CATABOOM
The catacombs were built by the Romans for their dead. This is a large, intricate and polished level with ornate architecture with lots of special graphics a...
Filenames
cataboom.wad
Size
872.31 KB
MD5
9b269c0364d4a2296afbed630e10952b
SHA-1
097347b909a250df3702b15e26c8325f1f7d4b6a
SHA-256
16b3615d82d45672f80592ff4ef3d25b3732a47c29058943694a7af46308b41e
WAD Type
PWAD
IWAD
Doom II
Engines
Boom
Lumps
117
Maps
MAP01
Download
Read Me
================================================================ Title : CATABOOM Filename : CATABOOM.WAD Author : Robert Phipps Email Address : [email protected] Misc. Author Info : Previously released earlier smaller Doom 1 and Doom 2 versions of this level as 1Catabs and Catadoom. Part author with Colin Phipps of Phobos3. Keeps nuclear power stations going in other time. Description : The catacombs were built by the Romans for their dead. This is a large, intricate and polished level with ornate architecture with lots of special graphics and sounds. In particular the imps have been replaced by mummies. It has a very gloomy and haunted atmosphere and you will be glad to get out at the end. It is an expert's level, with some very violent, but never impossible, fights. See below for more description. Date : 12/9/1999 ================================================================ * Play Information * Game : BOOM with DOOM II v1.9 IWAD Level # : Map 01 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Difficulty Settings : Yes New Sounds : Yes New Graphics : Yes New Music : From Doom 1 E1M6 Demos Replaced : 0 * Construction * Base : From scratch Editors/node buider : DCK, Yadex (on Linux), BSP (on Linux) Build time : On and off, years. Play tested under : Boom v2.01 under Caldera DOS v7.01 LxDoom v1.3.7 under SuSE Linux v5.2 PrBoom v2.01 under NT4 Known Bugs : None. There may be a few minor texture mis-matches. * 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. * Where to get this WAD * FTP sites: ftp.cdrom.com/pub/idgames/levels/doom2/Ports/a-c/cataboom.zip BBS : Compuserve Action Games Forum, Doom II Library ===================================================================== MORE DESCRIPTION Cataboom is a very large single Doom level, set in Roman catacombs. You will be the first man to enter for 2000 years, and you are going to wake the dead! You must pass through a complex of tombs, chapels, crematoria, halls, passageways and cellars. You will enter a vast fiery cauldron, a Temple of Mithras with a congregation of mummies and a preacher from Hell, and the tomb of Caesar himself. You go in at midnight under a full moon : and when you emerge into the open air of a walled garden, under a dawn sky* and hear the cock crow, you will have escaped. (*Dawn sky under LxDoom and MBF only) Cataboom is meant to be oppressively atmospheric and spooky. There is no 'gore' decoration, but plenty of urns, coffins, grand mausoleum architecture and gloomy tunnels. The theme is Death, and the monsters are all of Undead type, plus a few Barons and Hell Knights. The basic enemy troops are the Mummies, which are recast Imps. As well as the Mummies, there are a lot of other special graphics : for example exploding barrels are replaced by classical urns, and all switches are levers - the Romans never invented electric switches. Cataboom is very sombre, but there are some laughs, such as in the Temple of Mithras and in the Atrium just before the garden at the end. Play Catadoom as it is meant to be played : Ultra-Violent, after dark, with the lights low. Use a plastic sheet on your chair. Cataboom does have Co-op and Deathmatch starts. I would not class it as ideal for Co-op because the many narrow passages preclude fighting side-by-side. For Deathmatch, there are a number of links between areas which open as the game progresses, turning it into quite a maze. Some of the deathmatch starts are not survivable with monsters present - one is on the altar of the Temple, and you are the human sacrifice. SOFTWARE & PLATFORMS Cataboom, in common with many 'Doom' levels now being written, must be played with Boom or a version of Doom which supports Boom features. Those which have been play tested with Cataboom are listed at the top of this text. Boom is a free upgrade of Doom which has removed a number of Doom bugs and added extra features, such as deep water, and it is back-compatible with all properly written older levels, including ID's original episodes. You must still however have a paid-up copy of ID Software's Doom II v1.9 on your hard disk. Boom was developed by Team TNT, a very capable group of programmers, following ID Software's ceasing to develop Doom commercially. To run under DOS, you should use Boom v2.02 which is now a standard form of Doom in its own right. PrBoom v2.02 is a version of this which runs under Windows. Cataboom should also play under ZDoom and MBF, although I have not tried them. Alternatively, ditch DOS and Windows, install Linux, and use LxDoom, which is a port of Boom to Linux