Rienzi (release 6)
This is a very detailed map with a volcanic theme and several specifically-designed graphic elements. You must descend through caves and potholes to the inne...
Filenames
rienzi.wad
Size
1.08 MB
MD5
d665fedd9cff341fdc90f18f6aa947c2
SHA-1
121dc2b2e83bbc768e6b00a3722e01aebd353650
SHA-256
239b753570396cdee886c083dc0019ba858ce58177f44baf970d1458d2e288e4
WAD Type
PWAD
IWAD
Doom II
Engines
Unknown
Lumps
65
Maps
MAP01
Download
Read Me
================================================================ Title : Rienzi (release 6) Filename : RIENZI.WAD Author : Christopher Bazley Email Address : mailto:[email protected] Misc. Author Info : Male, 27 years old, British, software engineer. Description : This is a very detailed map with a volcanic theme and several specifically-designed graphic elements. You must descend through caves and potholes to the innermost sanctum of a cyberdemon before making your escape from the bowels of the earth via the crater of a volcano. The unlit areas are supposed to be dark! If they are not dark then please adjust your monitor and/or source port. The hostile environment can be almost as challenging as the minions bent upon your destruction: if something looks hot then it is probably painful to some extent! In most places falling into lava is fatal because there isn't anywhere suitable to climb out. There are also a couple of traps where you must act quickly to save yourself. I have tried to design the map so that gameplay isn't completely linear: there is no single correct order in which to explore, and more than one method of tackling the few set-piece encounters with powerful monsters. You won't always be in possession of the ideal weapon with which to fight an enemy - that would be too easy! Availability of ammunition is also limited, so you may have to wield a chainsaw on 'ultra-violence'. You don't actually have to kill the cyberdemon to reach the exit, but failure to do so would likely result in your dishonourable expulsion from the Society of Armed Volcanologist Exorcists (SAVE). My original inspiration came from an audio cassette adaptation of Jules Verne's classic tale 'Journey To The Centre of the Earth', which I enjoyed as a child. It featured Wagner's Rienzi overture as incidental music, from which this WAD got its name (rather than any direct link to the medieval Italian politician Cola di Rienzi). In several locations this map is more complex than typical of Id Software's original maps, and therefore the game may run jerkily on slower computers. If you are using a RISC OS machine then I recommend a StrongARM processor as the minimum specification. Additional Credits to : Anthony J. Burden & Simon Oke (for writing DETH). Marc Rousseau (for writing ZenNode). Lee Noar (for porting DETH to RISC OS). Eddie Edwards & R-Comp Interactive (for the RISC OS port of Doom, and for DOOMFS). Justin Fletcher (for Doom+, DoomGFX and ConvertDoom). Alex Macfarlane Smith (DoomWAD & DoomGFX front-end). Justin Fisher (from whom I stole some textures). Id Software for creating Doom in the first place. Pulp, Queen, John Williams and Wagner, for the music. Brooke Bond and H.P.Bulmer brewery for refreshment. ================================================================ * Play Information * Episode and Level # : Map 01 Single Player : Yes Cooperative 2-4 Player : Yes (untested) Deathmatch 2-4 Player : Yes (untested) Difficulty Settings : Yes New Sounds : No New Graphics : Yes New Music : No Demos Replaced : None * Construction * Base : New level from scratch. Build Time : An even more obscene, grotesque and incalculable length of time than the Sewage Works WAD; years of my life. I actually started it when I was at sixth form college! Just rebuilding the BSP node tree took about 15 minutes on my computer. Also, lots of new graphics needed creating. Editor(s) used : DETH v3.92 (RISC OS port v1.01) DoomWAD 1.05 DoomGFX 1.02 DOOMFS 1.11 Paint 1.84 (Acorn Computers) Dazzle 1.11 (Silica Software) Known Bugs : A few graphical glitches (typically a vertical column of pixels filled with unbounded floor/ceiling texture). Different nodes builders produce different errors; I got the best overall results from ZenNode with option -n2 ('Minimize BSP depth'). There is a bug in original DOS Doom with handling patch Sprites and Flats, where you had to replace EVERYTHING in order for Doom to work right. If you are afflicted by this bug (and you can be bothered) then you need to use Olivier Montanuy's DeuSF utility to merge the graphics in this PWAD file with those in your IWAD. * Copyright / Permissions * Some of the new textures are taken from Justin Fisher's Nemisis WAD (reportedly from a book/CD called 'Tricks of the Doom Guru's 2nd Edition'). If anyone seriously still cares about the copyright, contact me and I will remove them and create my own substitutes. This applies to SFLR6_4, SFLR6_1, DEM1_2, DEM1_1, FLAT2 (rotated), FLOOR1_7 (rotated), SFLR7_1 (rotated), SPINE3_1, RW47_3 (rotated) and RSKY1. I created the following textures by modifying Id Software's graphics from the Doom 2 IWAD file: HELL5_1 (flipped), HELL5_2 (flipped), WOLF12 (edited), WOLF5 (recoloured), WOLF3 (recoloured), SPINE4_1 (recoloured) and SFALL1-4 (recoloured). Authors may NOT use this level as a base to build additional levels. 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: None BBS numbers: None Other: http://www.kingfishercorner.eu/
