The NEW DOOM v1.0
HI!! after about 34 months of hard work and late nights up at the computer, our levels for THE NEW DOOM! are finally finished! We have named it THE NEW DOOM...
Filenames
1337.wad
Size
5.19 MB
MD5
7141b2247ae9e2528500d24a2868f9d4
SHA-1
420d7a326e4cfc368f92bdacf245a2521ffb6d66
SHA-256
bf1bb6d0cb54d78dfce492c2d45c60f57b09ee7d3dc38622186bf89da76b4ac2
WAD Type
PWAD
IWAD
Doom II
Engines
Doom, Doom II
Lumps
380
Maps
MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP08, MAP10, MAP11, MAP12, MAP14, MAP15, MAP19, MAP20, MAP21, MAP22, MAP23, MAP30, MAP16, MAP17, MAP18, MAP24, MAP31, MAP32, MAP25, MAP26, MAP27, MAP28, MAP13, MAP07, MAP09
Download
Read Me
Archive Maintainer : hi this is a reupload ive fixed my email address and 2 other problems, caus this didnt get uploaded last time. Update to : no Advanced engine needed : none Primary purpose : Single+Coop play / Deathmatch ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º The NEW DOOM v1.0 a 30-level MEGAWAD º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ Title: The NEW DOOM v1.0 a 30-level MEGWAD! map01-28 and 2 secrets Filename: 1337.WAD Authors: Ernie Stockham, Brian Davis & Others (See Below) E-MAIL address: [email protected] Misc. Author(s) info: lets not get personal, now **********Please E-MAIL me if you have any suggestions or comments.************ --------------------------------OUTLINE--------------------------------------- INTRODUCTION OUR PLEDGE TO GREAT LEVELS PLAY INFORMATION CONSTRUCTION Base Build Time Editors/Utilities Used Known Bugs COPYRIGHTS/PERMITS/OTHER POOP FILES INCLUDED WITH THIS REPLACEMENT THE STORY THE LEVELS Mission Info, Objectives, and Level info for each map. SECRET LEVEL SUPER SECRET LEVEL EPILOGUE WE WANT YOUR OPINION! SPECIAL THANKS UNSPECIAL THANKS OTHER LEVELS BY US LEVELS TO BE RELEASED ------------------------------INTRODUCTION------------------------------------ HI!! after about 34 months of hard work and late nights up at the computer, our levels for THE NEW DOOM! are finally finished! We have named it THE NEW DOOM because we replaced all of the OLD DOOM! We hope you like these levels, because I have had to get a thicker glasses perscription twice this year from all the late nights with no rest. Our grades have also dropped approximately two letters each class because of the work we put into this. Anyway, let's not use this whole thing for our personal live. On with the TEXT FILE!!! ------------------WHAT YOU GET WHEN YOU DOWNLOAD OUR LEVELS-------------------- We try to make our levels the best possible. we test each level over and over again to be sure that everything is perfect. wE try to give you the best and most challenging DOOM levels ever. Our levels are designed for all diff- iculties and offer the best challenge and editing around. we spend hours and hours perfecting these levels and trying to make them fun to play, too - Not like all those BS levels cluttering online boards all over the place, levels where you get every weapon in the first room and the second room is full of cyber-demons. We do my best to make the good, quality levels that are fun to play over and over again, while still providing a good challenge. We hope you like our levels and are please with your download. Good luck and happy DOOMing! d -----------------------------PLAY INFORMATION--------------------------------- Levels Replaced : MAP01 - MAP28 (and MAP31+32) Single Player : YES Co-op 2-4 Players : YES Deathmatch 2-4 Players : YES Difficulty Settings : YES New Sounds : A FEW New Graphics : HAROLD New Music : HELL NO! --------------------------------CONSTRUCTION---------------------------------- BASE: MAP01: Built from scratch MAP02: Built from scratch MAP03: Built from scratch MAP04: Built from scratch MAP05: Built from scratch MAP06: Built from scratch MAP07: Built frmo scratch MAP08: Built from scratch MAP09: Built from scratch MAP10: Built from scartch MAP11: Built from scratch MAP12: Built from scratch MAP13: Built from scartch MAP14: Built from scratch MAP15: Built from scratch MAP16: Buitl from scratch MAP17: Built from scratch MAP18: Built from scratch MAP19: Built from scratch MAP20: Built from scratch MAP21: Built from scratch MAP22: Built from scratch MAP23: Built from scratch BUT a tribute to E1M3 MAP24: Built from scratch MAP25: Biult from csratch MAP26: Built from scratch MAP27: Built from scratch MAP28: Built form scratch MAP31: Built from scartch MAP32: Built from scratch Build Time: 34 months Editors/Utilties Used: Waded 1.83B, Waded v1.88B, BSP Node Builder, Warm Node Builder, Graphic Workshop, Paintbrush, Paint for WIN95, Wintex 4.0, Wintex 4.2, Deep 97 (for finding the many overlapping vertices made by WADED), and WAD Author 32. Known Bugs: MAP01: walls show through space MAP02: ceiling is darker above organes MAP03: none MAP04: none MAP05: yes DEEPSEA messed up the SECTORS!!! jack VERMINulen owes us big!!!!! mail him jack@sbsoftware!!!! MAP06: none