Temple of the Ancients

5-level hub, set in a variety of environments. You start in a command center, but explore medieval and techno-medieval areas as you uncover the sec...

Temple of the Ancients
5.67 MB
WAD Type
MAP10, MAP11, MAP12, MAP13, MAP14
**  NOTE: These levels require ZDooM v1.22.
**  Please read Gameplay.txt for information that will help you play

Title                   : Temple of the Ancients
Filename                : Temple.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
  Paranoia.wad, a 5-level military research installation using Half-Life
  textures, enemies, and sounds
  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-level hub, set in a variety of environments. You start in a command
  center, but explore medieval and techno-medieval areas as you uncover
  the secrets of the Temple of the Ancients.

  These levels extensively use Q3A textures, and a few Q1 & Q2 textures.
  They also feature cool new skies, and scripting. ZDooM features include
  translucency, laser barriers, underwater environments, true elevators,
  colored lighting, fog, slippery surfaces (ice), quakes, 3D bridges, etc.

Notes:  I take credit/flames for many of the runic signs. The original Q1Tex.wad
contained 32*32 signs. Using these in MS Paint, I edited the symbols to create
new, larger signs. The new animated water flats plus the additional ice/water
flat are all mine.

Additional Credits to   : Chris Pisarczyk AKA ChrisDragon (<email removed>) for his Quake3A
  textures in Q3afultx.wad, and weapon sprites in QDoom12.wad
  Derek MacDonald (<email removed>) for his Q1Tex.wad and 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
  Tomi Rajala for his innovative Hell Factory (hellfact.wad), which
  contains some cool scripts
  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 skypack3.wad, which contains fantastic skyscapes.
  Team TNT (http://www.teamtnt.com) for the tree sprite in their Retres.wad  
  Jonas Feragen (<email removed>) for his Christmas tree sprite in
  his excellent XMas Doom '99
  Randy Heit (zdoom.notgod.com) for his incredible source port
                          id Software for DooM, DooM2, Quake, Quake2, Q3A.


* Play Information *

Engine                  : DooM2, using ZDooM
Map Number              : MAP10-MAP14
Single Player           : Yes
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : Yes, many new textures, new weapons graphics, cool skies
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 skies -- DEEP 97
  Sprite & graphic editing -- MS Paint
Build time              : About 3 months (3-4 hours a day).
Known Bugs              : These aren't true bugs, but they are anomalies. When underwater (or
  under lava), the grate textures do not appear colored, as do the rest
  of the textures. This probably has something to do with them having
  transparent sections.
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

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Command Center (MAP10)

Command Center (MAP10)

DM Spawns
Co-op Spawns
Power Plant (MAP11)

Power Plant (MAP11)

DM Spawns
Co-op Spawns
Krakatoa (MAP12)

Krakatoa (MAP12)

DM Spawns
Co-op Spawns
Valhalla (MAP13)

Valhalla (MAP13)

DM Spawns
Co-op Spawns
Temple of the Ancients (MAP14)

Temple of the Ancients (MAP14)

DM Spawns
Co-op Spawns
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