SPCIAL3A.WAD
Filenames
SPCIAL3A.WAD
Size
602.96 KB
MD5
1599e0c6603c304d27ca5301039ae4d2
SHA-1
52db81120ce59aa8f643375b57ed01fec638b01d
SHA-256
10f4ff36609debc9e33ca7dbd4baf23838d35f9d1c6843d0975e8924ddcb2ed6
WAD Type
PWAD
IWAD
Doom
Engines
Doom
Lumps
54
Maps
E1M1
Read Me
Author: Jens Hykkelbjerg ([email protected]) This is a DOOM wad demonstrating all the special effects described in the special effects WWW pages. There is not much new since the last version, but this time all the special effects work without flaws thanks to ZenNode. The ZenNode configuration files used to build the level is included. This wad would not have been possible without the help of a lot of different wad authors and special effect creators. Thanks to everyone who has helped to make this possible. Here is a walkthrough of the WAD: ******************************************************** * * * Walkthrough of the special effects WAD * * * ******************************************************** Since it's impossible to complete the level as there is no exit switch then the walkthrough will focus on describing how to get to the individual special effects. 1. The Beginning ---------------- You start in the main courtyard. Many doors leads from this yard to the individual special effects, and many of the doors are marked with the names of the special effects behind the door. (I'm no graphics artist) Right in front of you you see a well of fortune (as I call it). This well is not really a special effect, but it's a small demonstration of what you can achieve by using textures on the normal part of two-sided lines. Try to shoot at the string with a projectile weapon (the pistol is a good choice here at the beginning) This should cause a megasphere to appear, which can be collected by running towards it. At the same time the water in the well will rise to fill it. (The megasphere appears immediately because I've placed it so close to the edge of the well) Another interesting application would be to place a monster instead of the megasphere. (surprise party :) Now take a look further down the yard. Here you will see a floating box with a monster trapped inside it. The walls of the box are set to be impassable, so the monster can't move out of it, but once you wake it it can shoot at you, and because of the box you only have a limited vision of the box. This is of course also not a special effect, but simply an application of two-sided textures. At the far end wall you see a door and two windows (to sky). If you're playing above the "I'm a whimp" difficulty levels, then you will see one enemy in each window. These sargeants can't be shot from far away, because the upper part of the main courtyard sector blocks the way this upper part is transparent, as all upper parts are when the ceiling texture is a SKY texture. (See the sfx docs for details). This is hardly a special effect in itself. Some would call it a bug in DOOM, I will just call it interesting. 2. The Invisible Lift and Door ------------------------------ That's quite enough about the main courtyard. It's time to take a look at the special effects. Find a door to the north (use the map to figure out where north is) marked INVISIBKE LIFT and DOOR, and enter this room. Right in front of you when you enter this room is the transparent lift. The edges of the lift is bounded by a low texture, but this is not required by the special effect. In fact it makes it a bit more complicated to construct. you can activate and use it just like any other lift to gain access to the plasma gun. Equipped with this marvel it's time to turn east and take a look at the transparent door. Hopefully there will be a monster standing on the other side of the door looking at you. As you can see the monster can't see through the door, but you can. This gives you the advantage of knowing what's on the other side before you open the door. You can even fire a few shots at the door, the monster won't hear you until you open the door. 3. The Invisible Stair ---------------------- Go out of the transparent lift and door room and right across the main courtyard. Here you should find a door marked INVISIBLE STAIR. Open the door and take a look at the trooper standing in thin air. Shoot him and walk forward. you should soon be lifted from the floor by the invisible stair, and be able to continue forward until you reach the plateau with solid floor. Continue forward, and drop down on the other side. Look back and make sure that you can't jump high enough to reach the plateau (This section assumes that you haven't applied any DeHacked Jet pack patces to your EXE) So basically you're stuck here until you press the switch at the end of the room. Pressing the swich will cause an invisible stair to rise just like any other rising stair. To make it visually obvious what's happening I've applied a small texture to one of the steps, so you can see it rise. Now you can walk back and enter the main courtyard. 4. The Anti gravity field ------------------------- The invisible stairs and lifts can be used to create quite large areas where the player will be floating around. (You can even make entire levels guarantueed to make the player feel "high") The room with the anti gravity field is to the east of the main courtyard. Here you can walk around in a large area that works like one big invisible step from the invisible stair. This room was made to demonstrate that the invisible stair special effect could also be applied to non-convex sectors. 