MAP07: none MAP08: none MAP09: none MAP10: none MAP11: none MAP12: some torches disapear, but this is because our tlevel is too much for doom to handle MAP13: none MAP14: none MAP15: some ceilings are wrong MAP16: none MAP17: none MAP18: none MAP19: DEEPSEA added crap to corners MAP20: cyberde,ons can be seen on pillers in brown building when door is down MAP21: game cannot save, again we have made a level that is simply too much for doom to handle MAP22: cyberdemons dont spread out the right way and the exit wall can see through the ceiling MAP23: none MAP24: map closes sometimes MAP25: none MAP26: none MAP27: none MAP28: none MAP31: none MAP32: HAROLD SUCKS ----------------------COPYRIGHTS/PERMITS/OTHER CRAP--------------------------- Authors MAY NOT, we repeat, MAY NOT!!!!! use these leves as a fundation for other levels - NORE may they modify them, edit them, or copy from them in any way, shape, or form. (We realize it may be hard not to, but don't copy anything *directly** out of these levels.) However, we would like it if you could upload this episode to every BBS and FTP you know of, PROVIDED that this text file, the DeHackEd patch (Not included yet), and the main batch file be inclu- ded with ABSOLUTELY NO CHANGES WHATSOEVER! We have no access to any BBS, and even if we did, we would have no clue as to whre to upload these, so we would like it if you would upload this to all the BBS's and DOOM BOARDS you know of with NO MODIFICATIONS to any files at all!!! (See "FILES INCLUDED WITH THIS REPLACEMENT" section below for all the files included.) -------------------FILES INCLUDED WITH THIS REPLACEMENT----------------------- 1337.WAD: A quite necessary file which contains the NEW DOOM game. 1337.TXT: What you're reading, dumbshoes!! 1337.BAT: Just type 1337 and you can start playing!!. --------------------------------THE STORY------------------------------------- Instead of tlling the story here, you will see it in the levels section (below) of this txt file. The story will be divided into two sections for each level: MISSION INFO, thats like of a summary of the last level, and the starting point of the level you will be entering. MISSION OBJECTIVES tell what you should do / look for while exploring the level you will be facing. It would be a god idea to print this text file so you can read the story behind the levels as you progress through them. If, for some reason you can't print this file, stop to view it every 5 or 10 levels, or at the intermission screens. --------------------------------THE LEVELS------------------------------------ MAP01: Mars Base MISSION INFO: Your Military Outpost has recieved word of a an alien invasion on the mars Base. Your Missions Commander believes that this base is possibly manufac- turing dangerous unknown items and monsters. You have been chosen to investigate this base, and to find out what is going on. MISSION OBJECTIVES: You are to enter the base through the hidden tunnel, find out what is going on inside, and report back to the tunnel, where you will be picked up by an allied helicopter. PAR: 0:30 Level idea: Brian Davis Level design: Brian Davis Level creation: Brian Davis MAP02: Inside The Commander MISSION INFO: That was no normal secret base! The people were genetical engineers who were creating human clones. But what the heck are these giant, brown, spikey creatures who are throwing flaming mucus balls at you? They couldn't have been a genetic accident! Before you have time to think, you find a teleport that shriinks you and puts you inside the near-dead base commander. Looks like you've ended up inside him. Now you are faced with more MINIATURE IMPS. Your radio was lost in the flowing waters, and you have no way to report back to base. MISSION OBJECTIVES: KILL ALL THE MICRO IMPS IN THE BASE COMMANDER BEFORE THEY CAN TEAR HIM APART FROM THE INSIDE!! PAR: 1:25 Level idea: Ernie Stockham Level design: Ernie Stockham Level creation: Ernie Stockham MAP03: Cockenballs MISSION INFO: Judging by the stomach, heart and intestines, the commander HAD human inhabitants. Now that you cleared out him of the mutant monsters, you find that the only exit is down some more. Entering his crotch, you have to run out the back end to get out of his body! EWWWW!. As you near the crotch, you hear heavy breathing, but see nothing. You decide to jump in, and find yourself under attack, natzis harvested in his nuts. You begin to wonder what the heck is going on here. Spiny, furry, brown creatures, zombie's with pistols and shotguns, and now SS NATZIS in the commander!? You decide, as any dumb jerk with an IQ of 2.5 would guess, that something more than genetic engineering is going on around here. But now you have no time to think. The flow of fluids pulls you in and you're forced to go battle mode! Did the experiments get out of control? Were there even exp- eriments in the first place??? MISSION OBJECTIVES: Find your way out of the commander