Legions of Hell 2

Legions of Hell 2 is a PWAD featuring 11 maps (entrance to pain, death from above, insanity, cacofire, lost hallways, and more), playable on DOOM2

Names
Legions of Hell 2
Filenames
loh2.wad
Size
1.68 MB
MD5
105c3e3eaaa99c88d2b0cebd54abdbdd
SHA-1
747a72bb9aee7e7e011017f6cf3db7439acc0b0c
WAD Type
PWAD
IWAD
UNKNOWN
Engine
DOOM2
Lumps
212
Maps
11
 
MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP07, MAP08, MAP09, MAP10, MAP11
* File Information *

Title     : Legions of Hell 2
Filename  : loh2.wad
Author    : John Gaughan
Date      : 11 January 2004
Email     : <email removed>
Web Page  : http://doom.johngaughan.net/
            http://www.johngaughan.net/


* Play Information *

Episode and Level #     : MAP01 - MAP11
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Yes
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : Yes
New Music               : No
Demos Replaced          : None
Source Port Required    : Yes. Any port should do as long as it removes
                          visplane overflows and works with BEX patches.
Tested With Ports       : ZDoom, PrBoom, Legacy, JDoom


* Construction *

Base          : New levels from scratch
GL Nodes      : Compiled into WAD
Editors used  : Yadex 1.7.0 (Linux) -- map editor
                BSP 5.0 (Linux) -- node builder
                glBSP 2.0 (Linux) -- OpenGL node builder
                Wintex 5.0 (Win32) -- texture editor
                DeuTex 4.4.0 (Linux) -- for working around WinTex's bugs


* Story *

There is no story. Go forth, kill, and have fun.


* Notes *

This map pack continues the orginal Legions of Hell pack. The original maps all
received a facelift with new areas, increased detail and lighting, more
monsters, etc. My focus is great gameplay, not awesome detail. While they are
not bland, they should be halfway pretty to look at. I know the maps are heavy
on ammunition, I balanced them that way on purpose. I like lots of ammo.

GL nodes are compiled into the wad already. I put a BEX patch inside the wad,
but in case you cannot get it to work, I included it separately as well. I
recommend using the BEX patch. It changes map names and par times, and allows
you to carry almost twice the ammunition. I hear that the map number is not
always displayed in the automap with the BEX patch, but I am unable to
reproduce it in the latest versions ZDoom, PrBoom, or Legacy.

Source port features such as jumping and mouselook should not break these maps.
You never need to use jumping or mouselook, but it won't hurt. In fact it may
make some areas slightly easier or more convenient to navigate. You can get
100% kills, secrets and items without either feature.

These maps WILL NOT WORK WITH DOOM2.EXE! There are too many two-sided linedefs
in certain areas and doom2.exe WILL crash with a visplane overflow error.
Thanks to the fine folks at rec.games.comp.doom.editing for pointing this out
since I cannot get doom2.exe to run anymore.


* Copyright / Permissions *

You are allowed to distribute these maps however you want as long as you do not
charge money or alter the distribution archive or contents.

I prefer that you do not use them as a base for new maps, but since I really
cannot stop you, I do not forbid it. If you must change them, at least have the
decency to call them something else and don't make them suck too badly :-)


* Where to Get this File *

John's Official Web/FTP Sites:

http://doom.johngaughan.net/
http://www.johngaughan.net/
ftp://ftp.johngaughan.net/pub/doom/


idgames Archives:

http://www.doomworld.com/idgames/
ftp://archives.3dgamers.com/
ftp://3darchives.in-span.net/pub/idgames/
Legons of Hell 2 - Secrets and Notes



MAP01: Entrance to Pain

Notes: This was originally a deathmatch map. I made it when one of my friends
told me to make a map similar to id's MAP01 but different enough to be
interesting. Some of the secrets exist mainly to create new deathmatch routes.

This isn't a secret, but I put my intials (JTG) on the map in the imp cage in
the big outdoor area. Yay!

1. In the first room, turn right and look for a misaligned wall with pipes.
Inside is a secret area with a chainsaw.

2. If you look on the automap, you will see an area at the end of the first
hallway that is close to the big armor room. Open this wall from either side.
Its primary purpose is to open up a deathmatch route.

3. In the same room as #2, look for a texture misaligned on the Y axis on the
opposite side from the armor. It opens a door to the ledge in the teleporter
room.

4. In the main hallway with the demon faces, look along the south wall for a
face with a blinking light. Inside is a rocket launcher.

5. Turn left at the start and go up the stairs. Use the shotgun pad to run out
the window or jump if your port allows it. Grab the yellow key behind some
trees to the left. Use this to open the yellow door in the big outdoor area (it
is inside the trap door with imps that opens up). Flip the switch to lower the
super shotgun pillar and step on it to get credit.



MAP02: Death from Above

Notes: A small but fun level, I was trying to imitate MAP14 from Doom 2. I
failed at imitating it, but still came out with a decent level.

Although not a secret, it is not obvious either. The waterfall is a lift. It
may look stupid but it creates a new deathmatch route. Also, sometimes the
main lift gets clogged with monsters and it is difficult to get to the
top -- you hit a monster's feet and go right back down.

1. Look at the angled corner to the left of the backpack. It is misaligned.

2. Across the pit from the starting area, to the left of the blue key pillars,
is a misaligned texture. Open it for some bonus health and ammunition.

3. Next to the main lift is a misaligned stone texture with holes in it. Open
it for armor.

4. One of the waterfalls is a fake wall. Go through it for a soul sphere. It is
the one to the right of the armor nearest the lift. If you are careful you can
see the upper edge, since Doom does not tile middle textures on two-sided
linedefs.



