Golachab is a challenging single-player Doom 2 level (with difficulty levels supported for those who want a casual playthrough), intended for Boom ...
=========================================================================== Advanced engine needed : Boom compatible (tested in PrBoom Plus -complevel 9) Primary purpose : Single play =========================================================================== Title : Golachab Filename : Golachab.wad Release date : 10/8/2013 Author : Cynical Email Address : <email removed> Other Files By Author : None Misc. Author Info : Nothing to say, really Description : Golachab is a challenging single-player Doom 2 level (with difficulty levels supported for those who want a casual playthrough), intended for Boom compatible ports (tested in PrBoom+ complevel 9). The main inspiration was the fight up the hillside after the blue-key door in "Hillside Siege" from Alien Vendetta, and the start was inspired by some of the fast starts in Surge and some of Joshy's maps from Speed of Doom's second episode. Even though I've been screwing around with level editors for various FPS games for a decade now (mostly Unreal and Doom), this is the first time I've ever made something I felt was good enough to actually finish and publicly release; hopefully it's more enjoyable than most first maps! Additional Credits to : I owe a huge thanks to my playtesters. Without these people, both from Doomworld and from other places on the internet, this would not have been nearly as good: Demon of the Well: Without his advice on how to tweak the fights and how to set up the red key trap, this likely would have not ended up being fun to play. His finding of lots of little texture bugs and advice on placing decorations also helped the map's visuals greatly. Also, he gets credit for getting me into Doom in the first place back in 2004. Joshy: If this map's visuals can be talked about as "aesthetics" instead of "assthetics", it's because he pretty much taught me how to do texturing and architecture in Doom that doesn't look entirely awful. In addition, the entire ending scenario was inspired by his comments. Antipathy: His magical coward powers were a huge help in finding and eliminating exploits in fights all over the map. Mike Lowell: His comments were quite helpful for tweaking "Hey, Not Too Rough" difficulty. Resources taken from other sources: The fire texture in the first large cave room was taken from Deus Vult II, by Huy Pham. The red sky was taken from CC4-tex.wad The song "In the Arms of Death" was taken from vgmusic.com. It is originally from the Guilty Gear XX Korean OST. =========================================================================== * What is included * New levels : 1 Sounds : No Music : No Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : No Other files required : None * Play Information * Game : Doom 2 Map # : 1 Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : A few hours a day for about a month Editor(s) used : Doom Builder 2.1.2 1552, Slade 3.1.0 Alpha (r1422) Known Bugs : None May Not Run With... : Anything that isn't Boom compatible. * Copyright / Permissions * Authors MAY 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. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors