Ten level episode for the game engine, ZDOOM. This episode fully accomodates ZDoom's enhancements of free-look, jumping and the Boom/ZDoom enhanced...

4.46 MB
WAD Type
MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP07, MAP08, MAP09, MAP10
Title: Earth
Filename: EarthZD.wad
Author: Roger Ritenour
Emale Address: <email removed>

Description: Ten level episode for the game engine,
  ZDOOM. This episode fully accomodates 
  ZDoom's enhancements of free-look, jumping
  and the Boom/ZDoom enhanced set of line
  specials. It also has areas of complexity
  and grandeur of archetecture and settings
  not previously possible under DoomII. 
  EarthZD also has a custom sky specifically 
  designed for ZDoom. It is based upon the 
  Earth.wad episode for DoomII by the same 

Story Line: You arrive home in Earth's planetary 
  system exhausted from enduring vicious 
  combat that started on Phobos and led to the
  Gates of Hell. You are on your way to sun,
  surf, and fishing for a spell of well 
  earned vacation. However, upon arrival in
  low Earth orbit, you learn the terrible 
  truth--Earth is not free. You study your
  options and decide to insert upon a remote
  and rocky coastline.
  The Ruins (MAP01): You stand at your point
of arrival, facing out to sea with 
rolling breakers splasing on the rocks. 
This looks like it should have been 
your vacation site. But behind you
are the ruins of civilization,
haunted with alien hellspawn...
  The Tomb (MAP02): To have hope of 
freeing the world, you must take
back the one place the enemy
considers special. It is located 
under the great pyramid...
  Mines of Moria (MAP03): Like its
Lord of the Rings namesake, it
is crawling with evil things...
  The Chasm (MAP04): The enemy is 
bivouacked in rugged coastal 
terrain. You mission is to clear 
them out...
  Strategic Defense Command (MAP05): A 
deep underground command and
control center, one of the last 
great hopes for mankind in 
repelling the alien invasion. 
However, it seems to be off line,
You need to find out why...
  Observation Station (MAP06): This place
has seen some action before it
fell to the enemy. Beware!...
  The Emerald Tower (MAP07): The Enemy
has established a command post in
a giant ornate emerald green tower.
Your mission is to disrupt their
communications by taking it back...
  Ammo Pit (MAP08): This is the domain of
the arch-vile. Trick him
into helping you...
  Islands (MAP09): You arrive on an rocky
island in a rugged fjord. Out to
sea and somewhat up the coast is
another, larger island that you
must somehow reach...
  The Hill (MAP10): You must capture a 
heavily defended fortress on a hill...

Combat: These levels contain a wide variety of
  combat situations requiring different 
  strategies. To win these levels,
  especially at the more difficult skill
  settings, requires thinking in terms of
  fields of fire, planning your cover, 
  looking out for your flanks and 
  backside, and keeping open  your lines
  of retreat. Most of the monster
  placement is randomized so that their
  location and response are different each
  time these levels are played. Hence, you
  will be unable to count on finding
  specific monsters at specific locations.
  (And there will not be many opportunities
  for blasting monsters in their sleep.)
  The monsters occasionally show sneaky
  behavior due to features in the level
Setting:  This episode is set on a rocky coastline.
  with spectacular outdoor views. These 
  include high vistas and overlooks, live
  surf crashing onto the rocks, scenic
  elevator rides on the outside of tall 
  buildings, spectacular bridges and a 
  spectacular hilltop fortress new to 
General:  Secrets generally have some clue that
  the thoughtful and observant player can
  spot. These levels are designed to be
  winnable at the easier skill settings
  without finding the secrets, but to win
  the more difficult settings requires
  locating most of the secrets.  There are
  no totally hidden hazards or traps; 
  there will always be some visual
  or audio cue to warn of there presence.
  Some of the pools and slime pits have
  depth, ie, you will sink into them, 
  sometimes up to your eyeballs.
  Remember, though, this is ZDoom with 
  free-look and jumping that plays more
  like Quake than the original Doom.
  Objects like trees, barrels, etc., are
  not infinitely tall and the player can
  jump up onto objects as tall as 56 units;
  this will be an important factor in 
  navigating some places and finding some
  secrets. One final note; cliff edges at 
  most of the high vistas are lethal to fall 
  off of (one cannot expect to survive a fall
  of several hundred feet in real life).

