Double Reject

Double Reject

A couple of ill-fated vanilla Doom II maps that I designed for community projects in 2018-2019 but that failed to make it into a megawad release. Rather than...

Filenames
2xreject.wad
Size
695.13 KB
MD5
67b8a50865b684bf5f6fedcd3b92e092
SHA-1
611e2ec39e3b2b8b81ec338126539b3644836438
SHA-256
67aba70d4023da39c1f363141124dbd85e053bd220cfb3b4d87985743b210275
WAD Type
PWAD
IWAD
Engines
Doom, Doom II
Lumps
36
Maps
MAP01, MAP02

Incorrect? Suggest a correction.

Read Me

===========================================================================
Archive Maintainer      : levels/doom2/0-9
Advanced engine needed  : None
Primary purpose         : Single play
===========================================================================
Title                   : Double Reject
Filename                : 2XREJECT.WAD
Release date            : Nov. 16, 2019
Author                  : ETTiNGRiNDER
Email Address           : [email protected]
Other Files By Author   : Various stuff, mostly for Heretic
Misc. Author Info       : Wondering where all those years went

Description             : A couple of ill-fated vanilla Doom II maps that
                          I designed for community projects in 2018-2019
                          but that failed to make it into a megawad release.
                          Rather than leave them to crumble to digital dust,
                          I've fixed them up to release on their own,
                          mostly in the form of making them work in stock
                          Doom 2 without the resource packs of their
                          respective projects, but MAP02 also got
                          a little extra polish since it wasn't entirely
                          finished when it got canned.  Aside from their
                          similar origin stories, the maps are unconnected
                          and can be tackled individually, but I placed the
                          larger/harder map second if you want to attempt
                          continuous play.

                          These are unapologetically designed towards a
                          "Doom as Doom was in the 90s" ideal and should
                          work flawlessly under vanilla conditions to the
                          best of my knowledge.  If you're looking for
                          hyper-tight slaughtermaps made for and by
                          speedrunners, or high-concept "Doom as art"
                          projects, keep looking, you won't find that here.
                          If you want more oldschool-style Dooming, then
                          maybe it's worth giving these a try.

                          MAP01: Blood Forest
                          Originally designed for the Infernew project,
                          which seems to have become vaporware.
                          A demented wilderness of meat, blood and lava
                          with some techno-occult buildings in tribute to
                          Sandy Petersen's visions of Doom-hell.  No
                          specific level it's trying to imitate but you
                          can probably trace influences to Hell Keep,
                          Slough of Despair and Mt. Erebus in particular.
                          The skull dome room is also a bit of a nod to
                          Greytale's DARKHELL.WAD.
                          MIDI: "Lure" by LewkForce

                          MAP02: Top Secret Research Facility
                          Originally designed for the Akeldama project,
                          from which it was rejected.
                          A remote mountain fortress converted into a
                          laboratory complex for conducting illegal demon
                          research.  It's a bit on the large side, with a
                          lot of connection opening up between areas as you
                          progress.  There are some neat tricks and
                          traps too.  It originally had snow outside,
                          but that changed when I switched it over to the
                          stock Doom II textures.  If anything, looks
                          better now, go figure.
                          MIDI: "Nest of Vipers" by LewkForce
                          

Additional Credits to   : Cage / id Software / Raven Software
                          - Made that nice Doom 2/Hexen fire sky mix.
                          LewkForce
                          - Composed MIDI tracks and provided them for free
                            use in WADs.
                          Bonnie / valkiriforce
                          - Arranged the community projects; even if these
                            maps didn't make release, they wouldn't have
                            existed at all otherwise.
===========================================================================
* What is included *

New levels              : 2
Sounds                  : No
Music                   : Yes, 2 MIDI tracks by LewkForce
Graphics                : Yes, sky and a couple textures
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : No
Other files required    : None


* Play Information *

Game                    : Doom II
Map #                   : MAP01 - MAP02
Single Player           : Designed for
Cooperative 2-4 Player  : Untested, should be possible
Deathmatch 2-4 Player   : Player starts only.
Other game styles       : None
Difficulty Settings     : Yes, not too fine-tuned but they exist.


* Construction *

Base                    : New from scratch
Build Time              : Something like a month or two each.
Editor(s) used          : Eureka, GZDoom Builder, SLADE
May Not Run With...     : Should be suitable for all ports
Tested With             : Chocolate Doom 3.0.0
                          GZDoom 4.2.4a (software render)


* Copyright / Permissions *

To every degree allowable, the MAP LAYOUTs and MAP METADATA are released under
the terms of CC0:
https://creativecommons.org/publicdomain/zero/1.0/
Acknowledging credit to ETTiNGRiNDER for designing the map would be courteous.

Any other data contained in the file (music, textures) remain property of
their respective copyright holders.  If you want to use the music files, look
for LewkForce's MIDI pack.

