Chap Deathmatch ~ the first 10 levels
Just good ol' run around and collect stuff while blasting the snot out of a few good friends for ten maps. No cohesive theme ties these levels together at all.
Filenames
chapdm10.wad
Size
4.88 MB
MD5
522ca4a79a37d1b60790e04d56001104
SHA-1
384767168184403a869abf03553507417c938cad
SHA-256
e4cfdcae8f1770c66042f6a44f77c7c8d6d02ab3c42fd9da72b0b109c17eeeea
WAD Type
PWAD
IWAD
Doom II
Engines
Unknown
Lumps
232
Maps
MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP07, MAP08, MAP09, MAP10
Read Me
===========================================================================
========================= ZDaemon Review form =============================
===========================================================================
Update to : none
Primary purpose : Deathmatch!!!!!
===========================================================================
Title : Chap Deathmatch ~ the first 10 levels
Filename : chapdm10.wad
Release date : 2011-12-19
Author : John Price -=[> Chap Software <]=-
Email Address : yah; I'll put that right in there! Nice try.
Other Files By Author : tons of garbage littering my hard drive
Misc. Author Info : [PRFunky] (phineas in most deathmatches)
Description : Just good ol' run around and collect stuff while
blasting the snot out of a few good friends for
ten maps. No cohesive theme ties these levels
together at all.
Additional Credits to : Daniel Richardson for use of his
waterfall (WTRFALLn) textures
Thanks to the ZDaemon crew for getting the lift
bug fixed and releasing 1.08.08b before I had
this file ready!
Level Testers : DethZombie, Joel-B, Andy Fastow and Wes
===========================================================================
* What is included *
===========================================================================
New levels : 10 of 'em (MAP01-MAP10)
Sounds : none
Music : Well, it's all a ripoff. I'd rather not say where
from. I mean, the tunes I did over in MIDI, don't
bear enough resemblence to the original artists'.
So, if somebody wants to sue me over the songs,
then they'd have to admit that I did a decent job
transposing them. I assure you, I did not. And if
you want to sue me, YOU should be embarassed!
Graphics : I cobbled together some custom textures and
flats for these but only where needed. I
preferred sticking with the stock id Doom II
graphics.
Dehacked/BEX Patch : what's that?
Demos : " ditto "
Other : ~~~~~~~~~ yawn....
Other files required : none, well OBVIOUSLY you'll need a Doom port!
And having the doom2.wad file won't hurt either!
* Play Information *
Game : Doom II
Map # : MAP01-MAP10
Single Player : I suppose, if you're really bored but there
aren't any monsters to slay...
Cooperative : like a trip to a virtual museum with a good
friend
Deathmatch : ABSO-fricken-SMURF-ly!!
Team Deathmatch : team up like Prince Barin and Prince Vultan
Capture the Flag : I don't DO this
Other game styles : nope; just Doom-y
Difficulty Settings : none implemented
--- all right!! Now we're talking; I use these:
DMFLAGS : 283840
DMFLAGS2 : 1179650
Fraglimit : 30
Timelimit : 8
Players : 8 (levels 8 & 9 scale up to 16 tho' ;-) )
Additional notes : I wouldn't disable jumping if I
was going to run this on a server. Some of the
levels actually REQUIRE the ability.
* Construction *
Base : just Doom II and some smatterings of my own
Build Time : a lifetime.. but the better part of 7 months
Editor(s) used : DoomBuilder primarily but some of my old prefab
parts were actually originally drawn with
DoomCAD! XWE for sorting, a sprinkle of DeepSea
to get my custom graphics and music up, NeoPaint,
The GIMP, Microsoft Paintbrush, Rogsoft's
Notepad+, a little bit of lousy music work with
Anvil Studio...
Known Bugs : This release has been thoroughly tested with my
faithful band of guinea pigs err... beta-testers.
However, if you find something, please let me
know by crabbing about it somewhere in the
ZDaemon Forums
May Not Run With... : the original Doom engine, Doom Legacy and
anything else you can think of that doesn't
support ZDoom in Hexen format wad files
Tested With : ZDaemon 1.08.08a -- netplay-tested
ZDaemon 1.08.08b
ZDaemon 1.09 b23
ZDoom 2.0.63a -- NOT netplay-tested but primary
map test tool during design
DoomsDay, and... it CRASHES! So, I believe alot
of the incompatibilities have more to do with
the tools I'm using to save my wad files than
anything particularly rule-breaking I'm doing.
===========================================================================
* Copyright / Permissions *
===========================================================================
Authors MAY use my custom textures and flats but may also write their
own map rather than sticking a couple of new textures on my walls and
calling my work theirs. Also; I'm NOT the author of the waterfall texture!
All other textures and flats not made by me are actually (c) Copyright id Software.