Directions for running: EarthZD is a patch wad and is run with
  ZDoom using an IWAD file. The IWAD file
  can be DoomII, Plutonia, or TNT. Unzip
  EarthZD.zip and place EarthZD.wad into
  a directory of your choice. To start 
  ZDoom (from the directory you have ZDoom 
  in), enter on the command line of the
  MS-DOS prompt something like:

   zdoom -iwad c:\doom2\doom2.wad -width 800 -height 600 -file <path>earthzd.wad

  If you run this with Plutonia or TNT,
  the -iwad part of the command would be 
  appropriately modified with the iwad's
  filename and path. The <path> in the -file 
  parameter is the location where you placed 
  EarthZD.wad. The -width and -height 
  parameters set your screen resolution.
  In the example given, the resolution is
  800 x 600, which produces a relatively 
  crisp level of detail. On a Pentium 200 
  MHz MMX CPU, this produced a satisfactory 
  frame rate. Newer, faster CPUs may use
  even higher resolutions. On a 133 MHz 
  Pentium, 640 x 400 is recommended. Older
  machines should use the standard Doom 
  320 x 200. Note on delays in loading:
  wads with tall sky textures sometimes
  require extra time for loading. If 
  the startup screen for ZDoom appears to 
  lock up, give it at least 30 seconds for
  the loading process to complete.
Additional Credits: Olivier Montanuy, author of WINTEX.
  I borrowed his grandfather clock and
  television, though they have been
  enhanced. Stephen's DOOM
  Music v. 1.5 for some of the music
  selections. Doom version 1.2 for some
  additional music selections. Anton
  Baranov (AN_MUSIC.WAD) for other music

* Play Information *

Episode and Level #: Map01-Map10 for ZDoom, 
  (tested under v1.17b)
Single Player: Yes
Cooperative Player: Yes (untested)
Deathmatch: Yes (untested)
Difficulty Settings: Yes, full range, all settings are 
  somewhat more difficult than standard
  Doom settings.
New Sounds: No
New Graphics: Yes, a new non-repeating, vertically
  retilable sky to support some spectacular
  vistas plus a lot of new wall textures.
  Special graphics to implement special
  effects such as the animated surf. 
  The graphics in this pwad are designed
  to complement and enhance rather than to
  replace the standard Doom graphics.
New Music: Yes, a mixture of new music, existing, 
  and a few pieces from doom1 as judged
  appropriate for the mood of the level. 

*Construction *

Base: Much enhanced version of the episode,
  Earth.wad by the same author.
Editors/Tools used: 

WAD Builders:  Wintex/Deutex, O. Montanuy
  Patcher, Jim Flynn 
(Wintex used in original Earth.wad, 
Patcher used in ZDOOM upgrades)
Level Editors:  WinDEU32 5.23, R. Paquay, R Quinet, B. Wyber
  DETH 4.16b, J. Burden, S. Oke plus 
other contributors
  Waded, M. Ayres 
(Multiple level editors used throughout 
history of development)

Node Builders:  BSP 1.2, Colin Reed
  Nbld 1.0, Jim Flynn  
  WARM11, Robert Fenske 
  RMB, Jens Hykkelbjerg (reject map builder)
(Multiple node builders used in development,
In the final version, 9 maps are compiled 
under Nbld, with one under BSP (that would 
not compile correctly under Nbld.))

Graphics Tools  Corel Photopaint 6 and 8
  CorelDraw 6

Known Bugs: Monsters sticking together, an occasional
  ZDOOM problem when a floating monster 
  descends on top of a another monster,
  typically occuring at locations where
  floating monsters must descent to pass
  through doorway to pursue the player.
  Monsters remain stuck until the player
  kills one of them. The remaining monster 
  goes free.

* Copyright / Permissions *

You MAY use these levels as a base to build additional levels
You MAY modify these levels provided that you give proper credit
to the originator, whether it is me or someone I borrowed from.
If you do, please drop me a line, I would like to see what you 
come up with. You MAY distribute this WAD in any electronic
format provided you include this information file unmodified.


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