and hope- fully back to the base. Destroy all of these commander's balls's inhabitants, and spare anyone who might be a hostage. Also, try to find any signs of humans having inhabited this place before the monster invasion. Also, see the symbolizm of the use of Natzis :) PAR: 0:30 Level idea: Brian Davis Level design: Brian Davis Level creation: Brian Davis MAP04: The Rocket Launcher MISSION NFO: Now you are certain that this is no genetic experiment gone haywire. Having confronted the hellish minotaur-like creatures, and the large, floating, one-eyed heads, you know that this is definately an organized invasion of possible hell-spawn. But where did they come from, and who or WHAT is "in charge" of this invasion? You have a strong will to find out, which is good because you're going to need it to get through this rocket laucnher you've landed in which seems to be full of some things you've never seen before except once. MISSION OBJECTIVES: There are too many monsters to think straight. Just kill everything that moves, or you might find yourself in the same position and state of being as the base operators at the Mars Base. PAR: 1:00 Level idea: Brian Davis Level design: Brian Davis Level creation: Brian Davis MAP05: Blasphemous Abomination of the Pentigram MISSION INFO: That does it! Now having come face-to-face with a hundred humongous brown things with missle arms was just too much! Not to mention even more of those ghosts and demon-like creatures. This is no little invasion, these monsters seem set to dominate the world! What baddies could come next? Now, it seems that things have been getting worse and worse since the first brown spikey in the commander, and you have no idea when things will cease to get worse. You thought it was a nightmare when you first met the spikey's in the commander, and now there are fat chinese chaingunners, ... and you are the only one who knows anything about the whole invasion. If you fail to get out of this mess of hidden bases and outposts with the informa- tion you have collected, who knows what may happen? World domination by monsters from another dimension? Anything is possible... You find a resizer and get blown back to normal size, but it seems that you have ended up in a PENTIGRAM!! A pentigram of Satan hidden underground in the tunnels by the cliffs? Is that who is leading this invasion? If so, all is lost, whether you die or not. And those leaderss!!! Huge! Had to have taken at least 50 rockets to kill! Now the possibilities seem endless as to what may be next. Possibly a Godzilla-sized creature? How many more towering, rocket- launching beasts were there? Possibly as many as there are zombies?You are immediately faced by teh chinese dudes and anotehr big brown thing. Not much after some of those last encounters... MISSION OBJECTIVES: Search through the pentigram to find how to get into the middle, and onto the highway leading back to town, where you can report your story to the Marine Outpost, and get an organized attack going on these hell-spawn. PAR: 1:00 Level idea: Ernie Stockham Level design: Ernie Stockham Level creation: Ernie Stockham MAP06: The Computer Station MISSION INFO: You thought you'd seen it all when you encountered the minotaurs, but now something new and more horrible manifested itselfright before your very own eyes. A cousin of the brown thing, a giant brown FAT THING WITH TWO ARM MISSLES. And as if that wasn't bad enough, a flaming alien-like creature showed up in open out of shafts and almost started you on fire each time. But that wasn't all, they also had the powers to RAISE THE DEAD!!! Their power seemed limitless, and they were no sinch to kill either. Now that these invaders had a limitless supply of flying, flaming skulls and the ability to ressurect any dead member of the invasion, what could possibly be done to stop these monsters from ruling the earth, and maybe even the universe? To make things worse, the exit switch did not take you up to the main highway, but to what seemed to be a 10-mile long underground tunnel which led to another base, which was evacuated and closed due to the large amounts of toxic waste it was producing. Now surrounded by these wastes, only a few ledges remain outside the building that can possib- ly lead to an exit out of the giant toxic pits. MISSION OBJECTIVES: Don't fall into the toxic pits inside the building!!! If that happens, all information of this invasion would be lost forever. That is, until they decide they are powerful enough to take on earth by suprise. PAR: 1:30 Level idea: Dev Level design: Dev Level creation: Dev MAP07: Gateway To Suburbia MISSION INFO: A spider! No, not a spider. A giant brain on a mechanical spider shaped set of legs. Was this the invasion leader? Somehow, this beast didn't suprise you. It was almost as if you expected it. Now, thinking back to your first encounter with the spikey's, and now meeting this giant spider, you wouldn't