Dream House
Filenames
dremhous.wad
Size
1.00 MB
MD5
26822f3089d838eae4ac10bdfc278389
SHA-1
0dee5f0f45acf7231c1c67fc58537e63f2a3cd4f
SHA-256
b8ffcea265e7e4c6e4c8f35d5648825a918fc5aeee6a7afe34ee18d344a641d9
WAD Type
PWAD
IWAD
Doom II
Engines
Doom, Doom II
Lumps
155
Maps
MAP01, MAP02, MAP03, MAP04
Download
Read Me
=========================================================================== Archive Maintainer : Update to : pub/idgames/levels/doom2/d-f Advanced engine needed : None. Works with plain vanilla DOOM 2 v1.9. Primary purpose : Single =========================================================================== Title : Dream House Filename : DREMHOUS.WAD Release date : 06 december 2002 Author : Sean Bernard Email Address : [email protected] Other Files By Author : KINGOFP.WAD, LETITROL.WAD Misc. Author Info : The Meek shall NOT inherit the Earth. And that is a good thing, because if we ever did, we would insist that the rest of you leave. Description : The year is 1979. You have been hired by an architect to clean out mutants that have infested a house he has just finished. The architect has provided you with blueprints for all three floors and the basement. Detailed description below. Additional Credits to : id =========================================================================== * What is included * New levels : Four Sounds : Yes, just one. Music : No. Play something on your stereo. Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : No Other files required : None * Play Information * Game : DOOM 2 Map # : MAP01, MAP02, MAP03, MAP04 Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : Difficulty Settings : Not implemented * Construction * Base : New from scratch Build Time : Approximately 96 hours (non-continuous) Editor(s) used : DEU for DOOM 2, DEUTEX v3.6, Autodesk Animator, ColorView v2.1 for DOS, Creative WaveStudio Known Bugs : Of course not. I would not release something if I knew it had bugs. May Not Run With... : This WAD was only tested with DOOM 2 v1.9. * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. This WAD is my own original creation. 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. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors * Detailed Description * Many years ago when I was in high school, my friends and I would while away boring classroom time sketching floor plans of "dream houses" - houses we hoped we would someday build and live in. The houses were to be as luxurious as we could imagine, and money was no object. I came across some of these long-forgotten sketches recently and I found them quite amusing. Apparently I was not able to imagine as much luxury then as I can today. I also see quite a few oversights and design flaws. For instance, I find the lack of windows on the third floor curious, and I seem to have put very little thought into how the weight of the upper floors would be supported or how plumbing would be routed. However, my goal in building this WAD was to remain true to my original design. I resisted the urge to correct and improve, and built the WAD from the sketch as it is, quirks and all. I did get a few things right. For instance, there are no children's rooms, and as an adult I still have no interest in having children. The house has no less than THREE bars, one of them in the master bedroom; I correctly foresaw my predilection for alcohol consumption. The Atari 2600 game console dominates one room. In 1979 video games were something you were expected to outgrow; here we are 23 years later and all that has changed is that I have traded 'Defender' for DOOM. There is a bit of overlap between the maps; for instance, when you are standing on a balconey looking down, the area under the balconey is located on a different map. I have used the texture BLAKWAL1 to represent areas that were accessed or will be accessible on a different map.