(See below)

Satan's Workshop v1.1
240.51 KB
WAD Type
Title                   : Satan's Workshop v1.1
Filename                : STNSWRKS.WAD
Author                  : Brian English aka "Captain Camshaft"
Email Address           : <email removed>
Misc. Author Info       : Tall, dark, and harmless

Description             : (See below)

Additional Credits to   : The crew at id, natch...
                          Jeff "Perceptor" Naab
                          (for playtest & fragbait chores :) )
                          Hank Leukart for "The DOOM Hacker's Guide"
                          and the DOOM FAQ, or course...
                          Matt Fell for the DOOM Specs

* Play Information *

Game                    : DOOM II
Episode and Level #     : MAP14
Single Player           : Yes
Cooperative 2-4 Player  : Yes (untested for 3\4 players, however)
Deathmatch 2-4 Player   : Yes (lotsa DM/CO only items!)
Difficulty Settings     : Yes 
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : New level from scratch
Editor(s) used          : DoomCAD v5.1, IDBSP v1.1 beta
Known Bugs              : None; I fixed the "skylight imp apathy" bug
                          and removed an errant burning barrel that
                          blocked off a jail cell in net mode. Long story...
                          Also moved some trees and fixed a box of shells
                          that didn't show up at levels 1-3.
Time to Completion      : Several weeks; this is my first level, so LOTS
                          of testing and revamping along with a great deal
                          of repairing screw-ups... :-) Did I mention
                          designer's block? :-{

* Copyright / Permissions *

Authors MAY use this level as a base to build additional
If you make any modifications, please send me your new version. This is my
first real level, so any comments/suggestions would be appreciated, especially
if you make any modifications. BTW, if you do, please name it something else.

(One of the following)

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:

The Sanitorium BBS (716) 834-9033
Software Creations BBS (508) 368-7036 (9600-14.4k v.32bis)

Background Story:

        It has been several weeks since you defeated the aliens, and since
 then you have been spending your time searching through the ruins of your
 home city, looking for survivors, either alien or human. So far, all you
 have found is rubble and corpses. This changed when you came across one of
 UAC's biological/genetic research facilities located in a remote section
 of the city.

        Before the invasion, the facility made itself useful by genetically
 engineering plants and animals as part of a plan to increase the world's
 food supply, but contact was lost shortly after the invasion began, and it
 was believed destroyed. By the human-sounding screams and demon-like growls
 coming from it now, it's obvious that it's very much open for business-
 being used by the demons to continue their experiments- on humans.

        Filled with rage, you realize that there is no time to call for
 backup; the facility must be retaken before the monsters can use it to
 rebuild their decimated armies, or worse yet, to create new horrors.
 Drawing your pistol, you enter the facility through an unused doorway, hoping
 to take the monsters by surprise... clean out the facility, and then find the
 way out...

 Author's hints/tips/comments: (Spoiler warning!)

 1. Some of the computer terminals aren't just for show. :)
 2. On Ultra-violence mode, the CyberDemon can be avoided, as long as you
    stay off the grass...
 3. There *is* a way out of the outdoor slime pit if you get trapped inside.
 4. SAVE THE GAME before you try to pick up the yellow key.  Trust me. :)
 5. There is method to the amount/placement of monsters in the first room.
    On Ultra-Violence, it may be better to just tick 'em off and let them
    kill as many of each other as possible.
 6. In the room with all the crates, the lift sectors stand out thanks to
    the fact that they can only have one tag... which meant I couldn't tag
    the light switch to them, as well as have them do what they're supposed
    to... darn.
 7. You can tell I learned level editing while building this level, as many
    features are there solely because I wanted to try them out.


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