Arch-Vile Jump

Arch-Vile Jump

You ever used the vertical boost of an Arch-Vile-Attack? It doesn't matter if you are a speedrunner or a from time to time player. With some time getting int...

Filenames
avj.wad, AVJ.wad
Size
3.24 MB
MD5
75bff58e7db5c2f4dedeccabad5314f5
SHA-1
79e47a9314f7f37c0cf37f8e8bdd8bee200908b9
SHA-256
084f7acce84685fb2f4de7d034ac766f7c2fdf031cabefdc68300504405dbaf6
WAD Type
PWAD
IWAD
Doom II
Engines
Doom II
Lumps
476
Maps
MAP12, MAP07, MAP13, MAP27, MAP21, MAP01, MAP16, MAP18, MAP03, MAP02, MAP04, MAP06, MAP08, MAP09, MAP10, MAP11, MAP14, MAP15, MAP22, MAP25, MAP24, MAP23, MAP20, MAP19, MAP26, MAP28, MAP30, MAP31, MAP32, MAP29, MAP05, MAP17

Read Me

================================================================================
Archive Maintainer      : Place in /levels/doom2/megawads
Primary purpose         : Single player and cooperative play
================================================================================
Title                   : Arch-Vile Jump
Filename                : AVJ.WAD
Release                 : December 24, 2010
Author                  : error aka termrork
Email Address           : [email protected]
Other Files By Author   : Various
Misc. Author Info       : DooM-player since 1997 

Description             : You ever used the vertical boost of an 
                          Arch-Vile-Attack? It doesn't matter if you are a 
                          speedrunner or a from time to time player. With some
                          time getting into this, this will make fun for each
                          kind of player.
                          The aim of this wad is to complete the maps by
                          especially using Arch-Vile-Jumps, which describes the
                          vertical boost of an Arch-Vile-Attack, and 
                          Rocket-Jumps without getting killed. 
                          In map32 you also have to kill monsters because they
                          will distract you from jumping through the map.

Additional Credits to   : IDsoftware for their wonderful game DooM2,
                          the Arch-Vile which made this WAD possible.
                          Special Credits to the main betatesters: 
                          -The [XXX]-clan in ZDaemon: 
                           Krawa, Manolo, Doomcleric.
                          -worst-vd-plas, firmar-vd-plas 
                          -[FEAR]Tobi, Red-XIII, InsaneKid and [dp]Evolution
================================================================================

********************
* What is included *******
****************************************

New levels              : 32  (full megawad)
Sounds                  : No  (*)
Music                   : No  (*)
Graphics                : Yes (only interface stuff like STATUSBAR, no textures)
Dehacked/BEX Patch      : Yes (level names, music, and intermission texts)
Demos                   : Yes (4 Doom v1.9f recordings)
Other                   : Yes (MAPINFO lump for some source ports)
Other files required    : No  (but see "Game" below)
                       *: DooM2 has simply the best one(s) imo
                 
                             
********************
* Play Information *******
****************************************

Game                    : DooM2
Map #                   : MAP01 to MAP32
Single Player           : Designed for
Cooperative 2-4 Player  : Designed for
Deathmatch 2-4 Player   : Only map32
Other game styles       : Survival
Difficulty Settings     : Yes (for players of all skills, it is recommended to
                               start playing with skill=1 and -fast parameter,
                               because the WAD is quiet difficult)
       
                     
****************
* Construction *******
************************************

Base                    : Some Maps from scratch, some inspired by DooM2
                          and 3 Maps with special parts of DooM2
Build Time              : The final 32 maps were started 02.2010 and completed
                          12.2010 with 1 month long break
Editor(s) used          : Doom Builder, XWE, The GIMP
Known Bugs              : In Doom2 save game overflows might occur in map32
                          and a few HOMs may appear in some sections
May Not Run With        : Should run with any Doom engine
Tested With             : Doom2 v1.9, Chocolate-Doom 1.4, PrBoom v2.5,
                          PrBoom-Plus v2.5, ZDaemon 1.09,
                          ZDoom v2.1+ (different jump behavior, it is easier)


********
* Maps *******
****************************

General Inspiration: About 2 years ago I started to edit a copy of DooM2 to
put tricks with Arch-Vile Jumps (AVJ) in it. I made it for myself and I liked
it more and more. So after 1 year of collecting ideas for a whole selfmade WAD
I started to create this avj.wad.
The most important reason why I took doom2.wad as a mapping inspiration for
avj.wad is because I havn't found another wad which made so much fun for me.

Map01
Level name              : The Start
Inspiration             : DooM2 map01 start
Comments                : In this map you should get a feeling for AVJs.


Map02
Level name              : The Oasis
Inspiration             : None specific
Comments                : First selfmade AVJ-map.
    

Map03
Level name              : The Irritation
Inspiration             : None specific
Comments                : This map should teach you the vertical height
                          of a AVJ.


Map04
Level name              : Stone Pit
Inspiration             : None specific
Comments                : This map should teach you the horizontal lenght
                          of a AVJ.
    

