This is a map I made after playing a Helm's Deep map for Counter-Strike. As far as looks go, I based on pretty much entirely on the CS map (which w...
Date Completed : Feb. 23, 2002 July 19, 2003 (rerelease) Title : Helm's Deep Filename : helmsdeep.wad Other Works : http://doom.vect.org:8080/ Author : Cyb Email Address : <email removed> Description : This is a map I made after playing a Helm's Deep map for Counter-Strike. As far as looks go, I based on pretty much entirely on the CS map (which was pretty accurate as far as I know). In terms of gameplay, don't expect the marines to kill everything for you, you still have a lot of killing to do yourself. Also, the level will slow down at a few points, so be warned. If you have a lower end machine it may beg for mercy if you try and play this. Notes/Credits : The jerk stores in #doom for playtesting and stuff, Randy for ZDoom, id for Doom, etc etc. Rimmer improved my brick texture a bunch and Ling made some useful scripting suggestions. The new textures are based off one from a texture pack called deConstruct by stecki which you can download (the Doom version anyway) here: http://www.doomworld.com/afterglow/textures/zips/decontex.zip You need ZDoom 2.0 to run this. Not sure of the oldest version that'll run it, so just get the latest one from http://zdoom.org =============================================================== * Play Information * Game : zdoom.exe with doom2.wad (ZDoom 2.0) Level # : map01 Single Player : Yes Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Difficulty Settings : Yes New Sounds : just one (the horn) New Graphics : Yes, a few textures New Music : Requiem for the Ring (Requiem for a Dream remix) Though it's a 2meg ogg file, so I decided for the sake of our 56k friends to put it in another file. Download helmsmus.zip which should be in the same directory as this file. * Construction * Base : Scratch Editor(s) used : WadAuthor, Warm, Wintex, PSP, various text editors Build time : Uhh, like a week or two. Known Bugs : Don't kill the green demon, though it's not possible without a projectile weapon which you won't have at that point. Like I said, the map will slow down at a few points. I've done my best to make it playable most of the time, but your results will vary. Fixes (7/19/03): Corrected the slope things which were put in at a time when they were incorrectly implimented in ZDoom. Aligned a texture or two and added a slient soundseq for a moving ceiling. Also fixed a few text file errors and updated some info (zdoom url for instance). * Copyright / Permissions * Authors may NOT use this level as a base to build additional levels. You may distrubute this file in any format (CD ROM, BBS, whatever) provided that you include all files included in your distribution (as in, this text file).