This is a somewhat large level, so named for its central room with the large spiral staircase, replete with divers* weapons and sundry monsters. Al...

Perdition's Anteroom
135.78 KB
WAD Type
Title                   : Perdition's Anteroom
Filename                : ANTEROOM.WAD
Author                  : Evan H. Bynum

Email Address           : <email removed>. This will change very
  soon, most likely to <email removed>

Misc. Author Info       : Graduate of Johns Hopkins' CS Dept., soon
  to be CS grad at Colorado State (8/22/94).
  Finger my account (<email removed>) for
  a wise and unambiguous Jack London quotation.

Description :             This is a somewhat large level, so named for its
  central room with the large spiral staircase,
  replete with divers* weapons and sundry monsters.
  All secret doors have slight texture offsets, and
  there's a computer map behind one of them. I
  included every weapon at least once, and you'll
  find each kind of monster save the Cyberdemon and
  Spiderdemon somewhere in the level.

  One room is reminiscent of Raiders of the Lost Ark
  (hint: lite-amp visors aren't always a good thing
  to have!). Another has three pillars in it; your
  selected skill level determines which one is your
  teleport destination. I have not played every WAD
  out there, so I think this is the first one to
  implement such a feature. There are a few wide-open
  areas suited especially for deathmatch play, and
  a preponderance of plasma rifles strewn about the
  level for quick rearming. Every room has at least
  one exit, including the lava pit outside (i.e.,
  there are no "traps," per se).

  If you enjoy this WAD, please email me and let me
  know what you liked about it, and also where you
  found this file (I'm curious to see how far its
  range grows). If you don't like this WAD, don't
  bother telling me, as I daresay I shan't have much
  time in grad school to fool around with level
  creation and fix what you thought I should have
  done.  Finally, if you're a student at Colorado
  State, please look me up when I get there - I've
  never been to Colorado and I'd like some fellow
  Doomers to show me around! 

Additional Credits to   : The knowledgeable chaps who frequent the Doom-
  editors' mailing list (<email removed>);
  Matt Tagliaferri, who is both author of DoomCAD
  and is the (second) biggest Cleveland Indian fan
  around. Started that Jacob's Field WAD yet, Matt?

* Play Information *

Episode and Level #     : E2M1
Single Player           : Yes
Cooperative 2-4 Player  : Yes (not tested)
Deathmatch 2-4 Player   : Yes (not tested)
Difficulty Settings     : Fully implemented, including network objects
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : New level from scratch

Editor(s) used          : DoomCAD 4.3 for all of the construction
  (that cut-and-paste template is invaluable).
  DoomED 2.60b for the texture previewer.
  BSP12x for node building.

Development Time        : Three weeks, averaging about five hours per day.
  This included learning the editor and re-
  constructing sections that failed integrity

Known Bugs              : Some of the monsters get "stuck" in doorways:
  they'll just walk into the doorjamb instead
  of coming after you. This is not all that
  common an occurrence, but it's darn annoying
  when it does happen.

* Copyright / Permissions *

Authors MAY use this level as a base to build additional levels
provided you include both my name and the name of this WAD in
the description or credits section of your own WAD.

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

* Where to get this WAD *

FTP sites:

BBS numbers: None

Other: None

* This is not a misspelling of "diverse." Both divers and sundry are
synonyms for "various." Jack London uses the former term a good deal in
his works, so I have incorporated it into mine. My writing tends more
towards the pedantic than the pedestrian, a trait neither common nor
warranted in computer scientists.


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