Destroy Hell

Destroy Hell

Maybe you're asking - why did I upload such a shitty megawad on /idgames? Let me explain the story behind this one:<br><br> Wh&#65279;en I was in elementar...

Filenames
desth.wad
Size
2.94 MB
MD5
b2fef57021d04c81245d2e17c898f281
SHA-1
6cd922fd49aa14e2feea249258011fb0acc839fa
SHA-256
96524603e4eb290a349a4f39071c52412322f069c42e4698b83bbedc06d98d0e
WAD Type
PWAD
IWAD
Unknown
Engines
Unknown
Lumps
389
Maps
MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP07, MAP08, MAP09, MAP10, MAP11, MAP12, MAP13, MAP14, MAP15, MAP16, MAP17, MAP18, MAP19, MAP20, MAP21, MAP22, MAP23, MAP24, MAP25, MAP26, MAP27, MAP28, MAP29, MAP30, MAP31, MAP32

Read Me

===========================================================================
Title		: Destroy Hell
Filename		: desth.wad
Primary purpose	: Single
Game		: Doom II
===========================================================================

Author		: Matthias (AKA enkeli33)
Web site		: https://liquiddoom.net/
Email Address	: [email protected]

===========================================================================
* About *
===========================================================================

Maybe you're asking - why did I upload such a shitty megawad on /idgames? Let me explain the story behind this one:

When I was  in elementary school, I made my very first Doom megawad (two actually) in WadAuthor. Of course, the maps were poor quality (nothing much changed since then, lol) because I was —ahem— a child and  had no experience with level design and I barely understood the Doom engine and the editor.

I have never uploaded my first maps on /idgames nor showed it to the world. The only place I uploaded it was a rather less known website that was owned by my friend Kelvin. The website doesn't exist anymore.

But for some reason, the megawad was later uploaded to https://www.wad-archive.com (not by me, no idea who uploaded it there). Later on, someone sent me an email telling me he likes the megawad. I didn't speak English back then, but I put together something and sent it.

Recently, I did a little research and I realized the person was Jean-Yves Delpech aka Jive. His wiki page: https://doomwiki.org/wiki/Jean-Yves_Delpech_(jive)
Unfortunately he died of cancer in 2011. Too bad.

He also added couple of his edits and comments in the .txt file. Let me copypaste them here:
***
- I made the Bex file for GZW on 6 sept, 2006
- I made the picture "CWILV21.bmp" which was forgotten
- Map31: the last bridge was wrongly designed and gave an OpenGl artefact which was horrible.
- Map25: some walls were using the unknown texture "REDWALL1". I replaced it with "REDWALL"
         some walls were using the unknown texture "LITESTON". I replaced it with "LITE3"
	 Many others were in the same case... Obviously, a set of customized textures was forgotten... What is strange is that it's the only one map using customized textures!!!
- Map28: the bridge was wrongly designed and gave an OpenGl artefact which was horrible.
***

Anyway, the megawad disappeared from https://www.wad-archive.com. The only trace of it is a message, which reads: “Sorry, downloads for destroy-hell.wad cannot be provided as there are no links available or it is a commercial WAD.”

I was glad, because the megawad is a huge cringefest and should be forgotten forever. Or not? For some reason, I have received a couple of emails during the last decade from people looking for it. Well, if they want it, I’ll send it!

I also tried to Google “Destroy hell” and I realized it was mentioned couple of times on many places, including Doomworld.

Eventually, I decided to publish it. You know, just to preserve the history. Just to make my body of work complete.

I also fixed couple of (very serious) bugs and made a couple of changes, but not much. Not only because I am too lazy to do some bigger rework, but also because I want to keep the megawad as it originally was.

So this is Destroy Hell.

Now here is a list of things I didn't fully understand as a child, so that's why the megawad is so weird:

1) I didn't understand that I can set any actor "deaf" for a couple of the first maps, so that's why I put blocking barrels on some places to stop enemies from chasing the player from the very beginning.

2) I didn't understand the floor/ceiling texture stereometry, so that's why I was using black squares as teleporters first.

3) I didn't understand "pistol start" philosophy, so none of the maps are made with this philosophy in mind. So that's why there could be many weapons missing in many maps.

4) Couple of map exits look like random shapes on the floor with skybox texture. I was convinced it would look great, but it doesn't! :/

5) Many places are extremely huge, because WadAuthor didn't have 3D Preview and I didn't know how it would look when I was drawing the linedefs. I didn't understand blockmaps either.


