Chap Deathmatch ~ the first 10 levels
Just good ol' run around and collect stuff while blasting the snot out of a few good friends for ten maps. No cohesive theme ties these levels together at all.
Filenames
chapdm10.wad
Size
4.88 MB
MD5
522ca4a79a37d1b60790e04d56001104
SHA-1
384767168184403a869abf03553507417c938cad
SHA-256
e4cfdcae8f1770c66042f6a44f77c7c8d6d02ab3c42fd9da72b0b109c17eeeea
WAD Type
PWAD
IWAD
Doom II
Engines
Unknown
Lumps
232
Maps
MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP07, MAP08, MAP09, MAP10
Read Me
=========================================================================== ========================= ZDaemon Review form ============================= =========================================================================== Update to : none Primary purpose : Deathmatch!!!!! =========================================================================== Title : Chap Deathmatch ~ the first 10 levels Filename : chapdm10.wad Release date : 2011-12-19 Author : John Price -=[> Chap Software <]=- Email Address : yah; I'll put that right in there! Nice try. Other Files By Author : tons of garbage littering my hard drive Misc. Author Info : [PRFunky] (phineas in most deathmatches) Description : Just good ol' run around and collect stuff while blasting the snot out of a few good friends for ten maps. No cohesive theme ties these levels together at all. Additional Credits to : Daniel Richardson for use of his waterfall (WTRFALLn) textures Thanks to the ZDaemon crew for getting the lift bug fixed and releasing 1.08.08b before I had this file ready! Level Testers : DethZombie, Joel-B, Andy Fastow and Wes =========================================================================== * What is included * =========================================================================== New levels : 10 of 'em (MAP01-MAP10) Sounds : none Music : Well, it's all a ripoff. I'd rather not say where from. I mean, the tunes I did over in MIDI, don't bear enough resemblence to the original artists'. So, if somebody wants to sue me over the songs, then they'd have to admit that I did a decent job transposing them. I assure you, I did not. And if you want to sue me, YOU should be embarassed! Graphics : I cobbled together some custom textures and flats for these but only where needed. I preferred sticking with the stock id Doom II graphics. Dehacked/BEX Patch : what's that? Demos : " ditto " Other : ~~~~~~~~~ yawn.... Other files required : none, well OBVIOUSLY you'll need a Doom port! And having the doom2.wad file won't hurt either! * Play Information * Game : Doom II Map # : MAP01-MAP10 Single Player : I suppose, if you're really bored but there aren't any monsters to slay... Cooperative : like a trip to a virtual museum with a good friend Deathmatch : ABSO-fricken-SMURF-ly!! Team Deathmatch : team up like Prince Barin and Prince Vultan Capture the Flag : I don't DO this Other game styles : nope; just Doom-y Difficulty Settings : none implemented --- all right!! Now we're talking; I use these: DMFLAGS : 283840 DMFLAGS2 : 1179650 Fraglimit : 30 Timelimit : 8 Players : 8 (levels 8 & 9 scale up to 16 tho' ;-) ) Additional notes : I wouldn't disable jumping if I was going to run this on a server. Some of the levels actually REQUIRE the ability. * Construction * Base : just Doom II and some smatterings of my own Build Time : a lifetime.. but the better part of 7 months Editor(s) used : DoomBuilder primarily but some of my old prefab parts were actually originally drawn with DoomCAD! XWE for sorting, a sprinkle of DeepSea to get my custom graphics and music up, NeoPaint, The GIMP, Microsoft Paintbrush, Rogsoft's Notepad+, a little bit of lousy music work with Anvil Studio... Known Bugs : This release has been thoroughly tested with my faithful band of guinea pigs err... beta-testers. However, if you find something, please let me know by crabbing about it somewhere in the ZDaemon Forums May Not Run With... : the original Doom engine, Doom Legacy and anything else you can think of that doesn't support ZDoom in Hexen format wad files Tested With : ZDaemon 1.08.08a -- netplay-tested ZDaemon 1.08.08b ZDaemon 1.09 b23 ZDoom 2.0.63a -- NOT netplay-tested but primary map test tool during design DoomsDay, and... it CRASHES! So, I believe alot of the incompatibilities have more to do with the tools I'm using to save my wad files than anything particularly rule-breaking I'm doing. =========================================================================== * Copyright / Permissions * =========================================================================== Authors MAY use my custom textures and flats but may also write their own map rather than sticking a couple of new textures on my walls and calling my work theirs. Also; I'm NOT the author of the waterfall texture! All other textures and flats not made by me are actually (c) Copyright id Software. =========================================================================== CCC H H AA PPP SSS OO FFFF TTTTT W W AA RRR EEEE C H H A A P P S O O F T W W W A A R R E C HHHH A A PPP SS O O FFF T W W W A A RRR EEE C H H AAAA P S O O F T W W W AAAA R R E CCC H H A A P SSS OO F T W W A A R R EEEE ========================= www.chapsoftware.com ============================
