Time to Die!
This is a HUGE, three-key level designed mostly for solo and co-op play. Death Match is supported, but I would stay behind the yellow key boundary ...
======================================================= Title: Time to Die! Filename: TIME2DIE.WAD Author : Joseph J. Pecoraro Email Address: <email removed> Description: This is a HUGE, three-key level designed mostly for solo and co-op play. Death Match is supported, but I would stay behind the yellow key boundary so that play is restricted to a tighter, more circular traffic pattern area. This pwad started as an experiment in trying out the new DCK ver. 2.2 editor. It was so much fun to use I couldn't stop! This editor is so far superior to anything I have ever used that I was able to really let my creativity run free! I'm sure you will appreciate the architectural detail, light and shadow detail (check-out the sundial!) and the challenging tricks and traps. My favorite way to play is on difficulty level #3. ======================================================= * Play Information * Game: DOOM II Level: MAP01 [LEVEL 1] Single Player: Yes Cooperative 2-4 Player: Yes Deathmatch 2-4 Player: Yes Difficulty Settings: Yes - All * Construction * Base: New level from scratch Editor(s) used: Doom Construction Kit ver. 2.2 DoomCad ver. 5.1 External Node builder: WARM ver. 1.3 DCK was use for 99.9% of the editing, but I used DoomCad once to edit some sector LineDefs. The internal DCK node builder had some problems dealing with a few areas of the map. I was getting game crashes and screen freezes in some areas that I could not find any errors in. When I used WARM.EXE to build the nodes these problems disappeared. I built the map first, then went back and populated it with bad guys. I found that this is not a good idea, since line-of-sight calculations for the monsters really can slow down the game in some areas. I tried using a reject table rebuilder to speed it up, and it worked nicely, but I was not happy with the way distant monsters responded. I decided to leave it as-is. A Pentium class processor will have no problems, but if you want to speed it up try REJECT.EXE ver. 1.10 and set it for around 600-800. Known Bugs: There are two spots where I reached the game engine limit for lines in view (256+), and this will cause the player to see a "Hall of Mirrors" effect. The problem does not effect game play, and in one instance can only be seen if the player turns in an unlikely direction. In both these instances I left the problem alone, because repairing it would mean decimating some of the neatest VR spaces in the game. Additional Credits to: All design ideas are my own, except for the concept of slime falling down from pipes into flowing water. I first saw this in LCAVE1CB.WAD, (submitted for consideration in the T.N.T. project), by Christopher Buteau. He had the creative idea, but I think I implemented it in an better way. :-) * Copyright / Permissions * Authors MAY use this level as a base to build additional levels. A credit line in your information. file would be appreciated. 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: CDROM.COM Online Service: America OnLine BBS numbers: Crystal Palace BBS, 716-244-8217 * How to use this WAD * UnZip TIME2DIE.ZIP and put TIME2DIE.WAD into your DOOM2 sub-directory. At the DOS prompt type: DOOM2 -FILE TIME2DIE.WAD and press enter; select your difficulty level and begin. This WILL NOT permanently modify your game. It will only temporarily replace your level 1 with the Time to Die level. I recommend you set your gamma correction, (F11 key), to as low a setting as you're comfortable with to keep with the spirit of the level! Enjoy!