* Where to get the file that this text file describes *

The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Author's site: ettingrinder.youfailit.net

Maps

No image available

MAP01

Deathmatch Spawns
4
Co-op Spawns
4
MAP02

MAP02

Deathmatch Spawns
5
Co-op Spawns
4

Lumps

Name
SHA1
MD5
Size
D_RUNNIN
c2f7fc0c22d72f9c995d7e343bbe43ddb76b4629
d137bb65e72cc3928a11da3948ee8491
43.38 KB
D_STALKS
6d50e5919bf7969625b76ac9b65255425d1e5276
b40963fa212a214fd2b172aca6785f70
61.82 KB
TEXTURE1
6f73c59d2bb4c6145f0f4c7217e75dff51829d9a
d97a53af7fa9992d3d3c8fd040b89770
20.94 KB
PNAMES
f94c1ada0cf426f1a4f81c66cfc2e41ad95d68fd
7f8e37f39d65052f3ad127367bf45af3
3.72 KB
PP_START
da39a3ee5e6b4b0d3255bfef95601890afd80709
d41d8cd98f00b204e9800998ecf8427e
0 bytes
COMP02_1
6f4ca1c0ef32faea974b9d494756d198b3735ed4
4f10d58f38a052505b8c0c2e55759915
4.07 KB
COMP02_2
b8e77db993a269f0bc3115dded95e988899943b4
60bef69eb8a70fbc2622b503e8e4560e
4.07 KB
SW11_5
4ad83c5133ae122e6802621734fbfc6c1a41d4cc
42c4417a04d0f9b5246d45e3ad86c725
4.29 KB
WALL76_1
36ee2d5f414816d77c99800dbac7abe108c687d7
0fa3e8a91cddb60e3d6482be3482f8ba
17.13 KB
W15_4
72a62cdb4e7c679c1ad11aa792b89dbf3a54e93f
17c99c3ccada7de358fa39b4e59b2f97
5.07 KB
W15_5
7dc95419846a88cace0cd8eab29035a4b422ccb6
bc0e48957d5cd323e2fba09ddfe820d8
5.07 KB
W15_6
b2dbca3cdfe7d21c8b51492e9fa14c4bb4cb4865
dfa7f422c916fc4cf7ab7d4ed13b5e7c
1.91 KB
RSKY1
c09735f4ee386ae79f5a2cc92006a89f01a56c47
db6882426b0ec06a8459daffa83bc55e
34.26 KB
PP_END
da39a3ee5e6b4b0d3255bfef95601890afd80709
d41d8cd98f00b204e9800998ecf8427e
0 bytes
MAP01
da39a3ee5e6b4b0d3255bfef95601890afd80709
d41d8cd98f00b204e9800998ecf8427e
0 bytes
THINGS
d691fc7b45d0dbce73ba762481ea6d605a80c607
6c06a2b4fc2b5b1b8f07fa20cbc89f88
3.76 KB
LINEDEFS
dea91e8f559f29ee644f85d4f7e51fcd46f4429b
d52b7a339f3ab8c9022ae39c2082059e
13.77 KB
SIDEDEFS
abde455fffb128e3b9ad9ddceffc5f9959d924f1
0fdaed281ebc4e343ae4cdaee711470d
44.38 KB
VERTEXES
3c67ecd7b4ec751fc679a8bab949ac6ae164c09c
c6f3b062be95bf6691517efad8a042fa
4.04 KB
SEGS
a9d5764d0510f6b1b7939d2a8c914132b6012656
ba9016991244afc0f58a873a785d4f34
19.89 KB
SSECTORS
6a877704dbacea1e897f4cf6e3db2d77e47bc679
fccc2e57ef6ed30f5819f5ced99976af
2.55 KB
NODES
38b2a6023cffa7f43a006be8a324c2ca9ff64461
c738639b9e57e9d77cf34900af653cbc
17.80 KB
SECTORS
dc991727b75a1945da673e23ed211bf97c5aaeb0
7c673b24b1d14990ebf881d11293056d
4.24 KB
REJECT
d4ddff6221e635b20c8735ac28e20b6dc3ee77bb
2360066ebcafd9f0a8a3e7c3f74891aa
3.41 KB
BLOCKMAP
e626b8b830c0d0a8d59b86016e12acd66475f732
f63821d9e93caa4683b3f28380cc5142
12.41 KB
MAP02
da39a3ee5e6b4b0d3255bfef95601890afd80709
d41d8cd98f00b204e9800998ecf8427e
0 bytes
THINGS
e63b41f1da4d1ada241377b2117b5f2044421fe6
ebba5fe5cd4371537732141916b9f4bb
6.70 KB
LINEDEFS
a7fd27e262cff83114105152b7fc3f453d71039a
cd6fab241a340dc17fcb9784f59ac316
38.45 KB
SIDEDEFS
fcc8d31969e9f9e741f9991e5329b80bd5952f4c
c4718f33e93bfcf8dc2206be6efbcf94
118.89 KB
VERTEXES
0bf2b6b41e7000c38a35168879b81c6456c85d11
98a0403560590d9880e39cd645668186
10.70 KB
SEGS
9892a572fe6d0028e8db9b05430334fc1a40fac2
048e9d3ac2a8135d290cd43f4c969756
52.45 KB
SSECTORS
3cac91495ab492f01678ac5cfbeb4b3fd8f534aa
2eb0b437652f58d801ecd0e2a92b029d
5.72 KB
NODES
3cfa0e7ec0567f729fdaf1613e2139a10c5523ae
23b6441cf3821a86aabff9f7430c5bb1
40.03 KB
SECTORS
207cbd357f054b62c11b4f416a2a7b504447c410
cfad9d02755fa1b4f823b2a354385712
13.41 KB
REJECT
9790ad825b64872fc822a12b5ca2d1b2487e6de0
11f88f19b2a865fe56c463bd420bde65
34.03 KB
BLOCKMAP
d7c1155e06d69ef767c78a697e6eb45ff4391530
ef57d9d3231518c2406c8823024274d1
42.20 KB