by Colin Phipps. Boom is no longer being developed by Team TNT, but LxDoom still is and does therefore have a few extra features over Boom, such as the ability to show different sky textures in different sectors, which Catadoom does when run under LxDoom (and MBF) as mentioned above. XDoom, by Udo Monk, is another modern version of Doom for Linux supporting Boom features and should therefore handle Cataboom, although I have not tried it. If you find a modern version of Doom which will not run Cataboom, let me know and I will try to identify the problem. You cannot play Cataboom with any of ID Software's versions of Doom. I originally (3 years ago) released a version called Catadoom for ID's Doom I, and later expanded it significantly for their Doom II. Those levels still available in the Compuserve Action Games Forum (the names are in Misc. Author Info above) if you must refuse to upgrade to Boom. You may not know, and may be surprised, that ID Software developed Doom on Unix (on Next workstations), presumably because DOS is such a lousy development platform. They then ported it to DOS for their commercial releases. After Final Doom (Doom v1.9), and when it was clear that Doom would never see the Top 10 Games Chart again, ID released the Doom v1.9 *Unix* source code in Linux flavour so that enthusiasts like us ;-) could continue to develop it and write editors and levels for it. ID kept the copyright of the Doom *Data* file (DOOM.WAD) however, which is why you need a paid-up copy of Doom II on your hard disc to run Boom - this is how ID Software get their due. The released Unix source code was then ported to DOS and it was on this that Team TNT built Boom. Then, the Boom DOS source code was ported *back again* to Linux by Colin Phipps to make LxDoom, Independently Udo Monk developed XDoom for Linux with Boom features supported. A point to watch here is that you may find copies of the ID Software Doom v1.9 Linux source code as they released it, and of the binary, on ftp sites and with Linux distributions; this will *not* run Cataboom or many other modern levels, and should be regarded as a historic artifact or of interest to developers only. GENERAL CATABOOM HINTS The following is not a spoiler text, but general comments on the run of the level. If you do not want even general help then stop reading now. It takes me, the author, about an hour to play through at UV, and I know every corner. I would take 2 hours if I were really cautious not to be killed, and I know where every monster is. I would expect a competent newcomer to take at least 4 hours and to be killed fairly often at UV. It is optimised for single player at UV. I have not tested it much at lower skills. At UV it is an expert's level, but then most Doom players these days are hard-bitten experts - the casuals have moved on to Quake III, Half Life, etc. It follows normal Doom conventions. Use of teleports is minimised as far as the player is concerned (only to escape from a couple of holes into which he might fall) although teleports are used by monsters "behind the scenes" for some of the special effects. I believe that some of these effects are novel, but they use standard Doom and Boom mechanisms. There a lot of very nasty tricks and surprises, although nothing that breaks the Doom playing conventions. Nowhere is safe, and attacks are as likely to come from behind you as ahead. Almost all non-secret doors are marked by a lion's head. Switches are spade- handled levers, and there is one in the start Courtyard to show you what they look like. Generally, you need to pull every lever you find, although a few merely open a door where a lion's head on the door did not suit. Cataboom is not a maze level but is so large and complex that you could get lost or baffled (and even the cheat map may not help); e-mail me if you really need to be rescued. It is basically a long virtually linear route that re-crosses itself several times, particularly at the Entry Courtyard and in the Great Fire Cauldron. You should get all your weapons (you do not get the 'futuristic' weapons in Catadoom) from up a couple of dead-ends before you get very far from the start. In fact there is very little 'dead' area in Cataboom, and some apparent early 'dead-ends' will become essential through-ways as hidden doors open later. For the same reason, retracing your steps tends to be unnecessary, inadvisable or even impossible. You will also find later in the level that doors open linking back to areas which you have visited earlier. These are primarily Death Match links, but which also give freedom to randomly wandering monsters. They also enable you to return for ammo if you dare, but those wandering monsters may make the idea unattractive. Ammo supply is not generous, so try to kill a proportion of the monsters, particularly the skulls, with the chain saw. In case you do not have much practice at this, get their attention and then wait for them around a corner : do not give them a clear run at you.