MAP03: Insanity

Notes: This one got partly redone. No matter what I did I couldn't seem to make
the first room less square and plain, so I redid it completely. The guys on the
pillars can be knocked into the lava, but you can still get at and kill them.

1. In the outside area with the chaingunners, turn right as soon as you get to
the bottom of the stairs. There is a texture with "stuff" on it, it is a secret
door.

2. In the left-hand yellow door trap, open the rear wall.

3/4. In the room with the blue door, open the walls in each corner on the same
wall as the door. They lead to teleporters that take you outside, behind the
bars.



MAP04: Cacofire

Notes: I know it isn't one of my better works, but it is challenging enough to
make up for it, at least it is on Ultra-Violence.

1. Open the red door in the gray stone hallway. Lower the platform and grab the
soul sphere.



MAP05: Lost Hallways

Notes: The secrets are easier to find if you get the computer map first. Turn
right after you leave the first room. Go into the wooden room and flip the
switch.

1. Go outside the first room and turn left. Near the corner of the hallway is a
misaligned texture: it is a secret door.

2. North of the room with the imp cages is a hallway leading to a brown door.
Facing away from the door, run into the ashwall and look for a misaligned
texture. This is another secret door.

3. Inside of the #2 secret area is a wall with a demon face. Open this wall.



MAP06: Painkiller

Notes: This map is shamelessly modeled after id Software's MAP06, but the
crusher is where the similarity ends. At first the cyber demon was more of a
decoration, but then I realized that if you do not crush him, he will infight
with the other monsters. This saves precious ammunition. Also, the grate in the
crusher room blocks monsters, including lost souls. That makes it easier to use
rockets against them if you want.

1. Directly to your left as you enter the first room is a metal wall with
marking on it. Open it.

2. When you enter the big Cyberdemon room, turn right. Along that wall is a
section with markings on it. Open it for a much-needed powerup.

3. In the room with the red key there is a wall on the left side with pipes on
it. Open this secret door for a teleporter to a megasphere and some other
powerups.

4. In the first room with the window, flip the switch. After you grab the
yellow key another revenant will come out. Open the wall in the back of the
trap for some rockets.



MAP07: Dead Again

Notes: After playing Hell Revealed 2, I am almost ashamed that I didn't expand
this map more. I kept it fairly close to the original in concept. If you play a
source port that allows jumping you can grab the blue key without killing any
Arachnotrons, so do the right thing and kill them first ;-)

1. Go into the arachnotron area. If you enter at 6 o'clock, look at the column
at the 12 o'clock position. On the side facing the outside wall is a secret
door.



MAP08: Fury

Notes: This is where I decided to turn up the heat. It is easier than I
originally made it, but still challenging at times.

1. Right after leaving the first room, look for a misaligned texture along the
right (only) wall.

2. In the dark rocky area with the red key, go down the first cross-hallway to
the right. At the end, turn right.

3. In the same area as #2, turn left at the bend in the hallway and take the
first left. Hit the switch at the end and a door opens nearby, revealing the
first BFG in LOH.

4. Use the berserker pad to run out the window, or jump if you can. To the left
is a soul sphere.



MAP09: Hell's Vanguard

Notes: Watch out for the monsters in the cyber demon trap. It takes a while for
all of them to trickle out. Some of them may teleport in and go south, finding
the teleporter to the blue key. You may be crossing the main GSTONE room one
time and have monsters there you didn't know about. I did not intend it to
happen this way, but anything that adds extra [and unexpected] monsters is fine
by me.

1. Turn 180 degrees and open the little silver door at the beginning.

2. In the room with the yellow key, the face in the southeast corner of the
room (across from the switch) is a secret lift.

3. Take the yellow door from the starting hallway. As you enter the lift, look
left. There is a discolored (but aligned) section of viney wall. You must lower
the lift and open the door.

4. Inside #3, look for a discolored wall in the northwest corner. It is a
secret lift.

5. Further down the hall from #3, as you go up the stairs to the switch, look
on the right-hand side of the stairwell. There is a secret door there.



MAP10: Toxicity

Notes: I don't usually like to use much slime in my maps, but I figured LOH
would not be complete without it. This is my token effort to include slime :-)

1. Turn around at the start and open the silver door.



MAP11: Demonfear

Notes: While not exactly ending with a bang, this is, in my opinion, the most
fun map of the bunch.

1. Check out the pillars on the north side of the courtyard, opposite from
where you enter originally. One lowers and has a megasphere.

entrance to pain (MAP01)

entrance to pain (MAP01)

DM Spawns
9
Co-op Spawns
4
Par Time
01:00
death from above (MAP02)

death from above (MAP02)

DM Spawns
10
Co-op Spawns
4
Par Time
02:00
insanity (MAP03)

insanity (MAP03)

DM Spawns
10
Co-op Spawns
4
Par Time
03:00
cacofire (MAP04)

cacofire (MAP04)

DM Spawns
10
Co-op Spawns
4
Par Time
04:00
lost hallways (MAP05)

lost hallways (MAP05)

DM Spawns
8
Co-op Spawns
4
Par Time
04:00
painkiller (MAP06)

painkiller (MAP06)

DM Spawns
8
Co-op Spawns
4
Par Time
06:00
dead again (MAP07)

dead again (MAP07)

DM Spawns
10
Co-op Spawns
4
Par Time
06:00
fury (MAP08)

fury (MAP08)

DM Spawns
9
Co-op Spawns
4
Par Time
08:00
hell's vanguard (MAP09)

hell's vanguard (MAP09)

DM Spawns
8
Co-op Spawns
4
Par Time
10:00
toxicity (MAP10)

toxicity (MAP10)

DM Spawns
10
Co-op Spawns
4
Par Time
08:00
demonfear (MAP11)

demonfear (MAP11)

DM Spawns
7
Co-op Spawns
4
Par Time
07:00
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