Map05
Level name              : Simple Compilation
Inspiration             : DooM2 map01, map02, map03, map04, map06, map11
Comments                : Simple DooM2 tricks.
    

Map06
Level name              : The Storage
Inspiration             : None specific
Comments                : 
    

Map07
Level name              : No Panic
Inspiration             : Basic idea from DooM2 map07
Comments                :  
    

Map08
Level name              : Tricks only
Inspiration             : DooM2 map08
Comments                : 
    

Map09
Level name              : The Backyard
Inspiration             : DooM2 map01
Comments                : 
    

Map10
Level name              : The Rectangles
Inspiration             : DooM2 map10
Comments                :  
    

Map11
Level name              : Flame Sort
Inspiration             : DooM2 map11
Comments                : 
    

Map12
Level name              : New Challenge
Inspiration             : None specific
Comments                : 
    

Map13
Level name              : Downtown
Inspiration             : None specific
Comments                : 
    

Map14
Level name              : Two Ways
Inspiration             : None specific
Comments                : 
    

Map15
Level name              : Any Idea?
Inspiration             : None specific
Comments                : In this map I wanted to create smth. new and also
                          weird. I have not seen smth. like this before and I
                          also think that a common player does not solve
                          the trick in this map to reach the secret exit.
    

Map16
Level name              : Periphery
Inspiration             : Basic idea from DooM2 map16
Comments                : Some unique little places like in DooM2 map16
    

Map17
Level name              : Advanced Assembly
Inspiration             : DooM2 map14, map19, map21, map26, map27, map29
Comments                : 2nd map training DooM2 tricks, this time more
                          advanced.
    

Map18
Level name              : Old Friend
Inspiration             : DooM2 map02
Comments                : Recycling the 2nd map of my first private avj.wad.
    

Map19
Level name              : Let help you!
Inspiration             : None specific
Comments                : This map should only train you to handle the
                          Arch-Viles as friend :).
    

Map20
Level name              : Increasing Distance
Inspiration             : None specific
Comments                : 


Map21
Level name              : Geometry
Inspiration             : None specific
Comments                : 
    

Map22
Level name              : The Pillar
Inspiration             : None specific
Comments                : 
    

Map23
Level name              : Timing
Inspiration             : None specific
Comments                : 
    

Map24
Level name              : Well Balanced?
Inspiration             : DooM2 map24
Comments                : 
    

Map25
Level name              : The Grouser
Inspiration             : DooM2 map24
Comments                : 
    

Map26
Level name              : Arduous Composition
Inspiration             : DooM2 map05, map07, map12, map15, map23, map24, map29 
Comments                : The hardest tricks I have chosen from DooM2 with quite
                          difficult RJumps.
    

Map27
Level name              : Chaotic Library
Inspiration             : DooM2 map27
Comments                : Started from the basic idea of a library it was ment
                          to be quite chaotic which forces the player to think
                          about a possible route.
    

Map28
Level name              : Provocation
Inspiration             : None specific
Comments                : Also smth. really new (at least for me), I don't want
                          to give any further hints for solving this map. Just
                          this one: It is possible :).
    

Map29
Level name              : Stamina
Inspiration             : None specific
Comments                : Nothing special, just sth. tough because of the 
                          length.
    

Map30
Level name              : Endless Frustration
Inspiration             : DooM2 map30
Comments                : The idea for this map came because of the possibility
                          to hit John Romero in DooM2 map30 with a double AVJ
                          at the highest level.
    

Map31
Level name              : Entrance to Heaven
Inspiration             : None specific
Comments                : Only used "newer" features of the DooM2 engine like
                          OS bridge in map31 and 32 because they are optional
                          to play through the wad.
    

