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Names
Terravia Part 1: Assault Drop (v3.0)
Description
This is a fairly large level, most of which is "indoors". It's mostly fairly conventional, but there are a few fun little twists. One planned "scenery" feature didn't make it in because of the DOOM! engine's >64-2S-HOM bug, but may be added after 1.4 comes out if the engine bug is fixed as promised. See the enclosed file, BRIEFING.TXT, for more details. NOTE: This WAD comes with a set of modified weapon sprites. The new sprites are simply rotated (and sometimes flipped) versions of the existing sprites for the chaingun, shotgun, rocket launcher and plasma rifle. If you wish to use these sprites, you must unzip this archive using 'pkunzip -d'. Batch files are provided to install and remove the modified sprites. Installing the new sprites looks a little odd when you kill sergeants, but was done in order to make the armory look way cool. (And it DOES make it easier to find shotguns in the compound, too....)
Filenames
grendel1.wad
Size
239.64 KB
MD5
9095032525fb618e2ab5104dc248d91d
SHA-1
b6f57541c5a40dc5193d9a79a8850255f27d44f8
WAD Type
PWAD
IWAD
UNKNOWN
Engine
UNKNOWN
Lumps
11
Maps
1
 
E2M1
================================================================
Title                   : Terravia Part 1: Assault Drop (v3.0)
Filename                : GRENDEL1.WAD
Author                  : Phil Stracchino
Email Address           : alaric@netcom.com
Misc. Author Info       : Beginning DOOM! hacker, NRA activist,
                          unrepentant Goonophile,

Description             : This is a fairly large level, most of
                          which is "indoors".  It's mostly fairly
                          conventional, but there are a few fun
                          little twists.  One planned "scenery"
                          feature didn't make it in because of the
                          DOOM! engine's >64-2S-HOM bug, but may
                          be added after 1.4 comes out if the
                          engine bug is fixed as promised.
                          See the enclosed file, BRIEFING.TXT, for
                          more details.
                          NOTE:
                          This WAD comes with a set of modified weapon
                          sprites.  The new sprites are simply rotated
                          (and sometimes flipped) versions of the
                          existing sprites for the chaingun, shotgun,
                          rocket launcher and plasma rifle.  If you wish
                          to use these sprites, you must unzip this
                          archive using 'pkunzip -d'.  Batch files are
                          provided to install and remove the modified
                          sprites.
                          Installing the new sprites looks a little odd
                          when you kill sergeants, but was done in order
                          to make the armory look way cool.  (And it
                          DOES make it easier to find shotguns in the
                          compound, too....)

                          This is version 3.0 of this WAD.  The armory
                          door delay present in earlier versions has
                          been eliminated.

Additional Credits to   : The usual.  The guys at iD Software,
                          the authors of DEU and DEU-GCC, and 
                          Matt Wagner.

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

* Play Information *

Episode and Level #     : E2M1
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
New Sprites             : Yes (see above)
Demos Replaced          : None

* Construction *

Base                    : New level from scratch
Time                    : Estimated around 60 hours
Editor(s) used          : DEU-GCC 5.21
Known Bugs              : Some minor cosmetic defects exist - some
                          lower textures are not Y aligned.


* Copyright / Permissions *

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.  You may not charge a fee for it without my prior written
consent.



* Where to get this WAD *

FTP sites:infant2.sphs.indiana.edu under /pub/doom/...
================================================================
Title                   : Assault Drop
Filename                : GRENDEL1.WAD          Version 3.20
Author                  : Phil Stracchino
Email Address           : alaric@netcom.com
Misc. Author Info       : DOOM! hacker, NRA activist, unrepentant
                          Goonophile, net.personality, ICB god.
                          Keeper of the official ICB C Client FTP
                          site.

Description             : This is a fairly large level, most of
                          which is "indoors".  It's mostly fairly
                          conventional, but there are a few fun
                          little twists.  One planned "scenery"
                          feature - planetary defense missiles in
                          one of the rooms - didn't make it in
                          because of the DOOM! engine's linedef
                          limit HOM bug.  This feature may be added
                          back in after the release of DOOM! version
                          1.666, the final DOOM! version.

                          NOTE:
                          This WAD comes with a set of modified weapon
                          sprites.  The new sprites are simply rotated
                          (and sometimes flipped) versions of the
                          existing sprites for the chaingun, shotgun,
                          rocket launcher and plasma rifle.  If you wish
                          to use these sprites, you must unzip this
                          archive using 'pkunzip -d'.  Batch files are
                          provided to install and remove the modified
                          sprites.
                          Installing the new sprites looks a little odd
                          when you kill sergeants, but was done in order
                          to make the armory look way cool.  (And it
                          DOES make it easier to find shotguns in the
                          compound, too....)

                          A set of new sprites for rockets are also
                          included.  The new rocket sprite *LOOKS* like
                          a rocket, instead of like a cardboard toilet
                          paper tube with wooden fins glued on.

