Scimitar
20 shortish levels split into three episodes: Rear Entry, Knee Deep in the Sludge and Into the Blood<br><br> "The Source" - That's what they call it. No one ...
Filenames
scimitar.wad
Size
4.65 MB
MD5
48a45d0fb6d1c6ed43bad19485e3938e
SHA-1
d12511fcc04d9f10a858b0e4ec801dc9b9959888
SHA-256
6fb7f2b2683e11d51e9e47f21e0a53e0c8468a29a6eef97f0b84d4cf91fa3f4e
WAD Type
PWAD
IWAD
Doom II
Engines
Boom
Lumps
713
Maps
MAP32, MAP21, MAP01, MAP11, MAP08, MAP02, MAP03, MAP05, MAP07, MAP10, MAP09, MAP12, MAP13, MAP14, MAP15, MAP31, MAP16, MAP17, MAP18, MAP19, MAP20, MAP04, MAP06
Download
Read Me
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SCIMITAR
scimitar-readme.txt
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Contents
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1. Version Info
2. Play Info
2.1. Difficulty Levels
2.2. New Weapons
2.3. New Monsters
2.4. Maps and Continuity
2.5. Exit Signs
2.6. Demo Recording
3. Resource Licencing
3.1. Sounds
3.2. Patches
3.3. Flats
3.4. Sprites
4. Level Names and Par Times
5. Spoliers : Secrets
6. Spoliers : New Monsters
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1. Version Info
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Version : 1.0
Release Date : 25 Oct 2006
I would like to have tested, tweaked and tuned this up some more
before releasing it but owning to the fact that the 27th is my 30th
birthday, the 29th is when my wife is due to give birth to our 2nd
daughter and the 30th is the day we're due to move house before I
start a new job on the 13th Nov ... I've decided i dont have the
time to polish it up 100%
Some things I would like to have done:
Enlarge MAP17, adding a couple of caves and cuttings to explore
Spruce up MAP19's final battle, making it more arena-like
Rebuild MAP20, it was only a concept build and never got finished
Add the Scimitar as a pickup in some of the later levels
Test and fix up for Zdoom
I'd also like to have fully deathmatched up the levels, but if
anyone wants to release a lightly modified DM-only version then
go for it!
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2. Play Info
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2.1. Difficulty Levels
This is designed to be played on UV either through or with pistol
starts, the weapons you are handed are usually fairly wimpy and your
ammo and health are deliberatly tight.This is where the difficulty
comes from, if you treat each map one area at a time, bottlneck
the monsters and tread carefully you will fair much better than if
you dive straight in. If you prefer HR style gameplay then this may
not be your cup of tea.
The lower skill levels usually hand you a weapon at the start of
each map and/or have extra health pickups and the occasional missing
revenant or mancubus.
Finally it's worth noting that I've tested each map and survived
(albeit with saves) from a pistol start without using the Dagger,
Scimitar or any secrets... But of course I know where everything
is :-)
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2.2. New Weapons
Dagger : Replaces the fist : this can take down an imp in 1/2 blows
and a demon in 2/3 blows, the latter number being more likely.
Scimitar : Replaces chainsaw : this can take down a revenant in 3/4
blows and should have a higher kill rate than the beserk fists
Please accept my apologies for the half assed sprites and sounds
associated with these weapons, see above for explanation on time
limitation!
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2.3. New Monsters
Don't expect to be blown away by their originality, they're just
reworkings of the existing monsters and i honestly could not produce
a single sprite frame if someone was holding a gun to my head.
As it is I would like to have augmented weapons onto 2 of the new
monsters in particular, but some do have different walking and
action sounds to their brethren so listen carefully!
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2.4. Maps and Continuity
The maps are all fairly small, 17 and 19 are too short in my opinion
for where they fall in the wad but 18 i think is just right. 01
being the one where you only have a pistol with which to defend
yourself is by far the simplest, so dont be put off if you think
it's tiny.
Each map is designed to join on to the next, and areas of one map
are occasionally visible from the next. There are no teleport
exits so a continuous line can be traced from the start of the
first map to the last. However this is an illusion, and if you tried
to join them all together into a massive single map you'd have to
move bits around that mysteriously overlap.
