This is my first serious(?) WAD. It started a long time ago (1998), when I decided to make something more serious than TsotsoFX (Which got a rather...
================================================================ Title : Real Filename : Real.wad Date Completed: 22/02/2005 Author : Michael "Optimus" Kargas Email Address : <email removed> Misc. Author Info : http://optimus.demoscene.gr Description : This is my first serious(?) WAD. It started a long time ago (1998), when I decided to make something more serious than TsotsoFX (Which got a rather "funny" review at doomworld ;) I started with Deu, with a theme of a base inside a rocks and caves, the player starting from a cave with dead human bodies and destroyed walls. Then I had to remove some ugly detail which also caused a visplane error and much later I continued the project with Doom Builder. Well, now this thing doesn't even load with the old engine of Doom, however I use Zdoom anymore, so I didn't even bothered to search what it is. The level ended preety weird, some areas are full of monsters, some random rooms here and there (Like I was bored and wanted to finish with this WAD fast, designed some boring empty rooms and filled it with monsters ;P). It doesn't have any consistent theme anymore as I originally planned.. But there are some preety nice stuff that you should check. First, there are many diferrent ways to go through the level (non linear). There are two diferrent ways to get the secrets at the two pillars near the beginning. Areas are connected via many diferrent ways, many walls at some caves must be shot to reveal new secrets (might be kinda annoying for someone to search I think now, but search for jagged walls) There are few nice rooms I love (like the big sea, harbor with pillars, final areas (with a dighole in the end and the sign of Epsilon Team to end the level (What an absurd idea I had ;P))) And especially the mighty easter egg!!! Search for the rocks near the sea and you will open a place where I used some additional graphics and a scrolling set of 1 length linedefs to produce the effect of moving sinus rasterbars (like in the old C64 and Amiga demos) plus two scrollers in parallax. I have more ideas for some tricky stuff with new gfx and scrolling textures for the future.. That was long. I am used to writting bigger texts than the usual ;P p.s. And not to forget. In the very beginning you have to shoot the rocky wall near the one barrel to go on.. (Might be annoying with those shooting walls, not gonna do it again ;) ================================================================ * Play Information * Game : ULTIMATE DOOM (I think, because I use the Sky4 texture near the end for no apparent reason ;P) Episode and Level # : E3M1 (Because I like the music) Single Player : Yes Cooperative 2-4 Player : Mmm. (I think I put the player 2/3/4 objects, but I have never tried.. Deathmatch 2-4 Player : Mmm.. ..mostly interested in creating single players maps) Difficulty Settings : Yes (512 monsters for ITYTD, 768 for HMP and 1024 for UV. I wanted to have round numbers ;) New Sounds : No New Graphics : Yes (For the easter egg surprise!) New Music : No Demos Replaced : None * Construction * Base : An old project abandoned at 1998, continued and finished in 2004-2005 Editor(s) used : At the beginning Deu, then DoomBuilder and Bsp-w32, plus Wacker for gfx Build Time: A long time ago during 1998 and later from December 2004 to February 2005 Known Bugs : It wont work with the old engine of Doom. Level kinda weird with too much data, so I don't know if it will bug with other ports or not.. * Copyright / Permissions * Authors MAY use the maps in this wad as a base for additional maps. 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. * Where to get this WAD * FTP sites: none BBS numbers: none Other: http://optimus.demoscene.gr