===========================================================================
* Maps *
===========================================================================

01: The First Base
02: Alpha Labs
03: The Dark Castle
04: The Graveyard
05: Beta Labs
06: The Island
07: Temple of Blood
08: Temple of Pain
09: The Turbine
10: Cyberdemon's Castle
11: The Second Base
12: The Hellhole
13: The Bridge
14: Heretic
15: The Palace
16: The Circle (DH version)
17: The Land of Demons
18: The Hell City
19: The Abyss  
20: Meat Entryway
21: The Third Base
22: The Labyrinth
23: The Fortress
24: The Library
25: :-)
26: The Fortification
27: The Massacre
28: Tides of Evil
29: Brutal
30: The Final Battle
31: The Secret Dungeon
32: The Colosseum

Now, let's comment couple of maps:

01: The First Base
11: The Second Base
21: The Third Base

I had the idea to start each episode with visiting the same base, but with a couple of differences. Ok, maybe it wasn't as good of an idea as I pictured it in my mind.

02: Alpha Labs
05: Beta Labs

Oh, back in 2005 I was obssesed with Doom 3. It inspired me to use a couple of UAC labs ideas.

14: Heretic

I decided to put one Heretic map in my megawad, because Kama Sutra did the same and I was like "Maybe I should, too!" Ok, maybe it wasn't a good idea at all.

15: The Palace

I always had the idea of a map where there is a castle or palace, but the main entrance is not accessible, so you have to use sewers to get inside. Oh, also MAP 28 in Czechbox megawad is remake of this one. :)

16: The Circle (DH version)

This is actually one of my very first maps. I always wanted to make some sewer levels with lots of toxic green waters. MAP 17 in Zones of Fear is a remake of this one (that's why I put DH - Destroy Hell - version here).

17: The Land of Demons

I was kinda inspired by Habitat map from TNT. It was so weird map. I wanted to try to copy its weirdness in my map.

18: The Hell City

I've seen a megawad as a kid with realistically made streets and roads and sidewalks, so I wanted to try it too. That's how The Hell City was born.

20: Meat Entryway

My very first map I have ever made. Actually, I didn't make it. I just took Entryway and changed brightness and textures and couple of things. I was just curious what map editor can do and so on. Why did I even put this one in the set?

22: The Labyrinth

I drew a maze at school when I was bored and then I decided to make a Doom map based on the maze. Well, probably the most frustrating map in the Doom history. :) You will hate it. You just will. I mean if you actually plan to play this megawad.

25: :-)

The very first map I have ever made (when you don't count Meat Entryway). I made the first sector, then I put the door there, then another and another and a couple of other things... And then :-) was born.

26: The Fortification

I always loved the idea that you have to go deeper and deeper in the underground and then you find a temple with a teleport. Something like Land of the Damned in The Serious Sam The Second Encounter. I used similar idea in MAP 27 in Zones of Fear.

29: Brutal

Well, my first attempt to make a slaughter type map.

32: The Colosseum

I used a similar idea later in Zones of Fear (MAP25 to be exact).


===========================================================================
* Engines, ports and everything *
===========================================================================

Vanilla/Chocolate

The megawad is suprisingly vanilla/chocolate compatible, because I was making it just in pure Doom 2 format. And the vast majority of maps work without any issue.

Here are couple of exteptions:

Map 18 - This map works in Vanilla/Chocolate, however due to exceeding the visplane limit, the game crashes. It's possible to play this map in Vanilla/Chocolate if you try to see as little visplanes at the same time, as possible. So if you are outside in the streets in the city, don't look around too much and try to keep the vision only on the buildings and walls. I managed to beat this map that way in Chocolate Doom! :D

Map 29 and 32 - They are possible to play in Vanilla/Chocolate, but it's not possible to Save Game. It's probably because the number of monsters is too high to be stored in the memory of the game.

Map 31, 22, 24, 26, 27, 28, 29 - They work, but there are so many monsters that it skips rendering monsters/objects/items in random moments, so that makes certain things invisible. Oopsie.

Crispy

Crispy port works like a charm. No issue found.

Zdoom/Gzdoom/Qzdoom/Zdoom Legacy/Zandronum/Skulltag ports etc

All these should work without any issue.

Doomsday port

This one suprisingly work well too.

Brutal Doom mod

The megawad works with Brutal Doom, except it's pretty difficult.

Map 31 however is problematic. There are so many monsters, the FPS starts dropping quickly. Also, a couple of Nazi Soldiers are replaced with some sort of huge boss monsters randomly and they are almost impposible to beat, especially with FPS drops.

Ok, no other port or mod I tried, so that's it.

===========================================================================
* Many thanks to *
===========================================================================

ID software for creating the game.

The creators of Doom Builder 2, Gzdoom Builder and Slade 3 and other tools.

Of course thanks to all players!

===========================================================================
* About me *
===========================================================================

Here are other pwads I made or I was part of the team that made them:

Idoom mapping contest #1: Quake World (Map 03)
https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/idmqwcon

Zones of Fear (Maps 01,02, 04, 07, 10, 12, 14, 16, 17, 18, 19, 21, 23, 25, 27, 29)
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/zof

Fucking Hexen
https://www.doomworld.com/idgames/levels/hexen/d-f/fh

Energy Flux
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/flux

Czechbox (Maps 02, 07, 10, 12, 18, 21, 23, 24, 26, 28, 32)
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/czechbox

I'ts Real And It Kills (AKA Everything Sucks)
https://www.doomworld.com/idgames/levels/heretic/Ports/iraik

Penumbra
https://www.doomworld.com/idgames/levels/hexen/p-r/penumbra

=========================================================================== 
                                            
New levels	: 32
Sounds		: No
Music		: No
Graphics		: Only few things
Dehacked Patch	: Yes, some of data edited inside wad          
Demos		: No
Other		: No 
Other files required	: DOOM2.WAD

===========================================================================
* Play Information *
===========================================================================
Game			: DOOM II
Single Player		: Designed for
Cooperative 2-4 Player	: No
Deathmatch 2-4 Player	: No
Other game styles		: No
Difficulty Settings		: No
Port			: See above

===========================================================================
* Construction *
===========================================================================
Base		: Slightly edited megawad I made as a child
Playtesters	: none
Known Bugs	: A lot
Build Time		: Couple of years betwen 2003 to 2005
Editor(s) used	: Doom Builder 2, Ultimate Gzdoom Builder, Gimp, MS Paint, Pixlr, Slade 3, WadAuthor, XWE, WinTex, NWT
Tested With	: See above
May Not Run With... : See above

===========================================================================
* Copyright / Permissions *
===========================================================================

I don't belive in copyright. IMO you can't own information.

Maps

MAP01

MAP01

Deathmatch Spawns
4
Co-op Spawns
4
MAP02

MAP02

Deathmatch Spawns
2
Co-op Spawns
2
MAP03

MAP03

Deathmatch Spawns
4
Co-op Spawns
4
MAP04

MAP04

Deathmatch Spawns
4
Co-op Spawns
1
MAP05

MAP05

Deathmatch Spawns
4
Co-op Spawns
4
MAP06

MAP06

Deathmatch Spawns
4
Co-op Spawns
4
MAP07

MAP07

Deathmatch Spawns
4
Co-op Spawns
4
MAP08

MAP08

Deathmatch Spawns
4
Co-op Spawns
4
MAP09

MAP09

Deathmatch Spawns
4
Co-op Spawns
4
MAP10

MAP10

Deathmatch Spawns
7
Co-op Spawns
1
MAP11

MAP11

Deathmatch Spawns
4
Co-op Spawns
4
MAP12

MAP12

Deathmatch Spawns
5
Co-op Spawns
4
MAP13

MAP13

Deathmatch Spawns
4
Co-op Spawns
4
MAP14

MAP14

Deathmatch Spawns
1
Co-op Spawns
4
MAP15

MAP15

Deathmatch Spawns
4
Co-op Spawns
4
MAP16

MAP16

Deathmatch Spawns
1
Co-op Spawns
4
MAP17

MAP17

Deathmatch Spawns
4
Co-op Spawns
4
MAP18

MAP18

Deathmatch Spawns
4
Co-op Spawns
4
MAP19

MAP19

Deathmatch Spawns
4
Co-op Spawns
4
MAP20

MAP20

Deathmatch Spawns
4
Co-op Spawns
4
MAP21

MAP21

Deathmatch Spawns
4
Co-op Spawns
4
MAP22

MAP22

Deathmatch Spawns
0
Co-op Spawns
4
MAP23

MAP23

Deathmatch Spawns
0
Co-op Spawns
1
MAP24

MAP24

Deathmatch Spawns
5
Co-op Spawns
4
MAP25

MAP25

Deathmatch Spawns
5
Co-op Spawns
4
MAP26

MAP26

Deathmatch Spawns
4
Co-op Spawns
4
MAP27

MAP27

Deathmatch Spawns
4
Co-op Spawns
4
MAP28

MAP28

Deathmatch Spawns
4
Co-op Spawns
4
MAP29

MAP29

Deathmatch Spawns
5
Co-op Spawns
4
MAP30

MAP30

Deathmatch Spawns
4
Co-op Spawns
4
MAP31

MAP31

Deathmatch Spawns
4
Co-op Spawns
4
MAP32

MAP32

Deathmatch Spawns
4
Co-op Spawns
4

Graphics