                          Both sets of sprites will be made available
                          in sprite PWADS, once 1.666 is available (and
                          I figure out how to properly build sprite PWADS).
                          This will eliminate the need to modify your
                          DOOM.WAD file or use DMGRAPH.


Additional Credits to   : The usual.  The guys at iD Software;
                          the authors of DEU, DEU-GCC, and DMGRAPH;
                          and Matt Wagner.

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

* Play Information *

Episode and Level #     : E2M1
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
New Sprites             : Yes (see above)
Demos Replaced          : None

* Construction *

Base                    : New level from scratch
Time                    : Estimated around 80 hours
Editor(s) used          : DEU-GCC 5.21
Known Bugs              : FOB ("Flash of Black") effect at the entrance
                          to the gate tunnel, in DOOM! versions prior
                          to 1.6.


* Copyright / Permissions *

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.  You may not charge a fee for it without my prior written
consent.



* Where to get this WAD *

FTP sites:infant2.sphs.indiana.edu under /pub/doom/...
            ftp.netcom.com in /pub/alaric/doom


Watch for GRENDEL2.WAD, coming soon.  Find out what's at the bottom
of the exit dropshaft.........
The Confederation picket destroyer Rodger Young is sitting in cover behind
the first moon of Terravia.  You and your team just got here by fast
courier, burning at high-G all the way.  Right now, you're sitting in the
Rodger Young's briefing room with the rest of your team, listening to
final instructions from Lieutenant-Colonel Halloran, the senior officer in
the Terravia system, before you 'port down to the Terravia planetary
defence missile base.  The missile base has apparently been overrun by
something, but no-one's quite sure what; the frantic message requesting
urgent reinforcements was badly garbled, and cut off part-way through. 
Your special unit gets to find out what's down there and clean it out.... 
happy happy, joy joy. 

   "...We're dropping you in at night," the Colonel tells you, "because
there seems to be less activity down there at night.  Our on-site team,
Team Alpha, dropped in by daylight, and none of them even made it inside
the complex.  We're hoping that by sending you down at night, you'll have
a batter chance.  You have one advantage they didn't have, too; one of the
two men who managed to get into the armory was able to bring the
transporter pads in there back on line, so we're 'porting you directly
into the armory.  You won't have to take fire dropping in on agrav."

   "Unfortunately, there's some bad news for you too.  We have audio from
Team Alpha's helmet cams, but no video - something seemed to be jamming
the signal.  The last man left from Team Alpha said that something had him
cornered in the heavy-weapons ammunition locker, and said something about
fire.  Shortly after that, the transmission stopped abruptly; scanners
showed a sharp spike in the infra-red, apparently confined to that side of
the armory.  We deduce that there was a fire and explosion in the
heavy-weapons locker, but the blast door was able to contain it.  So,
you'll have no BFG's, very little chaingun ammo, and no rockets besides
what's in the launchers in the ready-use rack.  The bulk plasma will be
gone, too.  We'd stock you up here, but we gave Team Alpha everything we
could spare when they dropped, and the resupply ship isn't due for two
months.  Make the most of what's in that armory, because it'll probably be
all you get; it may have to last you through the entire base.  There
should at least be a reasonable amount of plasma cells - don't go hog-wild,
though.  We were able to fill Alpha out pretty well from our plasma stocks,
so they shouldn't have taken too much from the armory."

   "There's another thing, too:  Whoever - or whatever - is down there,
they've apparently got the plasma cannon emplacements in the compound into
action.  That's what took out most of Team Alpha.  We're picking up energy
readings that suggest they may have been damaged by Team Alpha, though;
indications are that the plasma couplings may have become unstable.  It's
not much, but it may give you a chance.  We're picking up a lot of other
intermittent energy readings that we don't understand; we wish we could
tell you what they mean, but we don't know."

   "Judging by our infra-red scans, you can expect to encounter large 
numbers of troops in the compound.  Take them down fast, but don't waste 
your ammo - god alone knows what you'll find inside.  You may need every 
round later."

   "Oh, and once you're in, it's up to you to get back out again.  If
things go bad, we daren't risk attempting an extraction.  If they've got
the defence missiles operational as well, we wouldn't stand a chance. 
We're taking a big enough chance just taking one more fast pass into
transporter range.  We've spotted a shuttle on the field that appears to
be still operational - if you can get to it.  If you don't make it out... 
there won't be a third team after you.  General Samuels is due in two days
on the battlecruiser Bellerophon; if Terravia Base is still in hostile
hands when the Bellerophon arrives, I expect he'll order a saturation
thermonuclear strike from orbit."

The Colonel closes his folder, and gives you a grim look.

   "Just one other thing:  Good luck.  You're going to need it."

With a feeling of foreboding, you report to the transmat staging pads....


E2M1

DM Spawns
8
Co-op Spawns
4
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