5 levels, set in a Military Research installation in the desert South- West of the U.S. The main focus of the research is in Genetics, so there are...

8.66 MB
WAD Type
MAP02, MAP03, MAP04, MAP05, MAP06
**  NOTE: These levels require ZDooM.

Title                   : Paranoia
Filename                : Paranoia.wad
Author                  : ReX (aka Gurkha Boy)
Email Address           : <email removed>

Other work from author  : Pugilist.wad, a 3-level fist-only series set in WWII
  Fear_Isl.wad, a single level
  Decimate.wad, a single level
  Complex.wad, a massive and detailed single level
  Arena_01.wad, a fast-paced, short single level
  Hex_on_u.wad, a 3-level medieval set using Hexen2 textures
  Phoenix.wad, a 5-level military installation using Quake2 textures
  They can be found in the Ports directory of ftp.cdrom.com
  (except for Arena_01.wad, which does not need a port and is in
  the regular DooM2 levels directory of cdrom.com).

Misc. Author Info       : Been playing DooM for 6.5 years, and editing for 1.5 years

Description             : 5 levels, set in a Military Research installation in the desert South-
  West of the U.S. The main focus of the research is in Genetics, so
  there are a variety of Labs and computer centers. There are also waste
  and water treatment areas, storage bays, speciment containment areas,
  and power generators. Being a military installation there are armories,
  barracks, security posts, holding cells, and a Medical Center. There is
  even an Administration section (with offices), as well as bathrooms,
  a lounge, and vending machines. Plus lots of human and alien enemies!

  These levels extensively use Half Life textures, weapons, and enemies.
  They also feature a cool new sky, and scripting. ZDooM features include
  translucency, laser and force-field barriers, underwater environments,
  true elevators, colored lighting, fog, slippery surfaces (ice), quakes
  ... the list goes on.
  (Read Notes, below.)

From surveillance recordings of Lt. Col. R. "Johnny" Alvarez, Ph.D
Prisoner I.D. HK-420B

"Forgive me Father, for I have sinned...
Hey, just a minute. You're not my real father. And I can't recall if I'm Catholic. You're
probably not real anyway. Just some apparition conjured up by my mind. It's the damn
water, I tell you. Loaded so full of hallucinogens you could stand a spoon up in a cup
of the stuff. Maybe even dissolve a spoon if you tried hard enough. But they won't get
me to talk. Not the Exec, not the goddamn guards, and certainly not you. You, with your
fancy black robes, and your hood that hides the gleam in your eyes, and that scythe. Oh,
wait... That's a different hooded and cloaked figure I'm thinking of. Reminds me of this
song I used to know:

I'm following in the footsteps of the Grim Reaper,
The guy better known as your brother's keeper.
I'll follow him down till it gets much deeper,
'Cause a one-way ticket is so much cheaper.

Any relation of yours? Hah! I crack me up! But seriously, folks.....
Look, I don't mean to be rude or anything, but it's my nappy time. G'night."

"What? You still here? Where'd you stash your scythe? Or sickle. Or pickle. Tickle,
tickle. Persistent fellow, aren't you? Anyway, I've been thinking. Since you're not real
then you can't tell anyone. So perhaps I'll let you in on a little secret. I did it!
They'll never prove it, but I did it! I can almost hear her skull cracking open with the
impact, her bones disintegrating as she .....

But I see that you're confused, so perhaps I should start at the beginning. (Start at the
very beginning, a very good place to start. When you read you begin with A, B, C, when
you sing you begin with Do, Re, Me.) Oh sorry, I got carried away. Anyhoo, it all started
when Dr. Mary Cleland joined the team. Doctor, my ass! Probably a doctor of proctology.
Ha! I made a funny. "My ass"? "Proctology"? Get it? No? Oh well.

So Dr. Cleland, with her fancy diplomas from Johns Hopkins comes waltzing in and begins
trashing my work. The work I've slaved at for the past twelve years. All that intense
research and dedication meant nothing to her. "Unsustainable cell mitosis" she chirped.
"Accelerated mitochondrial degradation outside acceptable parameters", she whined. All
a bunch of CRAP! But the goddamn Exec listened, and soon I was being relegated to grunt
work. Z-Chromosome decoding. What the fuck! Six years in med school, Flight Medicine at
Brooks, twelve goddamn years in mutation research at this place and then I get to split
some fucking alien's DNA? You're damn right I was pissed.

