Industrial Techware Doom-Part I ver 2.0
Theme changes dramaticly from level to level, ie. E1M4 is completely "clean". E1M6 used to be nice little nuclear town before hell broke ...
============================================================================= Industrial Techware Doom - Part 1 Version 2.0 ITD.TXT November 20, 1997 ============================================================================= * INTRO * This is Part One of the Industrial Techware Doom ver 2.0 ============================================================================= * MISC. INFORMATION * Title : Industrial Techware Doom-Part I ver 2.0 Filenames : ITD.WAD Author : Micah Harwell aka The Doctor Email Address : <email removed> Misc. Author Info : Job: 3D Animator (3DS MAX kicks it!) : Music taste: Techno, Industrial Hardware Required : You should have a Pentium 100 or faster, especially for E1M7. But you don't HAVE to.. Description : Theme changes dramaticly from level to level, ie. E1M4 is completely "clean". E1M6 used to be nice little nuclear town before hell broke lose... Additional Credits to : My good friend Brett who saw that I was spending too much time making Wolfenstein-3D levels. Rob Crawford for some helpful and very insightful tips, suggestions, and also writing the ITD story. To Jeff Kieke (<email removed>) for creating ITD2 for Doom2 1.9. Game : Ultimate Doom v1.9 Episode and Level # : E1M1 - E1M9 Single Player : Yes Cooperative 2-4 Player : Yes, the levels have been play tested on a network Deathmatch 2-4 Player : Yes, the levels have been play tested on a network Difficulty Settings : Yes New Sounds : Yes New Music : Yes, E1M1 - E1M9 New Graphics : Yes, but just a few New Textures : Yes, many new textures have been added Demos Replaced : Yes, demos are made for v1.9 : Yes, this line just looks good ============================================================================= * CONSTRUCTION * Base : All new, all good. Software used : DETH 3.92 by Antony Burden & Simon Oke DEUTEX 3.6 by Olivier Montanuy ZENNODE .98a by Marc Rousseau MIDI Orchestrator Plus by Voyetra (for the music) MIDI2MUS 2.04 by Digital Expressions Corp. ENDOOMER v1.0.1 by Zink the Dink MS-DOS 6.22 by Billy Bob Gates... >:-/ Known Bugs : I'd love to say none, but there seems to be a problem when going from E1M4 to E1M5. Occasionally, some computers will freeze up and display some funky junk on the screen (actually this problem only exists on my machine that I know of, it doesn't happen on others I've played on). I'm not sure why this problem exists, and I'm trying very hard to correct it... Once this problem happens, you must reboot your machine to get it out. So before you exit E1M4, save the game, quit Doom, reload Doom, and then load your saved game. ============================================================================= * TECHNIQUES TO USE DURING PLAY * If you aren't VERY good, then DON'T play on Ultra-Violence. UV is designed to have a smegload of monsters. It's tough even for me, and I'm the designer! I know you will get frustrated if you keep dying on UV, but don't say it's my fault. Read the story. It makes everything fall into place. Most of the time, teleport senders are red and teleport recievers are white. This is not always the case, occasionaly telports will both send and recieve. You don't have to kill all the enemies yourself, let them kill each other. Doors that require keys are well marked. But remember which doors require which keys. This will keep you from spending too much time backtracking. Most secrets are either obvious, or in a place which would be a logical place for a secret. You'll get the hang of it. Be perceptive and look at the AutoMap. It can show details you wouldn't normally notice. Water doesn't hurt you. Which makes sense. However, in E1M9 there is a secret water processing room, in which you will get hurt, not because of the water, but because of the radiation to process the water in that room (if you go in, you better get out in a hurry...). For the same reasons, blood usually won't hurt you either. ============================================================================= * THE STORY * As you numbly awaken to the hiss of incoming air your mind fills with the memories, and the expectations. You, an ex-Space Marine, transferred out several years ago to obtain a more scientific position--one with a quickly rising company known as Industrial Techware, a company developing software and hardware used in ongoing space exploration. Having teamed with UAC in a joint venture, it now had the funding to bring its focus on its prime pinnacle--manned exploration of the Stars. And so was born Jump Station Alpha, a desolate planetoid manufactured from asteroids, space debris, and bio-environments shipped from Earth. Inhabited by scientists with one purpose--to build and launch the manned vessel that would soon begin exploring the galaxy. Your destination. Finally. You'd wondered when your transfer would be granted--to be one of the builders of the great vessel. Meanwhile your co-workers, one after another, got here before you, while you were left behind hearing and seeing the news vids and ads proclaiming "Industrial Techware and