A sewage works in your hometown has fallen prey to the demons that invaded planet Earth. Having been parachuted into the heart of the complex, it i...

The Sewage Works (release 16)
1.48 MB
WAD Type
Title                   : The Sewage Works (release 16)
Filename                : WORKS.WAD
Release date            : 30 July 2014 (original: 3 March 2000)
Author                  : Christopher Bazley & John Tardrew
Email Address           : <email removed>
Misc. Author Info       : College students from Wimbledon. This map was
                          originally designed for deathmatch. Christopher
                          subsequently extended and retextured it, added
                          lighting effects, difficulty levels, some new
                          graphics, and published it on his web site. About
                          ten years later he dusted this map off again and
                          spent several months extensively revamping it.

Description             : A sewage works in your hometown has fallen prey
                          to the demons that invaded planet Earth. Having
                          been parachuted into the heart of the complex,
                          it is your job to clean up. There is a
                          disgusting odour in the air, and it isn't just
                          the smell of unprocessed sewage putrefying in
                          the sunshine.
                          If you beat the demonic invaders then you will
                          have to find your own way out. Local human
                          survivors say that the main entrance has been
                          barricaded or damaged; the old sewer tunnels are
                          perilous but may be your only alternative.

Additional Credits to   : Pascal vd Heiden (author of Doom Builder)
                          Anthony J. Burden & Simon Oke (authors of the
                          Doom Editor for Total Headcases)
                          Lee Noar (for the RISC OS port of DETH)
                          Eddie Edwards & R-Comp Interactive (for Acorn
                          Justin Fletcher (for Acorn Doom+ and DoomGFX)
                          Alex Macfarlane Smith (for DoomWAD application)
                          Id Software for creating Doom II
* What is included *

New levels              : 1
Sounds                  : No
Music                   : No
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : No
Other files required    : None

* Play Information *

Game                    : DOOM2
Map #                   : Map01
Single Player           : Designed for
Cooperative 2-4 Player  : Player starts only
Deathmatch 2-4 Player   : Designed for
Other game styles       : None
Difficulty Settings     : Yes

* Construction *

Base                    : New from scratch
Build Time              : An obscene, grotesque and incalculable length of
Editor(s) used          : Doom Builder
                          Deth v3.92 (RISC OS port v1.00)
                          DoomWAD v1.02
                          DoomGFX 1.02
                          DOOMFiler v1.09
                          Paint 1.84 (Acorn Computers)
                          Dazzle 1.11 (Silica Software)
Known Bugs              : I spent days (weeks?) redesigning this map to
                          make it compatible with vanilla Doom (no visplane
                          overflows etc.) before realising it is still
                          impossible to save games without overrunning an
                          internal buffer. That would be impossible to
                          solve without deleting half of the map. Another
                          reason to use a modern source port is that most
                          fix a bug where monsters get stuck in doorways
                          (and there are a lot of doorways in this map).
                          This level makes extensive use of linedefs with
                          the 'block sounds' flag set. Sound is supposed to
                          travel across one such linedef but not a second.
                          However, a bug in Acorn Doom+ means that sounds
                          travel no further than the first such linedef.
                          That prevents enemies in more distant sectors
                          from being alerted to the player's presence.
                          The map should still be possible to complete.
May Not Run With        : Vanilla Doom (see 'known bugs')
                          Chocolate Doom 1.7.0
Tested With             : Acorn Doom+ 2.03 (Eddie Edwards/Justin Fletcher)
                          Doom For ARM 1.11 (Jeffrey Doggett)
                          ZDoom 2.7.1

* Copyright / Permissions *

Authors may NOT use the contents of this file as a base for
modification or reuse.  Permissions have been obtained from original
authors for any of their resources modified or included in this file.

You MAY distribute this file, provided you include this text 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.  I have received permission from the original authors of any
modified or included content in this file to allow further distribution.

* Where to get the file that this text file describes *

The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors
Web sites: http://www.kingfishercorner.eu/
FTP sites:


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