Title : KABOOM for BOOM v2.01
Filename : KABOOM.WAD
Author : Jack Vermeulen
Email Address : <email removed> or <email removed>
Misc. Author Info : Author of DeeP, DeeP97 and DeePBSP
Description : See story below.
I needed to test out the new texture modification
tools in DeeP97, so I started with making some
new texture names. Then I got carried away having
too much fun and ended up with this level.
This is a = BOOM = only release with elevators,
conveyer belts, scrolling floors, underwater fun
new sprites, new enemies, new weapons and other
challenges. More textures added and some elements
put back in that were not possible with standard
DOOM because of visplane overflow limits (now gone
This release fixes some underwater elevator hom
problems that occurred with the final release of
BOOM. The elevator switches are now stationary,
not a perfect fix. Will wait and see if this type
of design will be supported better in later versions
KABOOM demonstrates complex and unique
construction techniques with a high degree of
detail (a DX4 and above is suggested). Set the
Overlap Tolerance=0 in DeeP97 (F5 map options) to
prevent vertex merging when modifying this level.
Besides the BOOM tricks, there are 2 different
textures on a -normal- wall, double lifts (you need
to go down and then down AGAIN to get the weapon:
room to left at start with door, go down 2x in
pedestal), lot's of other visuals and a hell of a
lot of fun.
Go save the world....
Instructions : Put KABOOM.WAD in your DOOM2 directory, type
"BOOM -file KABOOM.WAD -warp 1 -skill x"
where x is the skill number.
You can put the file anywhere you like, but then
you need to add the complete path to play.
Additional Credits to : Brad Kiefer and Mike V. for helping on DeeP97
Bob Evans for an area inspired by Odessa14.
Mike Phillips for an area inspired by FTHAGN1.
Chris Christenson and Lisa Moore for some
Ingo Kirsch for additional testing and feedback.
KABOOM - The Story :
While everyone else was busy fending off the "other" invaders a new
enemy arrived from the air. It's almost too late. They have developed
unrivaled energy capture technology to conquer all humans, the Zoractic
Photon Encapsulator or ZPE. The ZPE is almost online.
You have been supplied with the brand new prototype weapons that suck power
from the ZPE to help you defeat the enemy.
Remember, only you can destroy them before they gain control of your
The ZPE is partially operational, so be on the lookout for strange and
unusual energy flux densities. Many things are not what they appear to be!
There are 4 stages to recovering control of your life. The "DeeP" room has
4 teleport lines, only one gets you to the right stage!
Shadow Warrior says : "Be careful or you go KABOOM!"
* Play Information *
Episode and Level # : DOOM II Level 1 (BOOM only)
Single Player : Yes
Cooperative 2-4 Player : Yes - (you might have to)
Deathmatch 2-4 Player : Yes - (after you get to know the level, the last
area is especially suited for deathmatch,
just agree to not stray from the area<g>)
Difficulty Settings : Yes
New Sounds : Yes
New Graphics : Yes
New Weapons : Yes
New Music : Yes
Demos Replaced : None
* Construction *
Base : New level from scratch
Editor(s) used : DeeP97, RMB (reject), Endoomer (ending text),
PSP (sky), MID2MUS (convert MID to MUS format)
ALL other sound, patches, sprite and ALL lump
import, Texture, Sprite and Flat modifications
were done by DeeP97!
Known Bugs : None known (might be a few texture aligns left?)
Some "errors" are deliberate so don't fix them
(missing textures). Also, some "errors" are caused
by ultra close (1 unit) spacing (floating to integer
conversions give false sector not closed errors).
* Copyright / Permissions *
Authors MAY NOT use this level as a base to build additional levels for
distribution. You can tinker with it for your own fun of course.
You MAY distribute this WAD, provided you include this file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
Special Thanks to:
TNT's BOOM for making this level possible and of course ID for the original
and for releasing the source! Thanks Carmack.
All the people that registered DeeP and DeeP97.
I wanted to create a unique wad with design features rarely found and
emphasize the SF aspect. This level can be played deathmatch since it
has very few dead ends, although 4 players is suggested so finding
something to kill (or be killed) doesn't take too long.
It may not play well on anything less than a DX4/100 or P100.
* Where to get this WAD * (or where you got it?)
www.sbsoftware.com (DeeP's home web site)
Action Games Forum on Compuserve