DNA technology laboratory wad for Doom ][

DNA technology laboratory wad for Doom ][

DNA technology laboratory wad for Doom ][ - dna_tech.wad (Doom II) is a PWAD featuring 1 map (MAP01)

Filenames
dna_tech.wad
Size
178.81 KB
MD5
86f27192cf1bdd4ee841d1885139cd24
SHA-1
04a019c076fef4604f3c46d2d1a7659378c091df
SHA-256
71f61c53b2ce54bf72ac5bdb27fd48035bf0a713e088737bfb96b3ab16ae4944
WAD Type
PWAD
IWAD
Doom II
Engines
Doom II
Lumps
11
Maps
MAP01

Read Me

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

Title                   : DNA technology laboratory wad for Doom ][
Filename                : DNA_TECH.WAD
Author                  : Doug Ryerson (maker of many wads)
Email Address           : [email protected]
Misc. Author Info       : If you read this section on my last wad (HVYFGHT
                          wad), you will find that I don't actually exist.
                          Well, I still don't exist. Feedback is very much
                          appreciated. Was it too hard, too easy?. I myself
                          have playtested it many times and kept making it
                          harder by removing ammo and health and adding more
                          bad guys. I think it is finally hard enough to make
                          it entertaining, but I don't really know for sure,
                          so I need email on this one.
Level Info              : Here is a level based on an, admittedly often used
                          idea, that of mutatory genetic experiments result-
                          ing in the production of hideous monsters who get
                          loose. Well, this level has something that few of
                          those other ones have, its own graphics, made spec-
                          ifically with the concept in mind. You see, the
                          graphics were made when I had the idea of giving
                          the level the "genetic experiment" theme. After
                          making the graphics, I then made the level (not the
                          other way around). So each of the graphic elements
                          was made with a specific purpose in mind, with the
                          room that it was supposed to go into already in my
                          head. The result is a level made to fit the graphics
                          not vice versa. This results in a better looking 
                          level. Each wall in DCK was placed with the already 
                          made graphic expecting to be set upon it. There  are 
                          five secrets in the game, see if you can get them all.
                          So play the level (using the batch file provided), 
                          shoot the bad guys, and email me. 
                          P.S. I believe this is my 24th level (I think it is 
                          the 10th for Doom ][).
                          P.S.S. The idea for some of the textures comes from
                          some screen shots I've seen from the upcoming game
                          TekWar.

Additional Credits to   : Id Software, the authors of DCK22 and Wintex34.
                          
================================================================

* Play Information *

Episode and Level #     : Doom ][ : MAP01
Single Player           : Yes.
Cooperative 2-4 Player  : Yes, player starts for it.
Deathmatch 2-4 Player   : Yes, player starts for it.
Difficulty Settings     : Yes.
New Sounds              : No.
New Graphics            : Yes (26 textures made, 25 used, couldn't find a
                          place to use one of them).
Demos Replaced          : None


* Construction *

Base                    : New level from scratch
Build Time              : No idea 
Editor(s) used          : DCK 22 (despite a minor sector-join bug) and 
                          Wintex 34 (for the graphics)
Known Bugs              : Hate to say this, but yes, there are two places
                          in the open areas where there are lines that don't
                          exist in the level. This results in an invisible
                          walls and an invisible floor. These areas do not
                          exist in the editor and I don't know where they
                          come from, perhaps from the node builder (BSP 1.2x).
                          Sorry about this, but I don't know how to get rid of
                          something that isn't there in the editor yet appears 
                          when you play the level. I have completed the level 
                          by working around these problems, so it should not 
                          cause too much of a problem. Perhaps the cure is to 
                          run it through another node builder. I wanted to 
                          post this anyway because I really liked the job I 
                          did on the graphics and didn't feel like redoing 
                          the level all over again because of this.

* Copyright / Permissions *

Authors may 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.

Maps

MAP01

MAP01

Deathmatch Spawns
8
Co-op Spawns
4