be scared if Satan himself was just around the corner. MISSION OBJECTIVES: Looks like you're gonna have to face a group of fatties to get anywhere. You've never seen this place on a map of anything, so you have no idea of what to expect, but you can bet there will be some new sur- prises coming up. PAR: 2:00 Level idea: Brian Davis Level design:Brain Dabis Level creation: Brian Davis MAP08: My House MISSION INFO: But you find yourself in Ernie's house, just a large outdoor room filled with dead spikey's and one dead spider-demon. Youve ENDED UP IN THE REAL WORLD!!! You hear stomping frmo the back porch, and need to get out since it's your only way out and into Brian's house, which might also be under invasiion!! Foruntetly somebody left you some bfg's in order to help! perhaps god is on you side afterall?? MISSION OBJECTIVES: As you found out with the first four switches, this place seems to be loaded down with traps of every kind. Be very careful, and watch your footing. Also, try not to make any noise, unless absolutely necessary. PAR: 2:00 Level idea: Ernie Stockham Level design: Ernie Stockham Level creation: Ernie Stockham MAP09: My House MISSION INFO: Wow. That's all you can think. You were faced an entire porchfull of cyberdemons and somehaow managed to espace in one piece. Lucky for you it was kinda crowded on the porch so they werent able to move around too well. You seem to be getting used to those creatures, and more of the larger monsters. They don't seem all that big of a threat to your survival anymore, even though you know that the giant, rocket-firing cyber- monster could turn you inside-out in less than a second. But things didn't seem to calm down as you walked over to Brians house. You find that the door of the elevator drops open halfway down MISSION OBJECTIVES: RECLAIM MY HOUSE FROM HELL!!. PAR: 2:00 Level idea: Brian Davis Level design: Brian Davis Level creation: Brian Davis MAP10: Egypt MISSION INFO: Having found your way out of the monster-infested suburban suburb, it seems as if you have ended up in.................... EGYPT?>!!>?. You have heard of this place, but have never seen it. Too bad, though. It seems as if the monsters have already over- run it. You hope it's not too late to get to a town and broadcast a warn- ing of the invasion. This peeramid seems very small on the outside, but what lurks inside might be worse than anything before. The entrance is guarded by some spirders, and you get ready to do some battle, figuring that maybe this place won't be so bad after all. But then you realize, it's VERY VERY VERY HOT in here!! MISSION OBJECTIVES: Clean out the peeramid and try to find a working radio to report the invasion. After all, a place like this had to have at least a telephone. PAR: 1:00 Level idea: Ernie Stockham Level design: Ernie Stockham Level creation: Ernie Stockham MAP11: The Control Panel MISSION INFO: Looks like you were right on the first guess. This place was more horrible than anything else you encountered. Youre feet are burning red even through your spacesuit!! The few people working there were, as usual, mutilated and hung by chains, and there was ANOTHER one of those spder-monster s with a chaingun!. Even worse, they converted the main hall into another one of their hurches. Of course, the place didn't have one single means of communication anywhere, or they were all destroyed. Now that you have barely passed the place alive, you find a switch hidden along the outside walls of the peeramid. It lowers a lift to a hidden underground chamber, dimly lit by ceiling lights and full of hundreds of switches along teh walls! Looks like things aren't going to get much better... there are already a cyberdemon coming after you, and you can hear hundreds more frmo behind the walls.... maybe there's one for every swittch!! Luckily, you have some bars for protection to keep them away from you. On the other hand, which is the right swtich?!? Suddenly, you spot a switch, but decide not to flip it until you kill the cyberdemon. MISSION OBJECTIVES: Looks like you found a secret hiding place, but what seems to be the use of it? You are determined to find out, and if there possibly might be any living humans, you can definetly get some idea of what has been going on with the invaders. PAR: 0:05 Level idea: Brian Davis Level design: Ernie Stockham Level creation: Ernie Stockham MAP12: The Royal Hallway To The Throne MISSION INFO: It appears that the little underground chamber was larger than you expected. As soon as you found the second cyber-monster, you were sure that there had to be more of those giant spiders, too. Well, it seems that you encountered it. luckily it was on a vry hot, slimy floor so that it had somewhat of a hard time moving. The minotaur-infested udnerground library proved to be a challenge, and there was another pool of blood off of a cliff at the edge of the library. You're sure that blood wasn't there before