Satan's Workshop v1.3f
Satan's Workshop v1.3f
================================================================ Title : Satan's Workshop v1.3f Filename : SATANV13.WAD Author : Brian English aka "Captain Camshaft" Email Address : email@example.com Misc. Author Info : Most Proximate Uncle to Connor Philip English Description : (See below) Additional Credits to : The crew at id, natch... Jeff Naab (for playtest & fragbait chores :) ) Hank Leukart for "The DOOM Hacker's Guide" and the DOOM FAQ, or course... Matt Fell for the DOOM Specs Antony Burden for DETH ================================================================ * Play Information * Game : DOOM II Episode and Level # : MAP14 Single Player : Yes Cooperative 2-4 Player : Yes (untested for 3\4 players, however) Deathmatch 2-4 Player : Yes (lotsa DM/CO only items!) Difficulty Settings : Yes New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : Modified v1.2 (STNSWRKS.WAD) Editor(s) used : DoomCAD v5.1, IDBSP v1.1 beta (V1.1) Updated with DETH v3.90, v3.92 and ZenNode v0.98a Known Bugs : None. Upgrade Time : Minimal. * 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: Background Story: It has been several weeks since you defeated the aliens, and since then you have been spending your time searching through the ruins of your home city, looking for survivors, either alien or human. So far, all you have found is rubble and corpses. This changed when you came across one of UAC's biological/genetic research facilities located in a remote section of the city. Before the invasion, the facility made itself useful by genetically engineering plants and animals as part of a plan to increase the world's food supply, but contact was lost shortly after the invasion began, and it was believed destroyed. By the human-sounding screams and demon-like growls coming from it now, it's obvious that it's very much open for business- being used by the demons to continue their experiments- on humans. Filled with rage, you realize that there is no time to call for backup; the facility must be retaken before the monsters can use it to rebuild their decimated armies, or worse yet, to create new horrors. Drawing your pistol, you enter the facility through an unused doorway, hoping to take the monsters by surprise... clean out the facility, and then find the way out... Version 1.2 notes: 1. Thanks to ZenNode, the file size is a little smaller. 2. Two sectors outside were combined into one. 3. The secret passage from the warehouse to the CyberDemon pit has had its textures aligned, thanks to DETH. 4. The textures were also cleaned up a little in one of the labs. 5. The EXIT sign in the techlab is now lit up. 6. A couple torch-bearing sectors are now lit up. One sector was added to the green hallway near the warehouse. 7. By popular request, I (reluctantly) made a few of the secret doors easier to find. I still think if they're too obvious, they're not secret doors! 8. The "path" to the yellow key is now a little more obvious... Version 1.3 notes: (Unreleased beta version) 1. Improved the sunlight/shadow effect in the main entrance room. (Not the room where you start the level, but the facility's main entrance. You came in through an unused doorway, remember?) No more shining wall above and below the window where you can see the lovely BFG 9000. 2. Recessed a few computer wall panels because I got tired of how they were flush with the walls. Required narrowing the window slightly in the control room off the warehouse. The first room under the skylight looks much better now, in my opinion. Version 1.3f notes: ("f" means FINAL!) 1. Combined some sectors where I improved the sunlight/shadow effect. 2. Moved the radiation suit. Caused a slight change in my chosen path through the level. :) 3. One cacodemon in the dungeon no longer appears in easy mode. 4. Revised the room with the switch to the door to the green hallway. Looks a little more purposeful now. 5. Those of you that found it will have to find a new way into the super- secret room. You know the one I'm talking about. :) 6. A couple minor cosmetic changes were made. Some were not, for they would have turned into a project. Author's hints/tips/comments: (Spoiler warning!) 1. Some of the computer terminals aren't just for show. :) 2. On Ultra-violence mode, the CyberDemon can be avoided, as long as you stay off the grass... 3. There *is* a way out of the outdoor slime pit if you get trapped inside. 4. SAVE THE GAME before you try to pick up the yellow key. Trust me. :) 5. There is method to the amount/placement of monsters in the first room. On Ultra-Violence, it may be better to just tick 'em off and let them kill as many of each other as possible. 6. In the room with all the crates, the lift sectors stand out thanks to the fact that they can only have one tag... which meant I couldn't tag the light switch to them, as well as have them do what they're supposed to... darn. 7. You can tell I learned level editing while building this level, as many features are there solely because I wanted to try them out.