UAC--Helping Humanity Reach Tomorrow's Stars--Today!!" And then it came--the roster for the first crew to ship to Alpha for the sole purpose of manning mankind's first ship to hit the stars. Congrat- ulations--you win! And the last thing you recall, among the flurry of vid-cameras and microphones, was the glass casing sealing you into suspended animation for your two-year flight to Alpha. And by now the medics should have come, awakened hours ahead of you and the rest of the crew for monitored awakening and help from the freeze- tubes. But nothing's happening. You place your fingers against the plasti-glass hood, press up gently. Nothing. Feeling a panic rise up within you, you stab at the manual-open button--no response. Grasping for the emergency crowbar crowded in beside you, you pound gently on the glass until a small crack appears, growing, breaking the seal. As the hood snaps up with a whoosh you sit up to find the ship deserted. One quick look confirms it all: All other monitors show negative vital signs. No one left up here...except you. You glance out the port to see your destination floating peacefully out there, getting slowly closer with each second. Bzzzzaap!! You start around suddenly, the main screen coming alive with an incoming message... On the screen you see a mass-confusion of flickering lights, your former co-workers covered in blood and smashing machines and lab equipment. A face appears, taking up the entire screen--it's Amos, eyes wide in sheer terror, with one warning: "Go back. The teleporters have been going berserk... Don't let the ship take off, go back, goback, goBA--" The message is cut off as a fist appears out of nowhere, knocking the man to the ground. A twisted, ugly face appears for a moment, wearing a sinister, gnarly grin. "See ya soon," it says, then knocks the camera off-line with a mighty CRACK! Adrenaline rushing through your veins, you start on the ship's navigation system...You need to establish an orbit, need time to think... Words begin appearing, generated all by themselves, on your computer screen... "NO CHOICE..." None of the manual helm instruments are functioning. "...WE CONTROL THE HORIZONTAL..." Your altitude indicator becomes active, the numbers descending... Rapidly... "...AND THE VERTICAL..." One quick look out the port tells it all...The rock known as Jump Station Alpha is coming at you fast. With one quick rush, no time to rethink, you grab for the nearest service revolver and head toward the emergency teleporter. In the midst of the red battle-lighting and the hideous sound of emergency alarms it looks sinister. Swallowing hard you thrust yourself in... E1M1-You hear an all-too-near explosion as the shuddering Entryway to Jump Station Alpha appears, and an all-too-ready welcoming committee. Your mission here: Obvious. Stay alive. And while your here, you might notice some of the nice work Industrial Techware has put into this place to make it more livable. Watch for signs leading to unexpected places. E1M2-As you drop in from the aboveground exit you find yourself in a large hall cut directly out of the floating rock. You quickly notice others are here as well... E1M3-Out of the frying pan into the fire...No, really. Welcome to Alpha's Bio-Lab Complex. Meant for different animal experiments in a deep-space environment--come see what's growing down here now, like, say, the planetoid itself? You might also notice the temperature meets the action down here... E1M9-If you've jumped into the right 'porter, you'll find yourself in a regular armory. There are lots of challenges awaiting you here, so look alive, Marine, and trust your instincts. You'll notice you've ended up down-river from the water recycling center, with many places to see and people (and other things) to do in... E1M4-Next stop, the Command/Data Collection Complex. Large places to store much data as it is to come in from the Starship. Only, other-lings from the teleporters seem to have taken over the whole place--wonder if that explains the turning of the giant reception-transmission dish turned directly toward Earth, instead of the great beyond...(You'll also notice a small Water Recycling plant behind the place...No drinking, and swim with caution...) E1M5-Next stop, the Asteroid Mining/Fuel Refinery Center. Much nukeage. High Technology. Stay alive... E1M6-From there we'll forage into the Nuclear Reactor Complex. There's lots to see in the Front Entrance to the facility, and a real reactor with real signs and everything. Just don't take too long to look, until, you know, after you've made the place a little safer to breathe in. And use your suits wisely... -Rob Crawford ============================================================================= * REVISION HISTORY * 1.0 Initial release 1. Contains new LEVELS, SOUNDS, GRAPHICS, TEXTURES, DEMO, and PATCHES. 2. Levels included are e1m1-e1m4 and e1m9 1.1 :10-22-95 1. Sounds are now clean (no pops or cracks) 2. A couple of new Textures and Patches 3. The old e1m1 was canned. I made a newer one because the old one was not that fun. 4. Some levels added to: 1. e1m2 - the room behind the RED key door has added stuff. 