=========================================================================== ========================= ZDaemon Review form ============================= =========================================================================== Update to : none Primary purpose : Deathmatch!!!!! =========================================================================== Title : Chap Deathmatch ~ the first 10 levels Filename : chapdm10.wad Release date : 2011-12-19 Author : John Price -=[> Chap Software <]=- Email Address : yah; I'll put that right in there! Nice try. Other Files By Author : tons of garbage littering my hard drive Misc. Author Info : [PRFunky] (phineas in most deathmatches) Description : Just good ol' run around and collect stuff while blasting the snot out of a few good friends for ten maps. No cohesive theme ties these levels together at all. Additional Credits to : Daniel Richardson for use of his waterfall (WTRFALLn) textures Thanks to the ZDaemon crew for getting the lift bug fixed and releasing 1.08.08b before I had this file ready! Level Testers : DethZombie, Joel-B, Andy Fastow and Wes =========================================================================== * What is included * =========================================================================== New levels : 10 of 'em (MAP01-MAP10) Sounds : none Music : Well, it's all a ripoff. I'd rather not say where from. I mean, the tunes I did over in MIDI, don't bear enough resemblence to the original artists'. So, if somebody wants to sue me over the songs, then they'd have to admit that I did a decent job transposing them. I assure you, I did not. And if you want to sue me, YOU should be embarassed! Graphics : I cobbled together some custom textures and flats for these but only where needed. I preferred sticking with the stock id Doom II graphics. Dehacked/BEX Patch : what's that? Demos : " ditto " Other : ~~~~~~~~~ yawn.... Other files required : none, well OBVIOUSLY you'll need a Doom port! And having the doom2.wad file won't hurt either! * Play Information * Game : Doom II Map # : MAP01-MAP10 Single Player : I suppose, if you're really bored but there aren't any monsters to slay... Cooperative : like a trip to a virtual museum with a good friend Deathmatch : ABSO-fricken-SMURF-ly!! Team Deathmatch : team up like Prince Barin and Prince Vultan Capture the Flag : I don't DO this Other game styles : nope; just Doom-y Difficulty Settings : none implemented --- all right!! Now we're talking; I use these: DMFLAGS : 283840 DMFLAGS2 : 1179650 Fraglimit : 30 Timelimit : 8 Players : 8 (levels 8 & 9 scale up to 16 tho' ;-) ) Additional notes : I wouldn't disable jumping if I was going to run this on a server. Some of the levels actually REQUIRE the ability. * Construction * Base : just Doom II and some smatterings of my own Build Time : a lifetime.. but the better part of 7 months Editor(s) used : DoomBuilder primarily but some of my old prefab parts were actually originally drawn with DoomCAD! XWE for sorting, a sprinkle of DeepSea to get my custom graphics and music up, NeoPaint, The GIMP, Microsoft Paintbrush, Rogsoft's Notepad+, a little bit of lousy music work with Anvil Studio... Known Bugs : This release has been thoroughly tested with my faithful band of guinea pigs err... beta-testers. However, if you find something, please let me know by crabbing about it somewhere in the ZDaemon Forums May Not Run With... : the original Doom engine, Doom Legacy and anything else you can think of that doesn't support ZDoom in Hexen format wad files Tested With : ZDaemon 1.08.08a -- netplay-tested ZDaemon 1.08.08b ZDaemon 1.09 b23 ZDoom 2.0.63a -- NOT netplay-tested but primary map test tool during design DoomsDay, and... it CRASHES! So, I believe alot of the incompatibilities have more to do with the tools I'm using to save my wad files than anything particularly rule-breaking I'm doing. =========================================================================== * Copyright / Permissions * =========================================================================== Authors MAY use my custom textures and flats but may also write their own map rather than sticking a couple of new textures on my walls and calling my work theirs. Also; I'm NOT the author of the waterfall texture! All other textures and flats not made by me are actually (c) Copyright id Software. =========================================================================== CCC H H AA PPP SSS OO FFFF TTTTT W W AA RRR EEEE C H H A A P P S O O F T W W W A A R R E C HHHH A A PPP SS O O FFF T W W W A A RRR EEE C H H AAAA P S O O F T W W W AAAA R R E CCC H H A A P SSS OO F T W W A A R R EEEE ========================= www.chapsoftware.com ============================