Golachab

Golachab

Golachab is a challenging single-player Doom 2 level (with difficulty levels supported for those who want a casual playthrough), intended for Boom compatible...

Filenames
golachab.wad
Size
723.95 KB
MD5
f3799b08743e5bc9227a5f79dfbff710
SHA-1
b7126506d13b1723c134d08067cebe6e7a49fd9d
SHA-256
bece65f6cfbfa74d5b8dddc846e7ec85992ce2bbf3cb5c8fcff07b39d137c0ab
WAD Type
PWAD
IWAD
Doom II
Engines
Boom, PrBoom
Lumps
19
Maps
MAP01

Incorrect? Suggest a correction.

Read Me

===========================================================================
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 protected]
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

Maps

MAP01

MAP01

Deathmatch Spawns
0
Co-op Spawns
6

Lumps

Name
SHA1
MD5
Size
RSKY1
753f97fb4c1a44ab3851e770c07b9fb583b70d70
b8e2730d1b39843970f7fc5a13162368
34.26 KB
XR17_01
b9d28c7702c331ea2c08765e88f4f492e6402f57
f1ff3f0f8afe48a5c639de4d7fc96e76
15.21 KB
XR17_02
15d2bd4651640fa56c05303ed7908785d429de62
cb7be9ead3a9ff6ec0a8328905d92378
15.10 KB
XR17_03
2fc25311f0e1ba02008aa38f4b373038b3ed8810
41c58c62d5e97552d1c9b060b8194ecd
15.42 KB
ANIMATED
4dfe29dda3369e3a896bc3e4852770caa92ce964
63a7754a43249698dda68a0ba3f1bed4
1.44 KB
TEXTURE1
9d1d5943e89de1980492ec213bf338f1fe463171
87835e9efbe20c9d76b4144ac91a3f77
20.86 KB
PNAMES
816bff72c47ce5293a30d1a006fa7b0755e04f21
503b266524b1ecb99778847e3e7ddf02
3.69 KB
D_RUNNIN
7666b0c9536538547101469a22b90ed55de8eeed
6e404522329bfdaac9a54ca0988fbfcd
117.63 KB
MAP01
da39a3ee5e6b4b0d3255bfef95601890afd80709
d41d8cd98f00b204e9800998ecf8427e
0 bytes
THINGS
3e3308c3d28fa09244ef27417c9a4184af9b696e
8ab04de6fbc4ffe2ad58c5125d1c396f
6.71 KB
LINEDEFS
3325107dfd7e281e9dce3971e89c9e4cd8898b5e
096be2c6bf53dab25b6a74bfeacf082b
45.47 KB
SIDEDEFS
0376e22aba63f9fe454915e769697cf6a14b26b8
81111070d83cff3afb4dabce038e77b0
169.10 KB
VERTEXES
a46f5dd10a5ae635efe08d795ccfa4829f590204
989227b402d3a4da52dc81a4c815cc71
10.73 KB
SEGS
4baa9d397f91f9d85aeb196058e4240f98c7cd16
06a49c3c5086d37e90f2c4fae63d3882
72.79 KB
SSECTORS
923be4005143e829925f6e83b495ba14cd7a42f8
793aedea320183bf5b5532673c849fd8
7.61 KB
NODES
4d642f9123d548e4c3a0e283c712e1d18c1c75ce
d0b896e7713eb7a84113cb3634b7d025
53.21 KB
SECTORS
64c83afce2a021a73787622f77d6b47471bd538e
fc03771c6c655678435000676cc68737
21.66 KB
REJECT
8fa3b77d7c524aa15dfd4fd36b478aaded6da158
82f81f4d8fa6e813fdf0fca1d374f03b
88.82 KB
BLOCKMAP
6c4e27de53013156b9a7367fc5a65f7a9574884c
40ba102fc9e242ae93b51292ab23fb58
23.94 KB