How'd I do it, you ask? Brilliantly, as always. See, the boys up in the Fractal Lab had
developed this prototype "Portal", they call it. Step in and Voila! you step out some-
where else. Uses UHF Electromag frequencies, and genetic encryption to generate fractals
that you can transmit just like ESAT waves. Used to be unstable, so you could hold a
field together for only a couple of hours. But they've been working on the problem for
months, and it's probably taken care of now. But back then, these fields could be turned
on and then a few hours later they'd be gone without a trace.

So one evening Cleland goes into Containment to study the "subjects". What she doesn't
know is that I've set up a fractal field at the J-47 console. She steps up and BAM! the
next thing she knows is that she's in one of the cages. The Behemoth's, no less. Poetic
justice, that's what it is. It crushed her like a fly. What I'd have given to have been
there. SPLAT! Hee, hee, hee! Splat goes the weasel! Man, I slay me!

But back to my tale, for I perceiveth that thou art tiring of my narrative. To make a
long story short the Exec ordered a DNA analysis, and it turns out that I wasn't as
careful as I thought I was. So here I am, PID HK-420B. But they can never prove it. And,
I've got the Statute of Limitations on my side, not to mention the Statue of Liberty.

But I'm not counting on no stinkin' statue (HA! I made a double negative. Isn't there
some law against that?) to get me out of this shithouse. See, I've got a plan. The next
time that bastard MP Cpl. Sullivan comes in to check up on me I'll pretend to be asleep.
Then WHAM! I'll squash his cojones, grab his sidearm, and then I'll be home free.

But wait, that's not all. I'm going to CRUSH this place! So the bastards want to take
all the credit for my research, do they? I'll show them. I'll get into their computer
systems and wipe out all their goddamn data. Then I'll blaze through their precious Labs
and Containment Chambers and fry all their beloved "subjects". There'll be nothing left
of this place but walls and bits of rotten meat. I'll be king for a day! Then it'll be
Devil's Canyon on my way to Hawaii, where beaches, babes, and beer are available for the
taking. Mess with Johnny, will they? I'll show 'em ......"

Map_01 -- Detention Block
After you have "squashed Cpl. Sullivan's cojones", exit the holding cells and
explore the barracks and storage bays before riding the elevator up to the main

Map_02 -- Administration Center
You've raised the alarm. Access to the Labs has been blocked by a Level 2 force
field. You'll have to turn the power off to proceed. Then you'll have to figure
a way into the security post to open the main door.

Map_03 -- Research Labs
You enter the Lab area and realize the power needs to be restored. Unfortunately
a laser barrier is blocking your way. Find the red key to turn off the laser and
restore power. (Explore everything possible before restoring power). Now you can
access the central courtyard and other areas as well. Naturally you first try to
get into the Armory. Armed to the teeth you proceed through the Radiation Lab and
Genetics Research to get the blue and yellow keys. Finally you can take the
elevator in the central courtyard down to Containment.

Map_04 -- Utilities
Damn! They sure aren't making things easy for you. There's a Level 5 laser
barrier that's blocking your way into Containment. Plus the shtoopid grunts have
the security post locked from the inside. Make your way through the storage bays
and find a way into the hazardous waste conduits. From the radioactive and bio-
hazard Waste Areas you'll find yourself in the Water Treatment Plant. Take a deep
breath and negotiate your way through the control rooms until you pick up the red
key. Access the main electrical maintenance room and sneak into the security
post. A quick flip of the switch and the laser is off. Containment awaits!

Map 05 -- Containment
Aliens everywhere. Caged and contained aliens everywhere. You'd think it would be
easy to just waltz in and spray them with a good old-fashioned dose of lead. But
the doctor has prescribed a diet that's strictly low in minerals, and if there's
one thing them shtinkin' aliens do, it's follow their doctor's advice. Still,
you're up to the challenge of taking on hordes of pissed off aliens, aren't you?
Well, aren't you?

Notes:  I take credit/flames for all the large rusty metal signs. The original Q2Tex.wad
contained signs for "Warehouse", and "Supply Station". Using these as templates
in MS Paint, I edited the letters to create new letters, but mostly I cut,
pasted, and cleaned up to create 12 new signs. Likewise, I used the "Access
Denied" sign to make the "Access Granted" sign.

