then it is probably painful to
                          some extent! In most places falling into lava is
                          fatal because there isn't anywhere suitable to climb
                          out. There are also a couple of traps where you must
                          act quickly to save yourself.
                          I have tried to design the map so that gameplay isn't
                          completely linear: there is no single correct order
                          in which to explore, and more than one method of
                          tackling the few set-piece encounters with powerful
                          monsters. You won't always be in possession of the
                          ideal weapon with which to fight an enemy - that
                          would be too easy! Availability of ammunition is also
                          limited, so you may have to wield a chainsaw on
                          'ultra-violence'. You don't actually have to kill the
                          cyberdemon to reach the exit, but failure to do
                          so would likely result in your dishonourable
                          expulsion from the Society of Armed Volcanologist
                          Exorcists (SAVE).
                          My original inspiration came from an audio cassette
                          adaptation of Jules Verne's classic tale 'Journey To
                          The Centre of the Earth', which I enjoyed as a child.
                          It featured Wagner's Rienzi overture as incidental
                          music, from which this WAD got its name (rather than
                          any direct link to the medieval Italian politician
                          Cola di Rienzi).
                          In several locations this map is more complex than
                          typical of Id Software's original maps, and therefore
                          the game may run jerkily on slower computers. If you
                          are using a RISC OS machine then I recommend a
                          StrongARM processor as the minimum specification.
Additional Credits to   : Anthony J. Burden & Simon Oke (for writing DETH).
                          Marc Rousseau (for writing ZenNode).
                          Lee Noar (for porting DETH to RISC OS).
                          Eddie Edwards & R-Comp Interactive (for the RISC OS
                          port of Doom, and for DOOMFS).
                          Justin Fletcher (for Doom+, DoomGFX and ConvertDoom).
                          Alex Macfarlane Smith (DoomWAD & DoomGFX front-end).
                          Justin Fisher (from whom I stole some textures).
                          Id Software for creating Doom in the first place.
                          Pulp, Queen, John Williams and Wagner, for the music.
                          Brooke Bond and H.P.Bulmer brewery for refreshment.
================================================================

* Play Information *

Episode and Level #     : Map 01
Single Player           : Yes
Cooperative 2-4 Player  : Yes (untested)
Deathmatch 2-4 Player   : Yes (untested)
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : Yes
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : New level from scratch.
Build Time              : An even more obscene, grotesque and incalculable
                          length of time than the Sewage Works WAD; years of my
                          life. I actually started it when I was at sixth form
                          college! Just rebuilding the BSP node tree took about
                          15 minutes on my computer. Also, lots of new graphics
                          needed creating.
Editor(s) used          : DETH v3.92 (RISC OS port v1.01)
                          DoomWAD 1.05
                          DoomGFX 1.02
                          DOOMFS 1.11
                          Paint 1.84 (Acorn Computers)
                          Dazzle 1.11 (Silica Software)
Known Bugs              : A few graphical glitches (typically a vertical
                          column of pixels filled with unbounded floor/ceiling
                          texture). Different nodes builders produce different
                          errors; I got the best overall results from ZenNode
                          with option -n2 ('Minimize BSP depth').
                          There is a bug in original DOS Doom with handling
                          patch Sprites and Flats, where you had to replace
                          EVERYTHING in order for Doom to work right. If you
                          are afflicted by this bug (and you can be bothered)
                          then you need to use Olivier Montanuy's DeuSF utility
                          to merge the graphics in this PWAD file with those in
                          your IWAD.

* Copyright / Permissions *

Some of the new textures are taken from Justin Fisher's Nemisis WAD (reportedly
from a book/CD called 'Tricks of the Doom Guru's 2nd Edition'). If anyone
seriously still cares about the copyright, contact me and I will remove them
and create my own substitutes. This applies to SFLR6_4, SFLR6_1, DEM1_2,
DEM1_1, FLAT2 (rotated), FLOOR1_7 (rotated), SFLR7_1 (rotated), SPINE3_1,
RW47_3 (rotated) and RSKY1.

I created the following textures by modifying Id Software's graphics from the
Doom 2 IWAD file: HELL5_1 (flipped), HELL5_2 (flipped), WOLF12 (edited),
WOLF5 (recoloured), WOLF3  (recoloured), SPINE4_1 (recoloured) and SFALL1-4
(recoloured).

Authors may NOT 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.

* Where to get this WAD *

FTP sites: None
BBS numbers: None
Other: http://www.kingfishercorner.eu/
===========================================================================
Title                   : Rienzi (release 6)
Filename                : RIENZI.WAD
Release date            : 27th November 2011 (original: 17th April 2009)
Author                  : Christopher Bazley
Email Address           : cs99cjb@gmail.com
Other Files By Author   : FISH.WAD WORKS.WAD CASTLE3.WAD IWEIRD.WAD
Misc. Author Info       : Male, 27 years old, British, software engineer.