Map32
Level name              : Masterpiece
Inspiration             : None specific
Comments                : Map32, Masterpiece, I called this map Masterpiece
                          because I am convinced that this map is the best one
                          I have ever made and I will not create a better one.
                          This map is the one which took by far the most effort
                          I put into. The Build-Time is 4 months.
                          So it took about the half of this whole wad, well,
                          it even has more sectors than all the other maps
                          together :). The basic idea was to create 31 small
                          maps and one really big, which is also more detailed.
                          The reason for this idea is that I am not able to
                          create 32 such big maps, so I reduced it to a single        
                          one.
                          At the beginning of creating this map I was
                          developing the Double-Ceiling-Trick which I call the
                          feature of the doom2-engine which allows the
                          appearance of a sector to have two ceilings.
                          After knowing a lot pros and cons of this method I
                          started to build the outside of the main building
                          with this Double-Ceiling-Trick. After hours of
                          mapping I recognized that the limitations of doom2.exe
                          forces me to reduce details in big areas, especially
                          in outside regions.
                          After getting this runnable with doom2.exe I planned
                          the whole map. After that I started with the start,
                          continued with the main building (first yel key)
                          and finished it with the two outside areas at the
                          back of the building.
                          After that I decidet to design the following parts
                          earthy and dark with several bright areas. I continued
                          this concept till the end, where I put a huge open
                          area for the final chellange of this map.
                          During the whole map I tried to make it very varied,
                          so you have to do a lot of AVJs an RJs combined with
                          several parts in which you have to think how you could
                          continue. For example the the big tower in the left
                          area at the back of the building was designed to let
                          the player think, which route he can and should take
                          to solve this part. Especially this little part shows
                          another aspect which was important for me. The fact
                          that the player can choose a way how he will pass this
                          map. There is always not only one way to go on, there
                          are a lot of routes through this map, some are more
                          obvious and some are less abvious.
                          This map is and was always at the limitation of
                          doom2.exe. During the development of this map I had
                          to deleat about 500 sectors that it was playable with
                          doom2.exe. There were always parts in which you can
                          see too much lines for the original engine, so I had
                          to reduce them.
                          In general I also recognized that doom2.exe has a
                          overall limitation of "stuff" in the map like things
                          and sectors. This limitation was reached with about
                          2000 sectors and appeared with e.g. impassable lines
                          through which the player was able to go, just like
                          with "idclip".
                          After solving all those limiltation problems I tested
                          the map a lot in Single Player and Multiplayer
                          (MP with ZDaemon). Whit those tests I fixed about 500
                          "bugs" which I and the betatesters thought that should
                          be changed.
                          You might think now why I have not just made the map
                          much smaller, so I have not all those limitation
                          problems. You also might think that why it is so
                          important that this wad/map is runnable with doom2,
                          all other source ports of doom2 will not have any
                          problems launching this map.
                          Well, first I want to clarify that I usually use
                          doom2.exe when I play Singe Player. I could not get
                          detached from it. Also I like speedrunning maps with
                          doom2.exe, some really cool doom2-features like
                          glinches through 32-gabs are not possible with
                          a lot of source ports. The reason why I did not want
                          to make the map smaller is that I wanted to have a
                          very long map in this wad, so that there is the
                          kind of speedrunning which has not the aim to run
                          the map perfectly, but to survive, the time does not
                          matter at the first times. Well, with doom2.exe you
                          also do not see your time at the end when you need
                          more than 1 hour, it will just say you suck ;), but
                          you don't :). Just watch the demo with for example
                          prboom-plus, there you also can leap the whole demo
						  and you can see your actual time.
                          Have fun playing and running it :D!


**************
* Statistics *******
**********************************

    Mapinformation
+==============================================================================+
*         Sectors   Secrets   Things    Monsters    AVs*     Hlt/Arm     Inv** *
+------------------------------------------------------------------------------+ 
*  MAP01     50	       0      	36         4        100%    1400/ 500      0   *   
*  MAP02     50	       0      	38         3        100%    2600/2600      2   *   
*  MAP03     50	       0      	35         3        100%    1800/1200      0   *
*  MAP04     50	       0      	45         5        100%    2900/2200      0   *
*  MAP05     50	       0      	87         1        100%    1050/   0      0   *
*  MAP06     50	       0      	80         8        100%    3500/2500      0   *
*  MAP07     50	       0      	60        13        100%    1000/1000      4   *   
*  MAP08     50	       0      	45         2        100%    3200/3200      2   *
*  MAP09     50	       0      	56         2        100%    4500/3600      2   *
*  MAP10     50	       0      	36         3        100%    2600/2200      3   *   
*  MAP11     50	       0      	51         3        100%    4400/4400      2   *   
*  MAP12     50	       0      	31         0        100%    1400/1400      0   *   
*  MAP13     50	       0      	40         2        100%    2400/2400      4   *   
*  MAP14     50	       0      	34         2        100%    1200/1200      3   *
*  MAP15     50	       0      	24         2        100%    100	/   0      0   *
*  MAP16     50	       0      	33         1        100%    2200/2200      0   *   
*  MAP17     50	       0      	40         1        100%    1600/1600      0   *
*  MAP18     50	       0      	48         2        100%    3450/2800      2   *   
*  MAP19     50	       0      	48         2        100%    700	/ 400	   0   *   
*  MAP20     50	       0      	69        10        100%    3600/3600     15   *  
*  MAP21     50	       0      	45         0        100%    2750/2000      3   *   
*  MAP22     50	       0      	55         6        100%    0   /   0     11   *
*  MAP23     50	       0      	39         5        100%    2000/1400      1   *
*  MAP24     50	       0      	45         2        100%    3700/3600      1   *
*  MAP25     50	       0      	54         2        100%    4000/4000     11   *  
*  MAP26     50	       0       139         0        100%    460 / 465      5   *
*  MAP27     50	       0      	71         1        100%    4000/4000      2   *   
*  MAP28     50	       0      	79        13          0%    275 / 100      0   *   
*  MAP29     50	       0      	44         6        100%    400 / 400	  17   *
*  MAP30     50	       0       129         2        100%    3600/ 360      8   *
*                                                                              *
*  MAP31     50	       0      	49         7        100%    200	/ 200	  12   *
*  MAP32   1913	       7      1264       395         10%   31556/32404    12   *
*                                                                              *
*                                                                              *  
*   EP1      50        0       518        44        100%   24550/19000    13   *
*   EP2      50        0       418        25        100%   21050/20000    26   *
*   EP3      50        0       700        37         65%   27800/24600    59   *
*                                                                              *
*  FULL    3463	       7      2900       508         30%  105156/96254   122   *
*                                                                              *
+------------------------------------------------------------------------------+
*                                                                              *
*   *   : percentage of monsters which are Arch-Viles                          *
*   **  : how much energie and armor is included in the map                    *
*           with e.g. stimpacks or megaspheres (all skills together)           *
*                                                                              *
+==============================================================================+
                                                                        
