Names
The Vile Keep (version 1.4)
Description
Crossing the sea of flames, you have arrived at the outskirts of a demonic fortress. Along the only approach to the main gate, a small number of peculiar watchtowers stand, and more such structures ward the fortress walls. See below for more information.
Filenames
vilekeep.wad
Size
634.88 KB
MD5
ff259f0a2f53580d6163eb656dc3f432
SHA-1
6bf0bc1d3b840a77ea20a164ee48658f2dc61ec3
WAD Type
PWAD
IWAD
DOOM2
Engine
GZDOOM, ZDOOM
Lumps
13
Maps
1
 
MAP01
===========================================================================
Update to               : vilekeep.wad
Advanced engine needed  : ZDoom 2.8.1+, GZDoom 1.9.1+
Primary purpose         : Single+Coop play
===========================================================================
Title                   : The Vile Keep (version 1.4)
Filename                : vilekeep.wad
Release date            : May 11, 2016
Author                  : Chaosvolt
Email Address           : Chaosvoltdragonson@gmail.com
Other Files By Author   : TFMod, DRLSpec, Cheeki, MDoomFix, AIDoom, other unreleased projects.
Misc. Author Info       : Psycho bored dragon.

Description             : Crossing the sea of flames, you have arrived at the outskirts of a demonic fortress. Along the only approach to the main gate, a small number of peculiar watchtowers stand, and more such structures ward the fortress walls. See below for more information.

Additional Credits to   : Kallin and Andrew for playtesting and feedback.

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

* What is included *

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


* Play Information *

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


* Construction *

Base                    : New from scratch
Build Time              : On and off work over the course of 6 days
Editor(s) used          : Doom Builder 2, SLADE3
Known Bugs              : Older versions of regular ZDoom WOULD fail to render some sky-related trickery, if they were compatible.
May Not Run With        : Older versions of ZDoom/GZDoom/Zandronum, due to use of features introduced in recent versions.
Tested With             : ZDoom 2.8.1, GZDoom 1.9.1.


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

* The Usual Spoilers and Advice *

"Oh hey, why am I on fire?" Might as well spoil it here: the entire gimmick of the map involves weaponized archviles, taking cover, and switch hunts.

Don't bother shooting the towers. Each one has a switch somewhere nearby that shuts it down. In particular, look for green marble switches.

The first switch is the only instance where a tower switch isn't visible as soon as its respective tower is acivated. Hint: There are only two buildings you can reach from the start without getting blasted, and one unlocks the other.

If you screw up the "rush across the bridge leading to the main gate" part, a backup switch will be available near the start. This will mainly be useful in co-op.

The room just past the main gate requires the other five rooms in the fortress to be completed first, and these can be completed in any order.

Co-op should be easier barring player mistakes (hint: rushing ahead and triggering more watchtowers is a Bad Idea) or mis-management of resources. Deathmatch is technically possible, and has a few additions specific to it, but this map was not designed for that.

* Version History: *

0.9: Initial upload, found a few things to tweak while it was still in Incoming.

1.0: Some added decor, fixed some sector bugs in the pool room.

1.1: Fixed hard-mode super shotgun and plasma rifle not appearing, made turret attack have a delay when the power is affected by a blue sphere, couple ammo additions, couple texture alignment tweaks. Also made a few deathmatch-only items appear in co-op as well.

1.2: Fixed some monsters that were supposed to ambush, more texture alignment fixes, some brightness fixes.

1.3: Fixed a tower action that wasn't triggering, made the red key easier to grab, removed a bit of excess cover in the garden, fixed some coop-specific problems with the armory, more texture alignment fixes.

1.4: Fixed the armory door being bugged. This was caused my earlier efforts to ensure players in co-op can't get locked out of getting the red key.

* 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.gamers.org/pub/idgames/ and mirrors
Web sites:
FTP sites:

The Vile Keep (MAP01)

DM Spawns
5
Co-op Spawns
4
Par Time
08:30
Help improve the database by uploading an image
Creative Commons License