===========================================================================
CCC H H AA PPP SSS OO FFFF TTTTT W W AA RRR EEEE
C H H A A P P S O O F T W W W A A R R E
C HHHH A A PPP SS O O FFF T W W W A A RRR EEE
C H H AAAA P S O O F T W W W AAAA R R E
CCC H H A A P SSS OO F T W W A A R R EEEE
========================= www.chapsoftware.com ============================
===========================================================================
========================= ZDaemon Review form =============================
===========================================================================
Update to : none
Primary purpose : Deathmatch!!!!!
===========================================================================
Title : Chap Deathmatch ~ the first 10 levels
Filename : chapdm10.wad
Release date : 2011-12-19
Author : John Price -=[> Chap Software <]=-
Email Address : yah; I'll put that right in there! Nice try.
Other Files By Author : tons of garbage littering my hard drive
Misc. Author Info : [PRFunky] (phineas in most deathmatches)
Description : Just good ol' run around and collect stuff while
blasting the snot out of a few good friends for
ten maps. No cohesive theme ties these levels
together at all.
Additional Credits to : Daniel Richardson for use of his
waterfall (WTRFALLn) textures
Thanks to the ZDaemon crew for getting the lift
bug fixed and releasing 1.08.08b before I had
this file ready!
Level Testers : DethZombie, Joel-B, Andy Fastow and Wes
===========================================================================
* What is included *
===========================================================================
New levels : 10 of 'em (MAP01-MAP10)
Sounds : none
Music : Well, it's all a ripoff. I'd rather not say where
from. I mean, the tunes I did over in MIDI, don't
bear enough resemblence to the original artists'.
So, if somebody wants to sue me over the songs,
then they'd have to admit that I did a decent job
transposing them. I assure you, I did not. And if
you want to sue me, YOU should be embarassed!
Graphics : I cobbled together some custom textures and
flats for these but only where needed. I
preferred sticking with the stock id Doom II
graphics.
Dehacked/BEX Patch : what's that?
Demos : " ditto "
Other : ~~~~~~~~~ yawn....
Other files required : none, well OBVIOUSLY you'll need a Doom port!
And having the doom2.wad file won't hurt either!
* Play Information *
Game : Doom II
Map # : MAP01-MAP10
Single Player : I suppose, if you're really bored but there
aren't any monsters to slay...
Cooperative : like a trip to a virtual museum with a good
friend
Deathmatch : ABSO-fricken-SMURF-ly!!
Team Deathmatch : team up like Prince Barin and Prince Vultan
Capture the Flag : I don't DO this
Other game styles : nope; just Doom-y
Difficulty Settings : none implemented
--- all right!! Now we're talking; I use these:
DMFLAGS : 283840
DMFLAGS2 : 1179650
Fraglimit : 30
Timelimit : 8
Players : 8 (levels 8 & 9 scale up to 16 tho' ;-) )
Additional notes : I wouldn't disable jumping if I
was going to run this on a server. Some of the
levels actually REQUIRE the ability.
* Construction *
Base : just Doom II and some smatterings of my own
Build Time : a lifetime.. but the better part of 7 months
Editor(s) used : DoomBuilder primarily but some of my old prefab
parts were actually originally drawn with
DoomCAD! XWE for sorting, a sprinkle of DeepSea
to get my custom graphics and music up, NeoPaint,
The GIMP, Microsoft Paintbrush, Rogsoft's
Notepad+, a little bit of lousy music work with
Anvil Studio...
Known Bugs : This release has been thoroughly tested with my
faithful band of guinea pigs err... beta-testers.
However, if you find something, please let me
know by crabbing about it somewhere in the
ZDaemon Forums
May Not Run With... : the original Doom engine, Doom Legacy and
anything else you can think of that doesn't
support ZDoom in Hexen format wad files
Tested With : ZDaemon 1.08.08a -- netplay-tested
ZDaemon 1.08.08b
ZDaemon 1.09 b23
ZDoom 2.0.63a -- NOT netplay-tested but primary
map test tool during design
DoomsDay, and... it CRASHES! So, I believe alot
of the incompatibilities have more to do with
the tools I'm using to save my wad files than
anything particularly rule-breaking I'm doing.
===========================================================================
* Copyright / Permissions *
===========================================================================
Authors MAY use my custom textures and flats but may also write their
own map rather than sticking a couple of new textures on my walls and
calling my work theirs. Also; I'm NOT the author of the waterfall texture!
All other textures and flats not made by me are actually (c) Copyright id Software.
===========================================================================
CCC H H AA PPP SSS OO FFFF TTTTT W W AA RRR EEEE
C H H A A P P S O O F T W W W A A R R E
C HHHH A A PPP SS O O FFF T W W W A A RRR EEE
C H H AAAA P S O O F T W W W AAAA R R E
CCC H H A A P SSS OO F T W W A A R R EEEE
========================= www.chapsoftware.com ============================










