Sandy DooM I: Entryway to Homogeneity
Sandy DooM I: Entryway to Homogeneity
All hail Sandy Petersen!
=========================================================================== Advanced engine needed : ZDoom 2.50 or Chocolate Doom 1.6.0 Primary purpose : Single player =========================================================================== Title : Sandy DooM I: Entryway to Homogeneity Filename : SANDYD1.WAD Release date : 12 December 2011 Author : Sandy Claws, aka You know who -_O Email Address : email@example.com Other Files By Author : SANDYD1.TXT Misc. Author Info : You know my name! Really, you do. Description : All hail Sandy Petersen! Additional Credits to : No one. It's all me, bitches! =========================================================================== * What is included * New levels : 1 Sounds : No Music : No Graphics : No Dehacked/BEX Patch : No Demos : No Other : No Other files required : None * Play Information * Game : DOOM2 Map # : MAP01 Single Player : Yes. Cooperative 2-4 Player : Nope. Deathmatch 2-4 Player : Nothing here either. Other game styles : None for you. Difficulty Settings : Hell no. Wimps are not welcome. * Construction * Base : From scratch. Build Time : 12 hours. Editor(s) used : Doom Builder. Known Bugs : Few vis leaks that show up in Chocolate Doom but not ZDoom (and perhaps any limit removing source port). May Not Run With : Scissors in hands Tested With : ZDoom 2.50 and Chocolate Doom 1.6.0. It should even run with Vanilla 1.9. * Story * One day, while playing an all-together better constructed WAD with a proper difficulty curve and modern features, a wild Cockodemon appeared out of nowhere and slapped you in the face, knocking you out. Gagged, bound, and being dragged by a pinkie (who'da thunk those piggly little arms were so strong?), you overhear a conversation. "Back in my day, kids didn't draw cocks on me and they certainly didn't care about geometric detail." "Oh, tell me about it. I long for the days that Sandy Petersen made our domain. You know, back when maps were done quickly and looked rubbish but played well and were sold for a profit." "Hey, now that you mention it, I heard about this kid called Sandy Claws." "Oh?" "Yeah, apparently he's made a new domain for us to play around in. Says he blatantly ignored all that modern crap solely to work his way in to Sandy's good books." "I don't think it quite works like that." "Who cares? If it's half as good as a Sandy map, it'll be a blast." "Yeah, I love having those players on edge, thinking it's through sheer skill and luck that they survive an encounter. It's what's kept me going all these years, knowing that kids will play Inferno on their Playstations and complain that it's more difficult than their Call of Duties." "Hey, here's the teleport to the domain. Let's throw the scrub in there!" "But didn't the boss want him for?-" "Do you want to feel alive again?" "...Yeah, I guess I do." "Throw him in!" A quick teleport effect and -file command line parameter later, and you're confronted with a pistol start. * Author's note * It's me, bitches! Sandy Claws! With Doom now legally considered an adult, I figured it was time to launch myself on to the mapping community. Now that we're all adults, we should all be able to appreciate not only the hard work of mappers that are pushing the limits of what Doom is capable of but also the nonces who can't make good looking maps for jack but just want to kill some demons until they're dead and have a good time while doing it. Just like Sandy Peterson! This, being the first of the Sandy DooM series, has been designed to leave you short on ammo and just the bare essentials in terms of weaponry, and just to tease there's also some really nasty secrets included within. Newer maps in the series will be designed to play in order, eventually forming a new DooM megawad of awesome Sandy-worshipping, and include even more barely-balanced battles that will leave you scrambling for ammo and resorting to the chainsaw more than you may be comfortable with. And above all, any map that takes longer than 21 hours to complete will be trashed and not released. Sandy was at id for 10 weeks before the release of Doom, and in that time finished or completed 19 maps. Assuming a 40 hour work week, that's just over 21 hours per map. Pick apart my math all you want, but that's the time limit and I'm sticking to it. Also, because they stole my idea before I thought of it: I am not affiliated with Doom The Way Id Did. * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. 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. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors