a meticulously designed level with challenging, monster engagement. Made for those of us who don't have anyone to deathmatch with and can't afford ...
Doom 2, Darklaw! ���������������������������������������������������������������� Title : Darklaw Filename : DARKLAW.WAD Author : Jonathan Wright (aka Nelno the Amoeba) Email Address : <email removed> Misc. Author Info : This is my second WAD. Check out my first, D2XTREME. It's bigger than this one and is at least as good (but a little harder). Description : a meticulously designed level with challenging, monster engagement. Made for those of us who don't have anyone to deathmatch with and can't afford long-d calls to Dwango servers. This WAD brings some of the fun back to single-player WADs. A lot of time was spent making sure textures match up, and that rooms looked genuine. I think you'll agree that this is not your run-of-the-mill WAD, where somebody placed 250 monsters in a big square room. IMHO, this is a visual experience. Additional Credits to : id Software ���������������������������������������������������������������� * Play Information * �������������������� Map Number : MAP01 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Difficulty Settings : Sure, but I won't claim that it's easy on any level. New Sounds : Yes - Door Open\Close, Blazing Door Open\Close and Platform Start\Stop. These fit better with the low-tech look of the wad. New Graphics : No New Music : Yes. Demos Replaced : DEMO1. This demo completes the level and shows two of the secrets (one secret is necessary to retrieve a key). * Construction * ���������������� Base : New level from scratch Editor(s) used : DoomEd 4.2 - argh! The reason this level is not bigger than it is is because both DoomEd 4.2 and WindDeu32 v5.42 were incapable of adding more vertexes without introducing _serious_ flaws into the WAD, if not screwing it up totally. I'm not sure if I've just got too many vertices or it's just an unfortunate quirk with my WAD design. Known Bugs : Three small ones, all of which I couldn't fix because DoomEd kept reproducing them no matter what I did and WinDeu trashes a few vertices every time I load the WAD. -Some rogue lines in one sector. Undetectable except in an editor. -An HOM on one doortrak of a secret door. There is apparently a double line here, but DoomEd kept making things worse when I fixed it. It's not too noticable, so I went with the lesser of two imperfections. -The eastern wall of the circular yellow key room will allow the player to pass through when it's supposed to be solid. Avoid it or hide there in deathmatch. * Copyright / Permissions * ��������������������������� Authors MAY 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. The included music, _Darklaw_, is an original composition copyright (c) 1995 by Jonathan E. Wright and may not be used for any purpose other than its original inclusion in DARKLAW.WAD without express written permission from the composer, Jonathan E. Wright. * Where to get this WAD * ��������������������������� FTP sites: ftp.cdrom.com BBS numbers (people still call these?): Other: Who cares, if you've got the readme, you've got the WAD, right?