                                                                        
    Possibility of speedruns in each map                                
+==============================================================================+
*           UV        UV        NM        NM        UV        UV        UV     *
*          Speed      Max      Speed     100S      Fast     Pacific    Tyson   *
+------------------------------------------------------------------------------+
*  MAP01    X         X         X         -         X         X         X      *
*  MAP02    X         X         X         -         X         X         X      *      
*  MAP03    X         X         X         -         X         X         X      *      
*  MAP04    X         X         X         -         X         X         X      *      
*  MAP05    X         X         X         -         X         X         X      *      
*  MAP06    X         X         X         -         X         X         X      *      
*  MAP07    X         X         XX        -         XX        X         X      *      
*  MAP08    X         X         X         -         X         X         X      *      
*  MAP09    X         X         X         -         X         X         X      *     
*  MAP10    X         X         X         -         X         X         X      *      
*  MAP11    X         X         X         -         X         X         X      *      
*  MAP12    X         -         X         -         X         X         -      *
*  MAP13    X         X         X         -         X         X         X      *      
*  MAP14    X         X         X         -         X         X         X      *      
*  MAP15    X         -         X         -         X         X         -      *
*  MAP15s   XX        -         XX        -         XX        XX        -      *
*  MAP16    X         X         X         -         X         X         X      *      
*  MAP17    X         X         X         -         X         X         X      *
*  MAP18    X         X         X         -         X         X         X      *      
*  MAP19    X         X         X         -         X         X         X      *      
*  MAP20    XX        XX        XX        -         XX        XX        XX     *                  
*  MAP21    XX        -         XX        -         XX        XX        -      *
*  MAP22    XX        XX        XX        -         XX        XX        XX     *                        
*  MAP23    XX        XX        XX        -         XX        XX        XX     *                        
*  MAP24    XX        XX        XX        -         XX        XX        XX     *                        
*  MAP25    XX        XX        XX        -         XX        XX        XX     *                        
*  MAP26    XX        -         XX        -         XX        XX        -      *
*  MAP27    XX        XX        XX        -         XX        XX        XX     *                        
*  MAP28    XXX       XXX       XXX       -         ?         ?         ?      *                        
*  MAP29    XX        XX        XX        -         XX        XX        XXX    *                        
*  MAP30    XXX       XXX       XXX       -         XXX       XXX       XXX    *                        
*                                                                              *
*  MAP31    X         X         X         -         X         X         X      *            
*  MAP31s   XXX       XXX       XX        -         XX        XXX       XXX    *              
*  MAP32    XXX       XXX       XXXX      XXXX      XXXX      XXXX      XXXX   *              
*                                                                              *
*                                                                              *
*   EP1     X         X         X         -         X         X         X      *   
*   EP2     XXX       XXX       XXX       -         XXX       XXX       XXX    *   
*   EP3     XXXX      XXXX      XXXX      -         XXXX      XXXX      XXXX   *                                                                           
*                                                                              *
*  FULL     XXXX      -         XXXX      -         ?         ?         -      *
*                                                                              *  
+------------------------------------------------------------------------------+
*                                                                              *
*   X    = doable                                                              *
*   XX   = quite difficult                                                     *
*   XXX  = good luck :)                                                        *
*   XXXX = have not made it yet, but possible                                  *
*   -    = not possible (imo)                                                  *
*   ?    = not sure if it is possible                                          *
*                                                                              *
+==============================================================================+


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

Authors may NOT use the contents of this file as a base for modification
or reuse. Permissions have been obtained from original authors for any of
their resources modified or included in this file.

You MAY distribute this file, provided you include this text 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.

here you can get this file: http://www.doomworld.com/idgames/ (search for AVJ)
================================================================================
Archive Maintainer      : Place in /levels/doom2/megawads
Primary purpose         : Single player and cooperative play
================================================================================
Title                   : Arch-Vile Jump
Filename                : AVJ.WAD
Release                 : December 24, 2010
Author                  : error aka termrork
Email Address           : [email protected]
Other Files By Author   : Various
Misc. Author Info       : DooM-player since 1997 

Description             : You ever used the vertical boost of an 
                          Arch-Vile-Attack? It doesn't matter if you are a 
                          speedrunner or a from time to time player. With some
                          time getting into this, this will make fun for each
                          kind of player.
                          The aim of this wad is to complete the maps by
                          especially using Arch-Vile-Jumps, which describes the
                          vertical boost of an Arch-Vile-Attack, and 
                          Rocket-Jumps without getting killed. 
                          In map32 you also have to kill monsters because they
                          will distract you from jumping through the map.

Additional Credits to   : IDsoftware for their wonderful game DooM2,
                          the Arch-Vile which made this WAD possible.
                          Special Credits to the main betatesters: 
                          -The [XXX]-clan in ZDaemon: 
                           Krawa, Manolo, Doomcleric.
                          -worst-vd-plas, firmar-vd-plas 
                          -[FEAR]Tobi, Red-XIII, InsaneKid and [dp]Evolution
================================================================================

********************
* What is included *******
****************************************

New levels              : 32  (full megawad)
Sounds                  : No  (*)
Music                   : No  (*)
Graphics                : Yes (only interface stuff like STATUSBAR, no textures)
Dehacked/BEX Patch      : Yes (level names, music, and intermission texts)
Demos                   : Yes (4 Doom v1.9f recordings)
Other                   : Yes (MAPINFO lump for some source ports)
Other files required    : No  (but see "Game" below)
                       *: DooM2 has simply the best one(s) imo
                 
                             
********************
* Play Information *******
****************************************

Game                    : DooM2
Map #                   : MAP01 to MAP32
Single Player           : Designed for
Cooperative 2-4 Player  : Designed for
Deathmatch 2-4 Player   : Only map32
Other game styles       : Survival
Difficulty Settings     : Yes (for players of all skills, it is recommended to
                               start playing with skill=1 and -fast parameter,
                               because the WAD is quiet difficult)
       
                     
****************
* Construction *******
************************************

Base                    : Some Maps from scratch, some inspired by DooM2
                          and 3 Maps with special parts of DooM2
Build Time              : The final 32 maps were started 02.2010 and completed
                          12.2010 with 1 month long break
Editor(s) used          : Doom Builder, XWE, The GIMP
Known Bugs              : In Doom2 save game overflows might occur in map32
                          and a few HOMs may appear in some sections
May Not Run With        : Should run with any Doom engine
Tested With             : Doom2 v1.9, Chocolate-Doom 1.4, PrBoom v2.5,
                          PrBoom-Plus v2.5, ZDaemon 1.09,
                          ZDoom v2.1+ (different jump behavior, it is easier)


********
* Maps *******
****************************

General Inspiration: About 2 years ago I started to edit a copy of DooM2 to
put tricks with Arch-Vile Jumps (AVJ) in it. I made it for myself and I liked
it more and more. So after 1 year of collecting ideas for a whole selfmade WAD
I started to create this avj.wad.
The most important reason why I took doom2.wad as a mapping inspiration for
avj.wad is because I havn't found another wad which made so much fun for me.

Map01
Level name              : The Start
Inspiration             : DooM2 map01 start
Comments                : In this map you should get a feeling for AVJs.


Map02
Level name              : The Oasis
Inspiration             : None specific
Comments                : First selfmade AVJ-map.
    

Map03
Level name              : The Irritation
Inspiration             : None specific
Comments                : This map should teach you the vertical height
                          of a AVJ.


Map04
Level name              : Stone Pit
Inspiration             : None specific
Comments                : This map should teach you the horizontal lenght
                          of a AVJ.
    

Map05
Level name              : Simple Compilation
Inspiration             : DooM2 map01, map02, map03, map04, map06, map11
Comments                : Simple DooM2 tricks.
    

Map06
Level name              : The Storage
Inspiration             : None specific
Comments                : 
    

Map07
Level name              : No Panic
Inspiration             : Basic idea from DooM2 map07
Comments                :  
    

Map08
Level name              : Tricks only
Inspiration             : DooM2 map08
Comments                : 
    

Map09
Level name              : The Backyard
Inspiration             : DooM2 map01
Comments                : 
    

Map10
Level name              : The Rectangles
Inspiration             : DooM2 map10
Comments                :  
    

Map11
Level name              : Flame Sort
Inspiration             : DooM2 map11
Comments                : 
    

Map12
Level name              : New Challenge
Inspiration             : None specific
Comments                : 
    

Map13
Level name              : Downtown
Inspiration             : None specific
Comments                : 
    

Map14
Level name              : Two Ways
Inspiration             : None specific
Comments                : 
    

Map15
Level name              : Any Idea?
Inspiration             : None specific
Comments                : In this map I wanted to create smth. new and also
                          weird. I have not seen smth. like this before and I
                          also think that a common player does not solve
                          the trick in this map to reach the secret exit.
    

Map16
Level name              : Periphery
Inspiration             : Basic idea from DooM2 map16
Comments                : Some unique little places like in DooM2 map16
    

Map17
Level name              : Advanced Assembly
Inspiration             : DooM2 map14, map19, map21, map26, map27, map29
Comments                : 2nd map training DooM2 tricks, this time more
                          advanced.
    

Map18
Level name              : Old Friend
Inspiration             : DooM2 map02
Comments                : Recycling the 2nd map of my first private avj.wad.
    

Map19
Level name              : Let help you!
Inspiration             : None specific
Comments                : This map should only train you to handle the
                          Arch-Viles as friend :).
    

Map20
Level name              : Increasing Distance
Inspiration             : None specific
Comments                : 


Map21
Level name              : Geometry
Inspiration             : None specific
Comments                : 
    

Map22
Level name              : The Pillar
Inspiration             : None specific
Comments                : 
    

Map23
Level name              : Timing
Inspiration             : None specific
Comments                : 
    

Map24
Level name              : Well Balanced?
Inspiration             : DooM2 map24
Comments                : 
    

Map25
Level name              : The Grouser
Inspiration             : DooM2 map24
Comments                : 
    

Map26
Level name              : Arduous Composition
Inspiration             : DooM2 map05, map07, map12, map15, map23, map24, map29 
Comments                : The hardest tricks I have chosen from DooM2 with quite
                          difficult RJumps.
    

Map27
Level name              : Chaotic Library
Inspiration             : DooM2 map27
Comments                : Started from the basic idea of a library it was ment
                          to be quite chaotic which forces the player to think
                          about a possible route.
    

Map28
Level name              : Provocation
Inspiration             : None specific
Comments                : Also smth. really new (at least for me), I don't want
                          to give any further hints for solving this map. Just
                          this one: It is possible :).
    

Map29
Level name              : Stamina
Inspiration             : None specific
Comments                : Nothing special, just sth. tough because of the 
                          length.
    

Map30
Level name              : Endless Frustration
Inspiration             : DooM2 map30
Comments                : The idea for this map came because of the possibility
                          to hit John Romero in DooM2 map30 with a double AVJ
                          at the highest level.
    

Map31
Level name              : Entrance to Heaven
Inspiration             : None specific
Comments                : Only used "newer" features of the DooM2 engine like
                          OS bridge in map31 and 32 because they are optional
                          to play through the wad.
    

Map32
Level name              : Masterpiece
Inspiration             : None specific
Comments                : Map32, Masterpiece, I called this map Masterpiece
                          because I am convinced that this map is the best one
                          I have ever made and I will not create a better one.
                          This map is the one which took by far the most effort
                          I put into. The Build-Time is 4 months.
                          So it took about the half of this whole wad, well,
                          it even has more sectors than all the other maps
                          together :). The basic idea was to create 31 small
                          maps and one really big, which is also more detailed.
                          The reason for this idea is that I am not able to
                          create 32 such big maps, so I reduced it to a single        
                          one.
                          At the beginning of creating this map I was
                          developing the Double-Ceiling-Trick which I call the
                          feature of the doom2-engine which allows the
                          appearance of a sector to have two ceilings.
                          After knowing a lot pros and cons of this method I
                          started to build the outside of the main building
                          with this Double-Ceiling-Trick. After hours of
                          mapping I recognized that the limitations of doom2.exe
                          forces me to reduce details in big areas, especially
                          in outside regions.
                          After getting this runnable with doom2.exe I planned
                          the whole map. After that I started with the start,
                          continued with the main building (first yel key)
                          and finished it with the two outside areas at the
                          back of the building.
                          After that I decidet to design the following parts
                          earthy and dark with several bright areas. I continued
                          this concept till the end, where I put a huge open
                          area for the final chellange of this map.
                          During the whole map I tried to make it very varied,
                          so you have to do a lot of AVJs an RJs combined with
                          several parts in which you have to think how you could
                          continue. For example the the big tower in the left
                          area at the back of the building was designed to let
                          the player think, which route he can and should take
                          to solve this part. Especially this little part shows
                          another aspect which was important for me. The fact
                          that the player can choose a way how he will pass this
                          map. There is always not only one way to go on, there
                          are a lot of routes through this map, some are more
                          obvious and some are less abvious.
                          This map is and was always at the limitation of
                          doom2.exe. During the development of this map I had
                          to deleat about 500 sectors that it was playable with
                          doom2.exe. There were always parts in which you can
                          see too much lines for the original engine, so I had
                          to reduce them.
                          In general I also recognized that doom2.exe has a
                          overall limitation of "stuff" in the map like things
                          and sectors. This limitation was reached with about
                          2000 sectors and appeared with e.g. impassable lines
                          through which the player was able to go, just like
                          with "idclip".
                          After solving all those limiltation problems I tested
                          the map a lot in Single Player and Multiplayer
                          (MP with ZDaemon). Whit those tests I fixed about 500
                          "bugs" which I and the betatesters thought that should
                          be changed.
                          You might think now why I have not just made the map
                          much smaller, so I have not all those limitation
                          problems. You also might think that why it is so
                          important that this wad/map is runnable with doom2,
                          all other source ports of doom2 will not have any
                          problems launching this map.
                          Well, first I want to clarify that I usually use
                          doom2.exe when I play Singe Player. I could not get
                          detached from it. Also I like speedrunning maps with
                          doom2.exe, some really cool doom2-features like
                          glinches through 32-gabs are not possible with
                          a lot of source ports. The reason why I did not want
                          to make the map smaller is that I wanted to have a
                          very long map in this wad, so that there is the
                          kind of speedrunning which has not the aim to run
                          the map perfectly, but to survive, the time does not
                          matter at the first times. Well, with doom2.exe you
                          also do not see your time at the end when you need
                          more than 1 hour, it will just say you suck ;), but
                          you don't :). Just watch the demo with for example
                          prboom-plus, there you also can leap the whole demo
						  and you can see your actual time.
                          Have fun playing and running it :D!


**************
* Statistics *******
**********************************

    Mapinformation
+==============================================================================+
*         Sectors   Secrets   Things    Monsters    AVs*     Hlt/Arm     Inv** *
+------------------------------------------------------------------------------+ 
*  MAP01     50	       0      	36         4        100%    1400/ 500      0   *   
*  MAP02     50	       0      	38         3        100%    2600/2600      2   *   
*  MAP03     50	       0      	35         3        100%    1800/1200      0   *
*  MAP04     50	       0      	45         5        100%    2900/2200      0   *
*  MAP05     50	       0      	87         1        100%    1050/   0      0   *
*  MAP06     50	       0      	80         8        100%    3500/2500      0   *
*  MAP07     50	       0      	60        13        100%    1000/1000      4   *   
*  MAP08     50	       0      	45         2        100%    3200/3200      2   *
*  MAP09     50	       0      	56         2        100%    4500/3600      2   *
*  MAP10     50	       0      	36         3        100%    2600/2200      3   *   
*  MAP11     50	       0      	51         3        100%    4400/4400      2   *   
*  MAP12     50	       0      	31         0        100%    1400/1400      0   *   
*  MAP13     50	       0      	40         2        100%    2400/2400      4   *   
*  MAP14     50	       0      	34         2        100%    1200/1200      3   *
*  MAP15     50	       0      	24         2        100%    100	/   0      0   *
*  MAP16     50	       0      	33         1        100%    2200/2200      0   *   
*  MAP17     50	       0      	40         1        100%    1600/1600      0   *
*  MAP18     50	       0      	48         2        100%    3450/2800      2   *   
*  MAP19     50	       0      	48         2        100%    700	/ 400	   0   *   
*  MAP20     50	       0      	69        10        100%    3600/3600     15   *  
*  MAP21     50	       0      	45         0        100%    2750/2000      3   *   
*  MAP22     50	       0      	55         6        100%    0   /   0     11   *
*  MAP23     50	       0      	39         5        100%    2000/1400      1   *
*  MAP24     50	       0      	45         2        100%    3700/3600      1   *
*  MAP25     50	       0      	54         2        100%    4000/4000     11   *  
*  MAP26     50	       0       139         0        100%    460 / 465      5   *
*  MAP27     50	       0      	71         1        100%    4000/4000      2   *   
*  MAP28     50	       0      	79        13          0%    275 / 100      0   *   
*  MAP29     50	       0      	44         6        100%    400 / 400	  17   *
*  MAP30     50	       0       129         2        100%    3600/ 360      8   *
*                                                                              *
*  MAP31     50	       0      	49         7        100%    200	/ 200	  12   *
*  MAP32   1913	       7      1264       395         10%   31556/32404    12   *
*                                                                              *
*                                                                              *  
*   EP1      50        0       518        44        100%   24550/19000    13   *
*   EP2      50        0       418        25        100%   21050/20000    26   *
*   EP3      50        0       700        37         65%   27800/24600    59   *
*                                                                              *
*  FULL    3463	       7      2900       508         30%  105156/96254   122   *
*                                                                              *
+------------------------------------------------------------------------------+
*                                                                              *
*   *   : percentage of monsters which are Arch-Viles                          *
*   **  : how much energie and armor is included in the map                    *
*           with e.g. stimpacks or megaspheres (all skills together)           *
*                                                                              *
+==============================================================================+
                                                                        
