floor

floor

floor - floor.wad (Doom II) is a PWAD featuring 1 map (MAP01)

Filenames
floor.wad
Size
112.38 KB
MD5
4bd84ca4cb7b2c94364ec2a0d047ac12
SHA-1
a17a244c29c1a43895bf77a04750faa0c2be49a1
SHA-256
0e1a8e3263c68b86121ddb434b565b2ef1a797bf031ceff8ac02fe048dc78583
WAD Type
PWAD
IWAD
Doom II
Engines
Doom II
Lumps
18
Maps
MAP01

Incorrect? Suggest a correction.

Read Me

================================================================
Title                   : floor
Filename                : floor.wad
Author                  : Alexander Prack
Email Address           : [email protected]
Additional Credits to   : iD Soft as always
================================================================

* Description *

This WAD is "living" proof that two commonly believed 'facts'
about flats and sounds are just not true.

- flats don't or at least don't always need merging. The
  unofficial Doom Specs claim that "replacement and/or new-name flats don't
  work right from pwad files unless they are all in the same wad."
  The WinTex help file has to say the following about flats:
    "You can request to use F_END instead of FF_END. Click on menu 
     Guru | Use F_END. Do this only if you don't redefine any flat. If 
     you use a name that already exist in the main WAD and use F_END, 
     the game will not start. This is because of a bug in DOOM2."
  Obviously, there has to be some basis for these statements but
  at least in this form they're not true.
  This WAD contains one new flat and three flats that have
  different graphics but the same name as some of Doom's original
  floors. The included level uses all four of these flats as well
  as one of the entries in the DOOM2.WAD, thereby proving that
  both of the above statetments are wrong.

- Concerning sound entries, V 1.666 of Matt Fell's Unofficial Doom Specs
  explains:
    "Each sample is a single byte, since they are 8-bit samples. The
     maximum number of samples is 65535, so at 11 KHz, a little less than
     6 seconds is the longest possible sound effect."
  This WAD contains a sound entry that is exactly 95327 bytes
  big and 8.65 seconds long. Doom will play it without any
  problems. I made it the DSNOWAY sound, so to hear it, stand in
  front of a wall and press space. In fact, the only thing
  limiting the length of sounds in Doom I ever encountered was
  that every object can produce only one sound at a time. I. e.
  if you fire your gun while the sound is playing it will stop.
  There is even an interesting trick using this fact about the
  Doom Engine: When firing the BFG, stand in front of the wall
  and hit space immediately after your firing button. The
  starting sound from the BFG will be interrupted by your "OOF".
  If you're fast enough, you won't hear the BFG's sound at all.
  Neither will your enemy and since that "OOF" is a very
  inconspicuous sound, your chances of surprising him will
  greatly increase.

* Usage *
I hope that it is clear that you mustn't in any way 'merge' this
WAD to prove anything. Just type "DOOM2 -file floor.wad".

* Play Information *

Episode and Level #     : Level 01 on DOOM II
Single Player           : Yes
Cooperative 2-4 Player  : no
Deathmatch 2-4 Player   : no
Difficulty Settings     : Not implemented
New Sounds              : Yes
New Graphics            : Yes
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : New level from scratch
Editor(s) used          : WinTex,DETH
Known bugs              : None, I mean, that's the whole point!?!

Maps

MAP01

MAP01

Deathmatch Spawns
0
Co-op Spawns
1

Lumps

Name
SHA1
MD5
Size
MAP01
da39a3ee5e6b4b0d3255bfef95601890afd80709
d41d8cd98f00b204e9800998ecf8427e
0 bytes
THINGS
2d09885d98028a3be77e63ae3ed78b5d4a1d20e3
e90c1cb09199c8eadf0d45b792e61286
10 bytes
LINEDEFS
0e8d2cc1dbcccb423639631b301a6c55151963c5
ddcfe833c5b2283f29e8c45341d0759d
224 bytes
SIDEDEFS
6d401d07dbdb64ec317e843c41b779439496173b
394e63e34c88478cb5519a516a27730e
690 bytes
VERTEXES
3e80692382bc696581f059fc6b135d51a81fb100
36aa9d7357dae60ffcd06d987248f09d
48 bytes
SEGS
cb765b10225ea8ea234e17ccfdbbd169a6910863
a88050ca06543c3a796c8de201daca70
276 bytes
SSECTORS
664a594902b3ea5f7b705a352c055097ce625cfc
1a666a61f382d71ec54ed5663db47b9c
20 bytes
NODES
13976ab59f44ff6626923e965525852f585d223e
621ca3db951c7b6187b4037406ccce79
112 bytes
SECTORS
055e6c97437efbaa0fa0f68a65abb4a62d0081b5
7a57904b5fa0107b6a03d729c6eefc5b
130 bytes
REJECT
9069ca78e7450a285173431b3e52c5c25299e473
f1d3ff8443297732862df21dc4e57262
4 bytes
BLOCKMAP
807eada20dd4694ab858d135a948f232e293fadd
255382fc05ad8419c4e57bd36e6e6eef
96 bytes
FF_START
da39a3ee5e6b4b0d3255bfef95601890afd80709
d41d8cd98f00b204e9800998ecf8427e
0 bytes
FLOOR0_1
c2bfe473d7c8ea6fe920c2415cfd0e63e9e163a3
50ded870205822a5806a7f4b2f3f5d31
4.00 KB
FLOOR0_3
5a0675d57916fdfc473b4a25aa8e35460d4c80d1
3f7c35c6d07ba8e7491911feeeab7f0e
4.00 KB
FLOOR0_6
425c29842b6e379347653e5ab1476d629c4f5665
e2310c0f504f92b2ffd7c2c36ab8a605
4.00 KB
NEW
b9847a7e2428063564ef16204efb1d243d0f56e9
71336fc6c6d0e14012a1bdbc3ed9bb4e
4.00 KB
F_END
da39a3ee5e6b4b0d3255bfef95601890afd80709
d41d8cd98f00b204e9800998ecf8427e
0 bytes
DSNOWAY
d00143f7a1c4367cab5577a14cb576db29685a5c
9e640355c51eeb5359754a07d42ec355
93.09 KB