2. e1m4 - better lighting effects 3. e1m9 - added area to get BFG! 4. e1m* - added entrance doors to all levels. 5. Texture alignment problems have been fixed, especially in areas with stairs. Most fixes were in e1m2 and e1m9. 6. Misc enhancements: torches, ammo for dif. skill levels, etc. 7. The levels should run FASTER now. I've used RMB on each one to speed up Doom's REJECT calculations. 8. Of course the documentation has been modified too. 1.2 :1-14-96 1. MUSIC for all the levels so far (e1m1-e1m5, and e1m9) it's all composed on a Sound Blaster AWE 32, so if you have one, you're in for a REAL treat. 2. Everything is now in a single WAD - ITD.WAD instead of small individual WADs. 3. All levels are Cooperative and Deathmatch tested on an IPX network. 1.3 :4-28-96 1. Completely finished the e1m5 level. 2. Added TITLEPIC and modified the STDISK graphics. 3. Modified music for more variation. 4. A few more TEXTURES and PATCHES placed in strategic positions. 1.4 :7-25-96 1. Level e1m6 is done. 2. Changed music on e1m9 to a more fast-paced song. 3. Added some credit screens. 4. Added the ITD.lmp just because I could. 5. The UV and HMP skill levels are harder than before, they have more monsters. 6. Added a few more guns and ammo, esp. in Muti-Player mode. 7. Now using Zennode to construct NODES, BLOCKMAP, and REJECT. 8. Rob Crawford wrote the ITD story, all levels have been modified to reflect details in the story. 9. Keep a look at the guy in the status bar... expecially when you pick up a new weapon or you are getting hurt... 10. There are now only two text files... the main ITD.TXT and README.1ST 11. Now using DEUTEX 3.6 as opposed to DEUTEX 3.4 12. Main documentation is now called ITD.TXT 1.5 :internal release only 1. Finished level e1m7. 2. New level and music for e1m8. 3. Texture corrections made in E1M2 and E1M5. 4. Added ENDOOM resource. 5. New Status Bar 6. Added various ammo and health throughout the levels in multi- player mode for easier co-op play. 7. Named all levels. (You can see the level names now in the intermission screen, but not on the AutoMap). 2.0 :11/20/97 Final Release 1. All levels complete. 2. All music complete. ============================================================================= * CREDITS AND PLUGS * Thank you id Software. Not for just making a wonderful game, but for also designing it with an open architecture. And for making the SUPPORT3 texture, you'll be seeing a lot of it. Thanks to Antony Burden & Simon Oke for making DETH 3.92. It is by far the BEST editor. Period. Thanks to Autodesk 3D-Studio for allowing me to make some of the new wall textures (fans, etc.) Thanks to my friend Brett for getting me in to making these levels and out of the dark ages of Wolfenstein. Thanks to Rob Crawford for some very bizarre and creative ideas for some of the special effects. And also for writing the ITD story that tells you what you need to know, and is entertaining also. Thanks to IBM for starting personal computing in the first place. And also for that nifty motherboard in the background of the end screen (let the demos play at the beginning to see it). Thanks to whoever I got the pictures from in the E1M7 picture gallery. To Alan Wilder (Depeche Mode, Recoil) for giving me something to listen to while making these infernal levels. To Matt Fell (writer of the Doom specs) To Hank Leukart (writer of the Doom FAQ) ============================================================================= * COPYRIGHT / PERMISSIONS * Any PWAD (but not IWAD) author may use the work of any of the Industrial Techware Doom levels with one condition: The author must give credit where it is entitled. Just use common sense. You MAY distribute this WAD, provided you include all files. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. Please update the FTP site and BBS number lists appropriately. * Where to get this PWAD collection * FTP sites: None yet. BBS numbers: World Wide Web: http://www.geocities.com/SiliconValley/Way/4143 Check this out for the latest and greatest projects and such. Also, if you need to contact Industrial Techware, the web site is the best way. email: <email removed> Snail Mail: Industrial Techware in care of Micah Harwell 8500 Kern Canyon Rd. #24 Bakersfield, CA 93306 ============================================================================= * ABOUT INDUSTRIAL TECHWARE * Industrial Techware means many things to many people. To some, it's a local industrial/grunge band. To others, it's a computer assembly/repair shop. And a 3D animation studio. And a techno group. And a bunch of guys that sit around and make Doom levels. Well, it's all of the above. Here are the members... Micah Harwell aka i387 Brett Kieke aka Warlord Lucas Holowczak aka Luke Jeff Kieke aka Smegholio Bryan Elrod aka Colonblow ============================================================================= * DISCLAIMERS AND CLARIFICATIONS * Depeche Mode is in no way related to this project or the music in it. If my levels crash your system, it's not my fault. Play at your own risk! I haven't encountered any fatal problems on my system, but just as computers are different so are the problems that go along with them. I repeat - Play at your own risk. - Micah Harwell Industrial Techware