Waste Treatment Center #911
Waste Treatment Center #911
A weird lil map that looks too bright on GL source ports, and too dark on software mode. Somewhat Knee-Deepish, pretty linear but I put a lot of work into it, so hopefully it should be pretty enjoyable. May eventually become part of a set.
=========================================================================== Title : Waste Treatment Center #911 Filename : wtc911.wad Release date : December 19th, 2002 Last Update : January 1st, 2004 (final.. again) I noticed a few graphic errors in this map when looking through it in DB a few months ago. These I ignored as I had already released more than enough versions. But today I noticed the last update had also broken Eternity support. This concerned me (as Eternity is now my port of choice) and so I have corrected both problems (without even breaking demo compatibility). Please ignore this version if you are doing /newstuff reviews. Author : Owen "Sarge Baldy" Lloyd Email Address : <email removed> Web Page : http://oregonstate.edu/~lloydo/ Other Files By Author : A bunch of unreleased ones, including Mount Doom Misc. Author Info : Operates website Sarge Baldy's Hardass Doom Reviews. Spends way too much time on #zdoom. Description : A weird lil map that looks too bright on GL source ports, and too dark on software mode. Somewhat Knee-Deepish, pretty linear but I put a lot of work into it, so hopefully it should be pretty enjoyable. May eventually become part of a set. Be sure to use the scanners in the room that has them, and the grinders *will* grind you, so you might want to avoid walking on them. Additional Credits to : John Romero: my idol. cph: for his BSP program and general friendliness Danarchy: for being so damn cool Matt Tagliaferri: for his nice but error-loaded DoomCAD Espi: for cleaning up a few errors and making me a demo to include =========================================================================== * What is included * New levels : Most definitely :) Sounds : Nope. Music : No, but I switched it up. Graphics : Mmmm sort of.. I only really modified original ones tho. Dehacked/BEX Patch : Nope. Demos : Yes, by Espi :) * Play Information * Game : Ultimate Doom (limitless port recommended) Map # : E1M1 Single Player : That was the plan. Cooperative 2-4 Player : Probably not a good idea. Deathmatch 2-4 Player : I started to set this up but fell short. Not recommended. Difficulty Settings : DURRRRRRRRRRRRR * Construction * Base : All me, baby. Build Time : This took me about a lot of hours or so Editor(s) used : DoomCAD 6.1 (my fave) WadAuthor (for a couple things DoomCAD can't handle) Wintex 4.7 BSP 5.1 Paint ZenNode 1.1 (used during testing) Known Bugs : Some Boom features (in poor taste) make lights open underneath some doors because I tagged them in order to have two open at the same time. No switch replacements are available for the task, so I let it remain. This 'error' should only occur on Boom, prBoom, MBF, SMMU, and Eternity. Can cause VPOs, but the map can be finished without doing so. * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse, granted you ask me for permission first. The new textures I constructed here are fair game for anyone who wants them. 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 my name is in there somewhere. You don't have to tell me, but I'd like to know if someone wants to do this. * Where to get the file that this text file describes * Web sites: http://oregonstate.edu/~lloydo/ FTP sites: ftp://3darchives.in-span.net/pub/idgames/ and other mirrors of this