(See below)

Satan's Workshop v1.3f
229.5 KB
WAD Type
Title                   : Satan's Workshop v1.3f
Filename                : SATANV13.WAD
Author                  : Brian English aka "Captain Camshaft"
Email Address           : <email removed>
Misc. Author Info       : Most Proximate Uncle to Connor Philip English

Description             : (See below)

Additional Credits to   : The crew at id, natch...
                          Jeff 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
                          Antony Burden for DETH

* 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                    : Modified v1.2 (STNSWRKS.WAD)
Editor(s) used          : DoomCAD v5.1, IDBSP v1.1 beta (V1.1)
                          Updated with DETH v3.90, v3.92 and ZenNode v0.98a
Known Bugs              : None.  
Upgrade Time            : Minimal.

* Copyright / Permissions *

Authors MAY NOT use this level as a base to build additional

(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:

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...

 Version 1.2 notes:

 1. Thanks to ZenNode, the file size is a little smaller.
 2. Two sectors outside were combined into one.
 3. The secret passage from the warehouse to the CyberDemon pit has had
    its textures aligned, thanks to DETH.
 4. The textures were also cleaned up a little in one of the labs.
 5. The EXIT sign in the techlab is now lit up.
 6. A couple torch-bearing sectors are now lit up.  One sector was added to
    the green hallway near the warehouse.
 7. By popular request, I (reluctantly) made a few of the secret doors easier
    to find.  I still think if they're too obvious, they're not secret doors!
 8. The "path" to the yellow key is now a little more obvious...

 Version 1.3 notes: (Unreleased beta version)

 1. Improved the sunlight/shadow effect in the main entrance room. (Not the
    room where you start the level, but the facility's main entrance. You
    came in through an unused doorway, remember?) No more shining wall above
    and below the window where you can see the lovely BFG 9000.

 2. Recessed a few computer wall panels because I got tired of how they were
    flush with the walls.  Required narrowing the window slightly in the
    control room off the warehouse.  The first room under the skylight looks
    much better now, in my opinion.

 Version 1.3f notes: ("f" means FINAL!)

 1. Combined some sectors where I improved the sunlight/shadow effect.
 2. Moved the radiation suit.  Caused a slight change in my chosen path
    through the level. :)
 3. One cacodemon in the dungeon no longer appears in easy mode.
 4. Revised the room with the switch to the door to the green hallway.  Looks
    a little more purposeful now.
 5. Those of you that found it will have to find a new way into the super-
    secret room.  You know the one I'm talking about. :)
 6. A couple minor cosmetic changes were made.  Some were not, for they would
    have turned into a project.

 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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