Double Reject
A couple of ill-fated vanilla Doom II maps that I designed for community projects in 2018-2019 but that failed to make it into a megawad release. Rather than...
Filenames
2xreject.wad, 2XREJECT.WAD
Size
695.13 KB
MD5
67b8a50865b684bf5f6fedcd3b92e092
SHA-1
611e2ec39e3b2b8b81ec338126539b3644836438
SHA-256
67aba70d4023da39c1f363141124dbd85e053bd220cfb3b4d87985743b210275
WAD Type
PWAD
IWAD
Unknown
Engines
Doom, Doom II
Lumps
36
Maps
MAP01, MAP02
Read Me
=========================================================================== Archive Maintainer : levels/doom2/0-9 Advanced engine needed : None Primary purpose : Single play =========================================================================== Title : Double Reject Filename : 2XREJECT.WAD Release date : Nov. 16, 2019 Author : ETTiNGRiNDER Email Address : [email protected] Other Files By Author : Various stuff, mostly for Heretic Misc. Author Info : Wondering where all those years went Description : A couple of ill-fated vanilla Doom II maps that I designed for community projects in 2018-2019 but that failed to make it into a megawad release. Rather than leave them to crumble to digital dust, I've fixed them up to release on their own, mostly in the form of making them work in stock Doom 2 without the resource packs of their respective projects, but MAP02 also got a little extra polish since it wasn't entirely finished when it got canned. Aside from their similar origin stories, the maps are unconnected and can be tackled individually, but I placed the larger/harder map second if you want to attempt continuous play. These are unapologetically designed towards a "Doom as Doom was in the 90s" ideal and should work flawlessly under vanilla conditions to the best of my knowledge. If you're looking for hyper-tight slaughtermaps made for and by speedrunners, or high-concept "Doom as art" projects, keep looking, you won't find that here. If you want more oldschool-style Dooming, then maybe it's worth giving these a try. MAP01: Blood Forest Originally designed for the Infernew project, which seems to have become vaporware. A demented wilderness of meat, blood and lava with some techno-occult buildings in tribute to Sandy Petersen's visions of Doom-hell. No specific level it's trying to imitate but you can probably trace influences to Hell Keep, Slough of Despair and Mt. Erebus in particular. The skull dome room is also a bit of a nod to Greytale's DARKHELL.WAD. MIDI: "Lure" by LewkForce MAP02: Top Secret Research Facility Originally designed for the Akeldama project, from which it was rejected. A remote mountain fortress converted into a laboratory complex for conducting illegal demon research. It's a bit on the large side, with a lot of connection opening up between areas as you progress. There are some neat tricks and traps too. It originally had snow outside, but that changed when I switched it over to the stock Doom II textures. If anything, looks better now, go figure. MIDI: "Nest of Vipers" by LewkForce Additional Credits to : Cage / id Software / Raven Software - Made that nice Doom 2/Hexen fire sky mix. LewkForce - Composed MIDI tracks and provided them for free use in WADs. Bonnie / valkiriforce - Arranged the community projects; even if these maps didn't make release, they wouldn't have existed at all otherwise. =========================================================================== * What is included * New levels : 2 Sounds : No Music : Yes, 2 MIDI tracks by LewkForce Graphics : Yes, sky and a couple textures Dehacked/BEX Patch : No Demos : No Other : No Other files required : None * Play Information * Game : Doom II Map # : MAP01 - MAP02 Single Player : Designed for Cooperative 2-4 Player : Untested, should be possible Deathmatch 2-4 Player : Player starts only. Other game styles : None Difficulty Settings : Yes, not too fine-tuned but they exist. * Construction * Base : New from scratch Build Time : Something like a month or two each. Editor(s) used : Eureka, GZDoom Builder, SLADE May Not Run With... : Should be suitable for all ports Tested With : Chocolate Doom 3.0.0 GZDoom 4.2.4a (software render) * Copyright / Permissions * To every degree allowable, the MAP LAYOUTs and MAP METADATA are released under the terms of CC0: https://creativecommons.org/publicdomain/zero/1.0/ Acknowledging credit to ETTiNGRiNDER for designing the map would be courteous. Any other data contained in the file (music, textures) remain property of their respective copyright holders. If you want to use the music files, look for LewkForce's MIDI pack. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Author's site: ettingrinder.youfailit.net