I also created 2 hybrid Midgrate/chain link fences, & made the palm tree taller.
The laser is all mine. Also, I used the flat for ice and animated it to look like

Cyb's Hlgfx.wad had incomplete animation sequences for some enemies. I filled in
the missing sequences for the cyberdemon. Two graphics for the super shotgun were
identical to those for the regular shotgun (i.e., before being picked up, and in
"idle" mode). This made it confusing, because a player wouldn't know which type
of shotgun was being picked up or selected. I modified the graphics for the super
shotgun so that there would be no confusion. However, I did not modify the firing
& reloading animation sequence for the super shotgun (which was already different
from the regular shotgun). I also cleaned up 2 of the reloading animation frames
so that the player's hand looked better. Finally, I replaced the graphic for the
plasma rifle before being picked with a Star Wars trooper rifle, and centered the
HUD view of the plasma rifle (for which I needed to draw in the right side of the
rifle); and I re-drew the graphic for the crowbar and replaced Cyb's graphic.

Additional Credits to   : Chris Pisarczyk AKA ChrisDragon (<email removed>) for his Half-Life
  textures in Valve.wad
  Cyb (http://members.xoom.com/cybspage, <email removed>) for his sprites
  and sounds in Hlgfx.wad
  Nick Baker (<email removed>) and Derek MacDonald (derekmd@
  hotmail.com) for their Q2Tex.wad
  Rick Clark (<email removed>) (http://rickclark.20m.com/) for
  answering many ZDooM scripting questions, and Rick's tutorials
  Tarin (<email removed>) (http://www.paci-fist.net/doom/) for
  answering many ZDooM scripting questions, and Tarin's acsstuff.wad
  The good people at DooMWorld forums (Fanatic, Lut, and many others) for
  their helpful advice and tips to all who ask 
  Stian Skjondal (http://members.xoom.com/zerosignum, zsignal@organizer
  .net) for his skypack2.wad, which contains fantastic skyscapes.
  Team TNT (http://www.teamtnt.com) for their Retres.wad
  The GothicDM Crew for graphics from their Gothictx.wad (see disclaimer
  Joe Zona (<email removed>) for his palm tree sprite in
  his excellent Real.wad
  Chuck Lai and his team (Doom2x.doomshack.com) for the 2 columns of
  experimental "subjects" and the 2 sets of animated computer panels in
  Randy Heit (zdoom.notgod.com) for his incredible source port
                          id Software for DooM, DooM2, Quake, Quake2, Q3A.
  Valve for Half-Life


* Play Information *

Engine                  : DooM2, using ZDooM
Map Number              : MAP02-MAP06
Single Player           : Yes
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Difficulty Settings     : Yes
New Sounds              : Yes
New Graphics            : Yes, many new textures, weapons, and enemies, cool sky
New Music               : No
Demos Replaced          : No
SYSTEM REQUIREMENTS     : If you can run ZDooM you should not have a problem running
  these levels.

* Construction *

Base                    : New levels from scratch (although I swiped some stuff from my
  earlier levels)
Editor(s) used          : Map editing -- WadAuthor v1.30, an excellent utility
  Graphics editing and wad merging -- Wintex 4.3
  Adjusting height of sky -- DEEP 97
  Sprite & graphic editing -- MS Paint
Build time              : About 5 months (3-4 hours a day).
Known Bugs              : In Levels 2,4,5, when riding the elevators, do not try to step back off
  once the elevator starts moving. You can get stuck between the elevator
  and the floor/ceiling of the adjacent corridors. idclip lets you get
  out, but the elevator is then unusable and creates HOMs. Step on or off
  only AFTER the elevator stops.
Source port notes       : This level was designed for ZDooM. You will need v1.22 of ZDooM if you
  want to view the demos.

* Copyright / Permissions *

Authors may use this level as a base to build additional levels.

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
intact. If not, the hideous spirits that infest the waking world
will hound and haunt you, making you regret that you chose to
ignore these dire warnings.  Oh, and they'll serve you a wicked
subpoena too.

* Where to get this WAD *

FTP sites:
ftp.cdrom.com (under the Ports sub-directory) or any mirror of ftp.cdrom.com

This PWAD contains select texture(s) and flat(s) that can originally be found
in GothicDM or Gothic2. Credit and thanks go out to the artist(s) of said
flat(s) and texture(s) and also to the rest of the Gothic Crew (1997/98). The
ORIGINAL GothicDM(2).ZIP can be found at CDROM.COM. Each said PKZIP archive
contains thirty-two professional quality levels and music.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *


DM Spawns
Co-op Spawns


DM Spawns
Co-op Spawns


DM Spawns
Co-op Spawns


DM Spawns
Co-op Spawns


DM Spawns
Co-op Spawns
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