Finally you may not have noticed this if i didnt point it out;
teleports are never used, by the player or monsters. This ethic,
combined with the need for continuity and strong episode themes
made the creative process quite difficult, but hopefully also
yielded strong results. My next project will be a lot flimsier!
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2.5. Exit Signs
Some people think exit signs suck, i agree that a bright red sign
in an otherwise atmospheric map isn't exactly realistic. but because
the map joins are seamless if i didn't have eixt signs then i'd get
a bunch of people complaining that they accidentally exited the map
before fully exploring it and killing everything. Obviously I could
stick a pointy exit arrow in the automap, but none of the maps are
so maze-like that i expect anyone to be looking at that much.
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2.6. Demo Recording
Nearly every map has at least one speed run trick built in, there
may also be more that I didn't think of. Some, however are only
theoretical and might not be possible in some (or all) ports.
Because of this pacifist may not be possible on all maps. The maps
are, with the exception of the arenas, mostly open and max runners
should have a few options as to what order to kill everything in.
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3. Resource Licencing
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The majority of the "new" resources in the wad are remixes of doom2
resources, so their usage is restricted to other doom2 iwad wads.
The exeptions to this are listed below
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3.1. Sounds
DSPEPAIN,DSPESIT
- created by myself, fully public domain
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3.2. Patches
CYCBRIK5, CYCBRIK3, CYCBRIK1, CLIFF_FA, CLIFF_F2, CLIFF_PL,
CLIFF_P2
- from http://astronomy.swin.edu.au/~pbourke/texture/
RSKY1, RSKY2
- Iori
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3.3. Flats
CYCWOOF1, CYCWOOF2, CYCLIFF, CYCCOBLS, CYCBRIK1, CYCBRIK2
- from http://astronomy.swin.edu.au/~pbourke/texture/
CYCROCF1, CYCROCK, CYCWTLE
- created by myself, fully public domain
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3.4. Sprites
Scimitar, Dagger
- created by myself, fully public domain
Orbs, Monsters
- Reworkings of Doom2 resources
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4. Level Names and Par Times
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This list is incomplete, because I forgot to finish it, the times
are also not all in the DEHACKED patch either, unfortunatley.
Par Name
EPISODE 1 : REAR ENTRY
01 1:00 First Contact
02 1:30 The Temple
03 2:00 The Acropolis
04 2:00 The Gardens
05 2:00 The Barracks
06 2:00 The White tower
EPISODE 2 : KNEE DEEP IN THE SLUDGE
07 3:00 Rats!
08 2:00 The Sewers
09 Sludgefalls
10 Daylight
11 Flood!
EPISODE 3 : INTO THE BLOOD
12 The Gatehouse
13 2:30 Dodge!
14 2:30 Duck!
15 2:30 Dive!
16 Foothills
17 The Chasm
18 Enter
19 Within
20 2:30 Blood!
21 THE END
31 2:30 Devious!
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5. Spoliers : Secrets
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I might have forgotten one or two!
02 The blue-key switch has another switch on it's rear
03 You can climb on the ruins
04 Behind the first marble plinth on the right
05 The yellow-key switch has another switch on it's rear
07 Behind one of the sludgefalls
08 There is a shootable switch near the red key
You can drop behind one of the grates
10 There is a shootable switch near the "crossover"
11 The switch has another switch on it's rear
15 Secret Exit: near where you first entered the gatehouse
16 The yellow switch can be switched twice
18 Behind one of the bloodfalls before the main arena
Behind the health potion
19 The first pillar on the left
In one of the Mancubus traps near the red key
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6. Spoliers : New Monsters
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Short list, just names the main differences to their originals
SSG trooper 80 health. fires super shotgun, drops SSG
demon slightly narrower than usual
spectre slightly narrower than usual
cacodemoness fires green slimeballs
baby cacodemon fires imp fireball, much faster than it's mum
red baron fires faster, deadlier, red slimeballs
arachno gunner 600 health. green eyes, chaingun
arachno rocketeer 700 health. red eyes, rocket launcher
mancubus ii red eyes, shoots straighter (KEENDIE Pointer)
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