5. The Deep Water Effect ------------------------ Now it's time to take a look at the deep water effect. The deep water effect is very similar to the invisible stair special effect, only here the player can descend from the normal viewing height to a view closer to the surface of the water. This is demonstrated in the room to the west of the main courtyard behind the door marked SWIMPOOL. Notice that the monster inside the pool doesn't look too good. This is a major problem with this special effect, but the best you can do is to make sure the monsters don't enter the pool! 6. SKY special effects (etc.) ---------------------- To view the special effects using the sky texture, go through the door marked SKY door from the main courtyard. Already the door looks a bit odd, but any wad designer that has tried to apply a sky texture to the ceiling of a door knows this special effect, so I'll not comment on it any further. Behind the sky door there is a room with yet another SKY door. I don't think you should go through that second sky door just now. Try that for yourself another time. Instead take the moment to look at the floor here you should see the Sky at Floor special effect. (In this wad combined with a Deep Water Effect, so the player drops a bit longer into the hole before he is stopped by the "plexiglass") Turn right inside this room, and you will find yourself facing a switch. Activate this switch, which will cause the floor to descend into a stair. This is known as the descending stair special effect. Notice that the stair moves into position without any delay, which in this case means that the switch disappears from view, as the player immediately falls to the ground level of the descended stair. Go through the door at the end of the descended stair, and you are in the Secondary courtyard. This secondary courtyard doesn't contain any special effects. It's just a small demonstration of what's possible using the sky ceiling texture. Notice that the surrounding walls have been lowered just like in the main courtyard, but more explicitly here. The castle in this courtyard demonstrates how you can create realistic buildings inside a courtyard that you can even enter. Go inside the building, and pick up all the goodies. When you try to leave you will be teleported to the room behind the second sky door. This room (behind the second sky door) is an all sky room. Inside the room I've also tried to build a deep hole try to drop to the button of this hole. Here you will see a switch that will make the floor rise so you can get out of the hole. Notice that just like with the descending stair this happens instantly. Now leave the room by finding the small graphics bug at the floor just outside the sky door. If you can't find your way out of the all sky room take a look at your map and all will be revealed. 7. The Switches Special effects ------------------------------- In the main courtyard find the door marked SWITCHES, and enter the room. When you enter the room you will see a switch on the opposite wall. Try to activate this switch. You will find that you can't activate it. Now shoot it with a projectile weapon like the pistol or the shotgun, and the switch will appear to break, giving you access to the working switch behind the original switch. This is the breaking switch or breaking glass special effect. basically this effect can be used to display any kind of gunfire damage on textures. The only problem is that you need to sacrifice one of the original doom switches to apply your own breaking texture, and if you also want a different sound (breaking glass etc) then all switches will start to sound like this. Now turn left there you will see another switch. This is a multiple action switch. As you can see this switch can be activated 4 times, but 4 is not a magic number here. you can easily apply over 20 actions to a switch like this if you want more than 20 actions on the same switch you should consider overlaying the linedefs. Press the switch four times, and be aware of which door opens each time you press the switch. Now go through the fourth door that opened. This room looks quite dull, but by pressing the switch, you can turn on a bit of an animation. (That won't make the room beautiful, but if you can create a better animation then this could be very useful) Go back to the multiple switch, and go through the third door that opened. Here is another multiple action switch, but unlike the other multiple action switch this switch uses the original doom textures, which makes it easier to implement, and you don't have to sacrifice switch textures from the original doom to make it. If you press this switch twice, two doors will open. Enter the room and take a look at the back wall, where the animation from before is running on half of the wall. If you press the switch on the back wall nothing happens, but if you look at the wall on your right you will see another switch there. When you activate this switch the door you came through might be opened again (if it was closed), and the animation now starts playing on the entire back wall. This room was made to demonstrate how an animation could be turned on by remote control. The only problem is that the switch you activated didn't move when you activated it, but I suppose you could live with that. 8 Did I forget anything? ------------------------ Now for the last room: Go back to the main courtyard, and find the door to the south-east. Walk down the hallway on the other side of this door until you hear the sound of a door opening. This indicates that you have activated the vertical texture scroll effect and the diagonal texture scroll effect. Notice the marble part of the hallway walls these textures should now be scrolling vertically and diagonally (respectively). This effect is actually a bit unstable, and after 4 minutes (or so) both textures will start to scroll in a different direction. Then after another 4 minutes the walls will be replaced by HOM... This HOM can be avoided by setting a minimum for the "doors" so that they will not continue to descend below a ceiling height of 0. continue along the hallway until you reach a room with a bit of acid here and there. This room is used to demonstrate how you can build doors on top of lifts, to create a more three dimentional map. Continue through this room and enter the hallway on the other side. At the end of this hallway you will find a switch. When you activate this switch floor in the hallway will slowly descend into a stair. This is another way of making the descending stair special effect, and as you can see this method gives much more freedom as to how the final result should look. At the bottom of this "double stair" you will find a tunnel with deep water leading back to the "acid room". This concludes this tour of the special effects. If I had 25 hours a day to invest in this project the wad might look better and feature more effects, but this is not the case, so this is all you get. But I think that this wad is still the most complete collection of special effects available right now (march 96) and I'm proud to be the author of this wad as well as of the special effects texts and www pages. If you know of any special effects not mentioned in the special effects pages, please send me a mail. Jens Hykkelbjerg Email: [email protected]