Description             : This is a very detailed map with a volcanic theme
                          and several specifically-designed graphic
                          elements. You must descend through caves and
                          potholes to the innermost sanctum of a cyberdemon
                          before making your escape from the bowels of the
                          earth via the crater of a volcano.
                          The unlit areas are supposed to be dark! If they
                          are not dark then please adjust your monitor
                          and/or source port.
                          You don't actually have to kill the cyberdemon to
                          reach the exit, but failure to do so would likely
                          result in your dishonourable expulsion from the
                          Society of Armed Volcanologist Exorcists (SAVE).

Additional Credits to   : Anthony J. Burden & Simon Oke (for writing DETH).
                          Marc Rousseau (for writing ZenNode).
                          Lee Noar (for porting DETH to RISC OS).
                          Eddie Edwards & R-Comp Interactive (for the RISC
                          OS port of Doom, and for DOOMFS).
                          Justin Fletcher (for Doom+, DoomGFX and
                          ConvertDoom).
                          Alex Macfarlane Smith (DoomWAD & DoomGFX
                          front-end).
                          Justin Fisher (from whom I stole some textures).
                          Id Software for creating Doom in the first place.
                          Pulp, Queen, John Williams and Wagner, for the
                          music.
                          Brooke Bond and H.P.Bulmer brewery for
                          refreshment.
===========================================================================
* What is included *

New levels              : 1
Sounds                  : No
Music                   : No
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : No
Other files required    : None


* Play Information *

Game                    : DOOM2
Map #                   : Map01
Single Player           : Designed for
Cooperative 2-4 Player  : Player starts only
Deathmatch 2-4 Player   : Player starts only
Other game styles       : None
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch
Build Time              : An even more obscene, grotesque and incalculable
                          length of time than the Sewage Works WAD; years
                          of my life. I actually started it when I was at
                          sixth form college! Just rebuilding the BSP node
                          tree took about 15 minutes on my computer. Also,
                          lots of new graphics needed creating.
Editor(s) used          : DETH v3.92 (RISC OS port v1.01)
                          DoomWAD 1.05
                          DoomGFX 1.02
                          DOOMFS 1.11
                          Paint 1.84 (Acorn Computers)
                          Dazzle 1.11 (Silica Software)
Known Bugs              : A few slime trails. Different nodes builders
                          produce different errors; I got the best overall
                          results from ZenNode with option -n2 ('Minimize
                          BSP depth').
                          Requires a source port of Doom that removes the
                          internal limit that causes visplane overflows
                          and can patch sprites/flats.
May Not Run With        : Vanilla Doom (see 'known bugs')
                          Chocolate Doom 1.7.0
Tested With             : Acorn Doom+ 2.03 (Eddie Edwards/Justin Fletcher)
                          Doom For ARM 1.11 (Jeffrey Doggett)
                          ZDoom 2.7.1


* Copyright / Permissions *

Some of the new textures are taken from Justin Fisher's Nemisis WAD
(reportedly from a book/CD called 'Tricks of the Doom Guru's 2nd Edition').
If anyone seriously still cares about the copyright, contact me and I will
remove them and create my own substitutes. This applies to SFLR6_4,
SFLR6_1, DEM1_2, DEM1_1, FLAT2 (rotated), FLOOR1_7 (rotated),
SFLR7_1 (rotated), SPINE3_1, RW47_3 (rotated) and RSKY1.

I created the following textures by modifying Id Software's graphics from
the Doom 2 IWAD file: HELL5_1 (flipped), HELL5_2 (flipped),
WOLF12 (edited), WOLF5 (recoloured), WOLF3  (recoloured),
SPINE4_1 (recoloured) and SFALL1-4 (recoloured).

Authors may NOT use the contents of this file as a base for
modification or reuse.

You MAY distribute this file, provided you include this text 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 the file that this text file describes *

The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors
Web sites: http://www.kingfishercorner.eu/
FTP sites:


The hostile environment can be almost as challenging as the minions bent
upon your destruction: if something looks hot then it is probably painful
to some extent! In most places falling into lava is fatal because there
isn't anywhere suitable to climb out. There are also a couple of traps
where you must act quickly to save yourself.

I have tried to design the map so that gameplay isn't completely linear:
there is no single correct order in which to explore, and more than one
method of tackling the few set-piece encounters with powerful monsters.
You won't always be in possession of the ideal weapon with which to fight
an enemy - that would be too easy! Availability of ammunition is also
limited, so you may have to wield a chainsaw on 'ultra-violence'.

My original inspiration came from an audio cassette adaptation of Jules
Verne's classic tale 'Journey To The Centre of the Earth', which I enjoyed
as a child. It featured Wagner's Rienzi overture as incidental music, from
which this WAD got its name (rather than any direct link to the medieval
Italian politician Cola di Rienzi).

In several locations this map is more complex than typical of Id Software's
original maps, and therefore the game may run jerkily on slower computers.
If you are using a RISC OS machine then I recommend a StrongARM processor
as the minimum specification.

MAP01

DM Spawns
5
Co-op Spawns
4
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Creative Commons License