=========================================================================== Title : Rienzi (release 6) Filename : RIENZI.WAD Release date : 27th November 2011 (original: 17th April 2009) Author : Christopher Bazley Email Address : [email protected] Other Files By Author : FISH.WAD WORKS.WAD CASTLE3.WAD IWEIRD.WAD Misc. Author Info : Male, 27 years old, British, software engineer. Description : This is a very detailed map with a volcanic theme and several specifically-designed graphic elements. You must descend through caves and potholes to the innermost sanctum of a cyberdemon before making your escape from the bowels of the earth via the crater of a volcano. The unlit areas are supposed to be dark! If they are not dark then please adjust your monitor and/or source port. You don't actually have to kill the cyberdemon to reach the exit, but failure to do so would likely result in your dishonourable expulsion from the Society of Armed Volcanologist Exorcists (SAVE). Additional Credits to : Anthony J. Burden & Simon Oke (for writing DETH). Marc Rousseau (for writing ZenNode). Lee Noar (for porting DETH to RISC OS). Eddie Edwards & R-Comp Interactive (for the RISC OS port of Doom, and for DOOMFS). Justin Fletcher (for Doom+, DoomGFX and ConvertDoom). Alex Macfarlane Smith (DoomWAD & DoomGFX front-end). Justin Fisher (from whom I stole some textures). Id Software for creating Doom in the first place. Pulp, Queen, John Williams and Wagner, for the music. Brooke Bond and H.P.Bulmer brewery for refreshment. =========================================================================== * 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 : Player starts only Other game styles : None Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : An even more obscene, grotesque and incalculable length of time than the Sewage Works WAD; years of my life. I actually started it when I was at sixth form college! Just rebuilding the BSP node tree took about 15 minutes on my computer. Also, lots of new graphics needed creating. Editor(s) used : DETH v3.92 (RISC OS port v1.01) DoomWAD 1.05 DoomGFX 1.02 DOOMFS 1.11 Paint 1.84 (Acorn Computers) Dazzle 1.11 (Silica Software) Known Bugs : A few slime trails. Different nodes builders produce different errors; I got the best overall results from ZenNode with option -n2 ('Minimize BSP depth'). Requires a source port of Doom that removes the internal limit that causes visplane overflows and can patch sprites/flats. 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 * Some of the new textures are taken from Justin Fisher's Nemisis WAD (reportedly from a book/CD called 'Tricks of the Doom Guru's 2nd Edition'). If anyone seriously still cares about the copyright, contact me and I will remove them and create my own substitutes. This applies to SFLR6_4, SFLR6_1, DEM1_2, DEM1_1, FLAT2 (rotated), FLOOR1_7 (rotated), SFLR7_1 (rotated), SPINE3_1, RW47_3 (rotated) and RSKY1. I created the following textures by modifying Id Software's graphics from the Doom 2 IWAD file: HELL5_1 (flipped), HELL5_2 (flipped), WOLF12 (edited), WOLF5 (recoloured), WOLF3 (recoloured), SPINE4_1 (recoloured) and SFALL1-4 (recoloured). Authors may NOT use the contents of this file as a base for modification or reuse. 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.gamers.org/pub/idgames/ and mirrors Web sites: http://www.kingfishercorner.eu/ FTP sites: The hostile environment can be almost as challenging as the minions bent upon your destruction: if something looks hot then it is probably painful to some extent! In most places falling into lava is fatal because there isn't anywhere suitable to climb out. There are also a couple of traps where you must act quickly to save yourself. I have tried to design the map so that gameplay isn't completely linear: there is no single correct order in which to explore, and more than one method of tackling the few set-piece encounters with powerful monsters. You won't always be in possession of the ideal weapon with which to fight an enemy - that would be too easy! Availability of ammunition is also limited, so you may have to wield a chainsaw on 'ultra-violence'. My original inspiration came from an audio cassette adaptation of Jules Verne's classic tale 'Journey To The Centre of the Earth', which I enjoyed as a child. It featured Wagner's Rienzi overture as incidental music, from which this WAD got its name (rather than any direct link to the medieval Italian politician Cola di Rienzi). In several locations this map is more complex than typical of Id Software's original maps, and therefore the game may run jerkily on slower computers. If you are using a RISC OS machine then I recommend a StrongARM processor as the minimum specification.