the monster invasion. Or was it... Could the humans actually have created these monsters?? It seems that a small computer base was also buried in the hiding place, and it turns out just to be security, and what comes with a security system, but a radio? Well, it seems that there is a radio, and you grab it and begin yelling for help... But nothing happens. There is just a little static, and then the radio suddenly silences. You now have a choice of trying to fix the radio or stepping onto the silver teleport gate that lays imbedded in a small cubicle in the wall. You decide to hope for the best as you step onto the gate. Well, it seems as if you got the best, because you now stand before an giant hallway leading up to a throne. This can only be the Museum of Castles and History back in your hometown!! But as you stand still, you hear nothing! You pray you are not too late to get an organized resistance ass- embled, as you clench your teeth and prepare to run to the throne!. MISSION OBJECTIVES: Try to find anyone alive who can get you back to the main city. Explore the building thoroughly, and try to find any small hidden rooms, passages, or cubby holes where useful, stuff might be hidden. PAR: 4:00 Level idea: Al Depantsia Level design: Ernie Stockham Level creation: Ernie Stockham MAP13: Obnoxious Obsticles MISSION INFO: The routine of finding all humans dead, slaughtered, or hung by chains is becoming a rut. However with that aside, it appears that this small suburb has no signs of anything but demonic life. The nuclear waste lake at the east side of the suburb now has a giant marble church in it... at least, it did. After annihilating every monster life form from their evil church and it's hidden chambers, you are focred to come to a tough decision -[ a pool of blood with three green faces lays at least 1000 feet below you, and it seems that it is the only way out, unless you feel like going for a suicide swim in the toxic lake! you pray that the blood pool is deep enough to recieve your impact as you dive off the cliff of the pit. lucky for you, it seems as if there was no bottom to the pool of blood!! With your speed + weight, you ended up at least 40 feet below the surface of the blood. Now comes the decision of what to do with these green demon faces. You dicide to step on the center one, and it turns out that these are merely teleporters. Now you find yourself right outside the main city, and things don't sound or look too good. It seems as though all the buildings have gone through major renovations, the main computer center now being a giant brown building, with blue torches at it's front steps. The sounds of pinkies growling and zombies groaning is definitely NOT a good sign. You can only hope you are not too late to stop this whole thing as yoy step into the comptuer center and get ready to kick demon bu5tt... MISSION OBJECTIVES: Find the Key Card to the main computer center (now the brown hell buiding,) which should be in there somewhere. If there is anything left working inside the building, try to make contact with some- one, somewhere. PAR: 2:30 Level idea: Al Depantsia Level design: Al Depantsia Level creation: Al Depantsia MAP14: Blue Room MISSION INFO: These monsters must be smarter than you thought. There wasn't a single working peice of electronics in the building! Not even a wire!! Your hopes of finding a way to communicate to anyone are dying fast! It seems usless to even THINK about carrying on but then agian what have you got to lose. ntohingYou decide it would be a good idea to find your way to another major city. teh industrial city of Jasco lays about 16 miles away, across the sand dunes of the Arizona desert, to the east of here. On your journey, you encounter what looks to be an ancient tomb. You have heard rumors of a tribe that inhabits this place, and worships a 4,000-year-old mommy whom they have kept alive since 1500 B.C. It's definitely worth a try to see if you can get replenished while you are at this place... if the inhabitants are frendly... if the inhabitants are even human... but what would monsters be doing out in the middle of nowhere?? MISSION OBJECTIVES: Try to befriend the tribe who worships the mommy and get some food + find a place to sleep PAR: 2:00 Level idea: Al Depantsia Level design: Al Depantsia Level creation: Al Depantsia MAP15: Gate To Hell MISSION INFO: It appears that there was no "tribe" in this building, or mommy for that mtater. However, there were plenty of monsters. If these things have overtaken places such as these caves out in the middle of nowhere, who knows where else they might be. They could have over-run the state by now. OK, screw the state, they could be on the verge of world domination! As you approach an open sea, you realize that you are nowhere near Jasco, but on the grounds of the old nuclear plant that had a meltdown over 400 years ago, and was never cleaned up. You decide to explore the nearby facilities and stations surrounding the old plant, but realize you are stuck on a path you can't control. Wondering where this path will lead you and hoping for the best, you grudge on your way through the waters, worrying about the cyberdmeons you hear in the distance, and unknowingly toward the VERY DOOR TO HELL!! MISSION OBJECTIVES: Find your way through the invisible path from which you can hopefully continue your journey to Jasco. Kill all alien inhabitants. PAR: 20:00 Level idea: Al Depantsia Level design: Al Depantsia Level creation: Al Depantsia MAP16: Ball Of Hell MISSION INFO: As the gate to helll opens, you find yourself sucked into a fierly hole. ALl of a sudden, blackness. Then red. Burning hot red. Getting up, you find you have all your weapons, but it seems as if you'll need to use them quickly. You are in a giant pit of HELL ITSELF!!. As you shoot it, the sounds of demon life flood your ears. The gateway must have brought you to their own world!!! After all the fight- ing you've done already, you find that you don't have the will to continue. This fighting has completely worn you out. but then you remember, if the demon-god is dead, how many more of these monsters can there be? The creator is dead, right? then Maybe this place won't be so bad after all... but then how do you get back to your own world? MISSION OBJECTIVES: Destroy the ball of hell and all it's inhabitants. PAR: 1:00 Level idea: Ernie Stockham Level design: Ernie Stockham Level creation: Ernie Stockham MAP17: Ball Of Hell MISSION INFO: finally making it through the ball of hell, you were TELEPORTED BACK TO THE START!! You amost though you outran the monsters, then you had to fight through them AGAIN!! why go back through?? with no choice of your own, you tried to head to the wall of switches once again... and Then you realize that the skin block on the wall indent of the field did sort of look like a switch in disguise. As you walked back out to the wall and got to it (not teleported back), you find that a step now leads to the flesh block, and the eyes have opened, staring blankly at you. As you walk near the eyes, one blinks. Now it's not so much the monsters that scare yu, but the fact that living flesh with eyes, and probably feelings, now exists before your very own eyes. Before, you wondered what kind of monsters would exist later on. Now you just wonder what will exist next. As you step nearer, the eyes close, and the flesh block moves down into the floor, revealing...... THE SAME BALL OF HELL!! Have you been warped back in time? IS TIME TRAVEL NOW MADE POSSBILE!?!? You have heard that hell is repetition, and perhaps you are now doomed to your fate, forever fighting your way through balls of hell! no, the same ONE ball of hell, for the rest of eternity!?! Why go on? Why continue? Maybe its just a test, maybe you CAN get through this, maybe god himself is helping you. You have already done this vbefore, so hey you have experinece! That should make this next run easy! You only hope the teleport trap isn't enabled again MISSION OBJECTIVES: Destroy the ball of hell and all it's inhabitants. PAR: 1:30 Level idea: Ernie Stockham Level design: Ernie Stockham Level creation: Ernie Stockham MAP18: Ball Of Hell MISSION INFO: NOT ANOTHER ONE!!! You think this is it, this is your doom. you have been sentenced to eternity in hell, forver fighting through the same ball of Hell the rest of your days. You take just one last shot at this ball of hell before deciding to jump in the lava below you and end this misery. But maybe you'll come back to life? can you even die in hell if you're already dead? Did you die before you got here and not know it?? MISSION OBJECTIVES: Destroy the demon keep and all it's inhabitants. PAR: 1:00 Level idea: Al Depantsia Level design: Al Depantsia Level creation: Al Depantsia MAP19: Aliens Base MISSION INFO: The machine was being used to the advantage of the demons, as it seemed to be mass producing them in the central control room. As you blow the switch to bits, the sound of the machine shutting down rings in your ears as blackness overcomes the rooms. You find yourself being sucked down a small tube. after about 3 minutes, youre direction changes from vertical to horizontal as you body twists in the curve of the tunnel. Moving for 5 more minutes at what seems to be over 100 MPH, you find yourself spat out on top of a teleportr in a silver room. Inside, the sounds of an outpost of hell. Maybe the leader of the whole invasion lives isnide here! Maybe it's Satan himself!!! You gather up your weapons and the small bit of courage you have left and prepare for the final battle between you and the forces of evil. After this, you probably wont have the strength to continue if there are more hell-spawn after this place. you need sleep, but is it worth the risk of being captured by the demons of this world? NOte: this level was inspired by the awsome movie Aliens, hopefully any aliens fans out there wi.ll enjoy this!! MISSION OBJECTIVES: Eradicate the inhabitants of this base and find out what it is guarding. If it is the invasion leader's home, destroy it. If it is a teleporter gate, the choice is up to you. PAR: 15:00 Level idea: Ernie Stockham Level design: Ernie Stockham Level creation: Ernie Stockham MAP20: Sky City MISSION INFO: The telepotr at the end of the Aliens Base has taken you to a giantic floating city, floating in the sky! What means of sorcery can do this?? With sky now far below you, you need to be careful not to fall into it, for it would surely mean death, even from such a height! Suspernse wrecking every nerve in your body and lack of oxygen getting to you , you carefully step down into the city and begin to reclaim it one building at a time MISSION OBJECTIVES: tkae back the city, AND DON'T FALL OUT OF IT!! IT WILL MEAN CERTAIN DEATH AND ALL INFO OF THIS INVASION WILL BE LOST FORVER! PAR: 30:00 Level idea: Ernie Stockham Level design: Ernie Stockham Level creation: Ernie Stockham MAP21: The Four Elements MISSION INFO: after the spinetingling suspense of sky city, you now end up in a much more safe environemtn, where at least the environment wont kill you. whats in it might though.. soudns of shotgun guys rung throughout your ears as you enter this glowing tunnel. You have heard of a physical manifestation of the four elements. This could possibly be it, and if so you must reclaim each one to restore the entire world itself to working order!! MISSION OBJECTIVES: Save the four elements from their new inhabatants! Note: THIS LEVEL WIL CRASH DOOM IF YOU TRY TO SAVE!!!! This is because we made a level that is too much for doom to handle, btut we don't care about silly stuff like that, no cheap bugs will hold back our design from meeting its full goal. its not our fault we make levels too good for doom. PAR: 45:00 Level idea: Ernie Stockham Level design: Ernie Stockham Level creation: Ernie Stockham MAP22: Cave of Octopusses MISSION INFO: After restoring order to the natural order of the world, you are dropped into a cave shaped oddly like and singing octopus with a clamshell braw on. Cyberdemos steps haunt the hallways and spikeys start throwing fire at you from the start, you know this wont be easy but it sure wont be hard..... you just have a lOT of rnuning to do!! MISSION OBJECTIVES: Save the cave!! PAR: 10:00 Level idea: Ernie Stockham Level design: Ernie Stockham Level creation: Ernie Stockham MAP23: A Tribute To E1M3 MISSION INFO: hi this is ernies fbrother i love doom so much i wanted to make a tribute to my faovrite map so this is tribute to e1m3 a toxic refectory, i had the zoom on the editor wrong so its a little big but i fixed some walltexturing problems the first one had and made it make more sence so i hope all you doom fans enjoy!! MISSION OBJECTIVES: pass the level PAR: 10:00 Level idea: Michael Stockham Level design: Michael Stockham Level creation: Michael Stockham MAP24: Icon Of Sin MISSION INFO: after a blast from the past, youre pitted into hell again to take on what looks to be the creator of this entire universe! Skin, all kinds of skin, hanging on from the walls, this can surely only be another subvdivision of hell itself. acres and acres of skin 226. in the distance you hear satanic grumbling unlike any other you've ever heard, maybe youre headed for final battle, maybe this is what it all comes to! find out!! MISSION OBJECTIVES: kill the satanic mumbling and anything else you can find in this hell! PAR: 2:00 Level idea: Ernie Stockham Level design: Ernie Stockham Level creation: Ernie Stockham MAP25: Typo MISSION INFO: As the quivering head of the gigantic demon-god breathes its last breath of smoke-filled air, it's brain pours out of its mouth as it manages to whisper its final "words". All of a sudden, blackness. You find yourself in a room of brown wood. Getting up, you find you have all your weapons, but it seems as if you'll need to use them quickly. A cyberdeomon is approaching rather quickly. But what's this?? the missles expoded 10 feet in front of you!! oh no, you think, not another room of invisible walls like the gate to hell! just when the nightmare couldnt get any worse, you hear MORE of the satanic grumbling from the last level and are suddenly seeing MORE cubes come OUT OF NOWHERE and LAND ON NOWHERE, the level quickly filling up with monster s and you cant find an exit anywhere in sight, IS THIS YOUR DOOM?!? HURRY UP AND FIND A WAY OUT!!! MISSION OBJECTIVES: GET OUT QUICK!! PAR: 0:05 Level idea: Brian Davis Level design: Brian Davis Level creation: Brian Davis MAP26: The Warped Base MISSION INFO: AN UNMARKED EXIT!! What will they think of next?!! Now you're on what looks like THE OLD MARS BASE FROM THE BEGINNING!!! But what has happened to it??! It's been severely twisted out of shape, and there can only be one explanation: IT'S BEEN THROUGH HELL AND BACK!! This is what