                                                                        
    Possibility of speedruns in each map                                
+==============================================================================+
*           UV        UV        NM        NM        UV        UV        UV     *
*          Speed      Max      Speed     100S      Fast     Pacific    Tyson   *
+------------------------------------------------------------------------------+
*  MAP01    X         X         X         -         X         X         X      *
*  MAP02    X         X         X         -         X         X         X      *      
*  MAP03    X         X         X         -         X         X         X      *      
*  MAP04    X         X         X         -         X         X         X      *      
*  MAP05    X         X         X         -         X         X         X      *      
*  MAP06    X         X         X         -         X         X         X      *      
*  MAP07    X         X         XX        -         XX        X         X      *      
*  MAP08    X         X         X         -         X         X         X      *      
*  MAP09    X         X         X         -         X         X         X      *     
*  MAP10    X         X         X         -         X         X         X      *      
*  MAP11    X         X         X         -         X         X         X      *      
*  MAP12    X         -         X         -         X         X         -      *
*  MAP13    X         X         X         -         X         X         X      *      
*  MAP14    X         X         X         -         X         X         X      *      
*  MAP15    X         -         X         -         X         X         -      *
*  MAP15s   XX        -         XX        -         XX        XX        -      *
*  MAP16    X         X         X         -         X         X         X      *      
*  MAP17    X         X         X         -         X         X         X      *
*  MAP18    X         X         X         -         X         X         X      *      
*  MAP19    X         X         X         -         X         X         X      *      
*  MAP20    XX        XX        XX        -         XX        XX        XX     *                  
*  MAP21    XX        -         XX        -         XX        XX        -      *
*  MAP22    XX        XX        XX        -         XX        XX        XX     *                        
*  MAP23    XX        XX        XX        -         XX        XX        XX     *                        
*  MAP24    XX        XX        XX        -         XX        XX        XX     *                        
*  MAP25    XX        XX        XX        -         XX        XX        XX     *                        
*  MAP26    XX        -         XX        -         XX        XX        -      *
*  MAP27    XX        XX        XX        -         XX        XX        XX     *                        
*  MAP28    XXX       XXX       XXX       -         ?         ?         ?      *                        
*  MAP29    XX        XX        XX        -         XX        XX        XXX    *                        
*  MAP30    XXX       XXX       XXX       -         XXX       XXX       XXX    *                        
*                                                                              *
*  MAP31    X         X         X         -         X         X         X      *            
*  MAP31s   XXX       XXX       XX        -         XX        XXX       XXX    *              
*  MAP32    XXX       XXX       XXXX      XXXX      XXXX      XXXX      XXXX   *              
*                                                                              *
*                                                                              *
*   EP1     X         X         X         -         X         X         X      *   
*   EP2     XXX       XXX       XXX       -         XXX       XXX       XXX    *   
*   EP3     XXXX      XXXX      XXXX      -         XXXX      XXXX      XXXX   *                                                                           
*                                                                              *
*  FULL     XXXX      -         XXXX      -         ?         ?         -      *
*                                                                              *  
+------------------------------------------------------------------------------+
*                                                                              *
*   X    = doable                                                              *
*   XX   = quite difficult                                                     *
*   XXX  = good luck :)                                                        *
*   XXXX = have not made it yet, but possible                                  *
*   -    = not possible (imo)                                                  *
*   ?    = not sure if it is possible                                          *
*                                                                              *
+==============================================================================+


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

Authors may NOT use the contents of this file as a base for modification
or reuse. Permissions have been obtained from original authors for any of
their resources modified or included in this file.

You MAY distribute this file, provided you include this text 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.

here you can get this file: http://www.doomworld.com/idgames/ (search for AVJ)

Maps

MAP12

MAP12

Deathmatch Spawns
0
Co-op Spawns
4
MAP07

MAP07

Deathmatch Spawns
0
Co-op Spawns
4
MAP13

MAP13

Deathmatch Spawns
0
Co-op Spawns
4
MAP27

MAP27

Deathmatch Spawns
0
Co-op Spawns
4
MAP21

MAP21

Deathmatch Spawns
0
Co-op Spawns
4
MAP01

MAP01

Deathmatch Spawns
0
Co-op Spawns
4
MAP16

MAP16

Deathmatch Spawns
0
Co-op Spawns
4
MAP18

MAP18

Deathmatch Spawns
0
Co-op Spawns
4
MAP03

MAP03

Deathmatch Spawns
0
Co-op Spawns
4
MAP02

MAP02

Deathmatch Spawns
0
Co-op Spawns
4
MAP04

MAP04

Deathmatch Spawns
0
Co-op Spawns
4
MAP06

MAP06

Deathmatch Spawns
0
Co-op Spawns
4
MAP08

MAP08

Deathmatch Spawns
0
Co-op Spawns
4
MAP09

MAP09

Deathmatch Spawns
0
Co-op Spawns
4
MAP10

MAP10

Deathmatch Spawns
0
Co-op Spawns
4
MAP11

MAP11

Deathmatch Spawns
0
Co-op Spawns
4
MAP14

MAP14

Deathmatch Spawns
0
Co-op Spawns
4
MAP15

MAP15

Deathmatch Spawns
0
Co-op Spawns
4
MAP22

MAP22

Deathmatch Spawns
0
Co-op Spawns
4
MAP25

MAP25

Deathmatch Spawns
0
Co-op Spawns
4
MAP24

MAP24

Deathmatch Spawns
0
Co-op Spawns
4
MAP23

MAP23

Deathmatch Spawns
0
Co-op Spawns
4
MAP20

MAP20

Deathmatch Spawns
0
Co-op Spawns
4
MAP19

MAP19

Deathmatch Spawns
0
Co-op Spawns
4
MAP26

MAP26

Deathmatch Spawns
0
Co-op Spawns
4
MAP28

MAP28

Deathmatch Spawns
0
Co-op Spawns
4
MAP30

MAP30

Deathmatch Spawns
0
Co-op Spawns
4
MAP31

MAP31

Deathmatch Spawns
0
Co-op Spawns
4
MAP32

MAP32

Deathmatch Spawns
8
Co-op Spawns
4
MAP29

MAP29

Deathmatch Spawns
0
Co-op Spawns
4
MAP05

MAP05

Deathmatch Spawns
0
Co-op Spawns
4
MAP17

MAP17

Deathmatch Spawns
0
Co-op Spawns
4