=========================================================================== Title : Rienzi (release 6) Filename : RIENZI.WAD Release date : 27th November 2011 (original: 17th April 2009) Author : Christopher Bazley Email Address : [email protected] Other Files By Author : FISH.WAD WORKS.WAD CASTLE3.WAD IWEIRD.WAD Misc. Author Info : Male, 27 years old, British, software engineer. Description : This is a very detailed map with a volcanic theme and several specifically-designed graphic elements. You must descend through caves and potholes to the innermost sanctum of a cyberdemon before making your escape from the bowels of the earth via the crater of a volcano. The unlit areas are supposed to be dark! If they are not dark then please adjust your monitor and/or source port. You don't actually have to kill the cyberdemon to reach the exit, but failure to do so would likely result in your dishonourable expulsion from the Society of Armed Volcanologist Exorcists (SAVE). Additional Credits to : Anthony J. Burden & Simon Oke (for writing DETH). Marc Rousseau (for writing ZenNode). Lee Noar (for porting DETH to RISC OS). Eddie Edwards & R-Comp Interactive (for the RISC OS port of Doom, and for DOOMFS). Justin Fletcher (for Doom+, DoomGFX and ConvertDoom). Alex Macfarlane Smith (DoomWAD & DoomGFX front-end). Justin Fisher (from whom I stole some textures). Id Software for creating Doom in the first place. Pulp, Queen, John Williams and Wagner, for the music. Brooke Bond and H.P.Bulmer brewery for refreshment. =========================================================================== * 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 : Player starts only Other game styles : None Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : An even more obscene, grotesque and incalculable length of time than the Sewage Works WAD; years of my life. I actually started it when I was at sixth form college! Just rebuilding the BSP node tree took about 15 minutes on my computer. Also, lots of new graphics needed creating. Editor(s) used : DETH v3.92 (RISC OS port v1.01) DoomWAD 1.05 DoomGFX 1.02 DOOMFS 1.11 Paint 1.84 (Acorn Computers) Dazzle 1.11 (Silica Software) Known Bugs : A few slime trails. Different nodes builders produce different errors; I got the best overall results from ZenNode with option -n2 ('Minimize BSP depth'). Requires a source port of Doom that removes the internal limit that causes visplane overflows and can patch sprites/flats. 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 * Some of the new textures are taken from Justin Fisher's Nemisis WAD (reportedly from a book/CD called 'Tricks of the Doom Guru's 2nd Edition'). If anyone seriously still cares about the copyright, contact me and I will remove them and create my own substitutes. This applies to SFLR6_4, SFLR6_1, DEM1_2, DEM1_1, FLAT2 (rotated), FLOOR1_7 (rotated), SFLR7_1 (rotated), SPINE3_1, RW47_3 (rotated) and RSKY1. I created the following textures by modifying Id Software's graphics from the Doom 2 IWAD file: HELL5_1 (flipped), HELL5_2 (flipped), WOLF12 (edited), WOLF5 (recoloured), WOLF3 (recoloured), SPINE4_1 (recoloured) and SFALL1-4 (recoloured). Authors may NOT use the contents of this file as a base for modification or reuse. 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.gamers.org/pub/idgames/ and mirrors Web sites: http://www.kingfishercorner.eu/ FTP sites: The hostile environment can be almost as challenging as the minions bent upon your destruction: if something looks hot then it is probably painful to some extent! In most places falling into lava is fatal because there isn't anywhere suitable to climb out. There are also a couple of traps where you must act quickly to save yourself. I have tried to design the map so that gameplay isn't completely linear: there is no single correct order in which to explore, and more than one method of tackling the few set-piece encounters with powerful monsters. You won't always be in possession of the ideal weapon with which to fight an enemy - that would be too easy! Availability of ammunition is also limited, so you may have to wield a chainsaw on 'ultra-violence'. My original inspiration came from an audio cassette adaptation of Jules Verne's classic tale 'Journey To The Centre of the Earth', which I enjoyed as a child. It featured Wagner's Rienzi overture as incidental music, from which this WAD got its name (rather than any direct link to the medieval Italian politician Cola di Rienzi). In several locations this map is more complex than typical of Id Software's original maps, and therefore the game may run jerkily on slower computers. If you are using a RISC OS machine then I recommend a StrongARM processor as the minimum specification.