hell does to structures! If it could do this to the old mars base, imagine what it could do to you! no time for imagining though, you hear more cyberdmeons and get ready for battle, possible for the last time. MISSION OBJECTIVES: re-clean the base of hellspawn and find a way out. don't bother trying to put it back together because that would require a whole crew and probably some big machinery too. PAR: 0:10 Level idea: Michael Stockham Level Design: Michael Stockham Level Creation: Michael Stockham MAP27: A Tribute To Monster Condo MISSION INFO: more floating brains spawning enemies above a sky hole! it cant get much more evil, but it CAN get a lot darker! in fact, it can get almost pitch black and you have to find your way through not very lit markers! cyberdemons and spiderminds can be heard, and you don't know if sky citty or this place is even more suspenceful, each evniroment hurt a lot and had potential death. if that wasnt bad enough, even MORE satanic grumbling is heard from the black halls and you hope this is the last one of those things youll have to face. MISSION OBJECTIVES: navigate the dark tunnels and kill the other satanic grumbling guy with the skull cubes. PAR: 5:00 Level idea: Michael Stockham Level design: Michael Stockham Level creation: Michael Stockham MAP28: Hell MISSION INFO: THIS IS IT!!! You've reached the final pit of hell!! SATANS LAIR!!! 5 grumbling beasts remain! Ahead lays an evil puzzle of tricks and traps that can only serve to make this level hard as HELL!! MISSION OBJECTIVES: KILL THE DEMONS TO WIN THE GAME!!! THE WORLD WILL BE FORVER GREATFUL!! PAR: 0:05 Level idea: Ernie Stockham Level design: Ernie Stockham Level creation: Ernie Stockham MAP29: THERE IS NO MAP29!!! THE NEW DOOM ENDED ON MAP28!! We decided that we couldn't possibly come up with a better end level, so we are simply leaving out a NEW map29 so that you can play the OLD one because it rules and concludes the NEW DOOM perfectly!! -------------------------------SECRET LEVEL----------------------------------- MAP31: Ball Of Hell MISSION INFO: see level 16 MISSION OBJECTIVES: see level 16 PAR: see level 16 Level idea: Ernie Stockham Level design: Ernie Stockham Level creation: Ernie Stockham ----------------------------SUPER SECRET LEVEL-------------------------------- MAP32: THE HAROLD GALLERY MISSION INFO: HAROLD SUCKS!! This level is a whole gallery of him. SHOOT HIM AS MANY TIMES AS YOU CAN!!!! MISSION OBJECTIVES: SHOOT HAROLD!!!!! PAR: 2:00 Level idea: Michael Stockham Level design: Michael Stockham Level creation: Michael Stockham ---------------------------------EPILOGUE------------------------------------- YOU'VE WON! after fighing off and defeating the evil forces of hell and the aliens they brought with them, you can sit back, relax, have a cold beer and go back to your normal life. ************************** WE WANT YOUR OPINION! ****************************** Yes, WE want to know what you think of this game replacement!!!!!(!!!) Start by sending us your comments/complaints on this game replacement, tell us what we should do better, or what you thought was good, and give us an overall rating on: Level Design Level Originality Level Playability Level Fun Level Theme The Rating should be on a scale of 1-10, 1 being terrible, 1 being totally awesome, and 11 being unbelievable. (0 of course, bieng below rock bottom.) If you didn't read the beginning, E-mail Ernie with the reveiws or comments at [email protected]. we hoped you liked playing these levels and will try out some of our others. ************************* SPECIAL THANKS GO TO: ****************************** Micron: for making awesome computers Packard Bell: for making computers (However good they might be...) Microsoft: for making DOS so that I could run DOOM (and windows) id Software: for making DOOM Matt Aryes: for making WADED v1.83á and v1.88, WADCAT v0.5 and v0.6 Bill Neisiuis: for making all that DM crap (Dmmusic, dmgraph, dmaud, etc.) Oliver M.: for writing WinTex 4.0 and 4.2, so we could make the new textures,. Joe (Schm)ackey: even though he's a jerk, he DID discover WADED and give it to us, so... thanks. sorta. Ernie's dad: for buying our awesome Pentium-90 with an 850 MB Hard Drive and 16 Megs of RAM, 2 Megs of VRAM, 17-inch monitor, and other cool stuff. ($70 speakers, too.) Brian's dad: for buying their computer. (Which is a crappy 486 25mhz Packard Bell that can hardly run Doom!) ************************ UNSPECIAL THANKS GO TO: ***************************** Our High School: for making us go to summer school and loose over 6 total hours of editing time each day for years. ************************** OTHER LEVELS BY US: ******************************* None yet! ************************* LEVELS TO BE RELEASED: ***************************** If anybody can teach us how the hell to make Hexen scripts, we could make a series to replace HEXEN, all 61 maps! (We have the ideas!) please let us know!!