The Nutty Wad
It all began in July 2004 after I (Milian) played a really stupid map somewhere on ZDaemon. I imagined a wad full of silly maps and started with the work. Ev...
Filenames
nutty.wad
Size
8.08 MB
MD5
d46511f865f85072db258ae30b19fefa
SHA-1
6bec0205e7ac72afdde17d89211b5d61cde74864
SHA-256
4473c508c62ef8c74c215296f12d3e4353e64adfb9e9d4440f630b7cc5c5b355
WAD Type
PWAD
IWAD
Doom II
Engines
ZDaemon, ZDoom, GZDoom
Lumps
679
Maps
MAP20, MAP15, MAP32, MAP26, MAP01, MAP05, MAP09, MAP11, MAP18, MAP24, MAP30, MAP03, MAP07, MAP28, MAP13, MAP27, MAP17, MAP02, MAP04, MAP06, MAP10, MAP08, MAP16, MAP12, MAP19, MAP23, MAP29, MAP31, MAP21, MAP22, MAP25, MAP14
Download
Read Me
=========================================================================== Advanced engine needed : ZDoom/ZDaemon Primary purpose : Deathmatch =========================================================================== Title : The Nutty Wad Filename : nutty.zip Release date : 5/31/2005 Author : Milian & Cybershark Email Address : [email protected] Other Files By Author : MAGHQ (by Cybershark a.o.) The Biovite Project, The Zodiac Deathmatch (by Milian) Misc. Author Info : See www.milianmusik.de/doom for more information about us and our projects Description : It all began in July 2004 after I (Milian) played a really stupid map somewhere on ZDaemon. I imagined a wad full of silly maps and started with the work. Everything you shouldn't do in a deatmatch map is done here, like maps where you're unable to move or fights in super-small rooms... Quite normal Doom features are carried to an extreme here. When I first ran this wad on ZDaemon, Cybershark sent me some of his maps he wanted to test online, so I added them to this wad. This was the beginning of a cooperation on this wad for almost one year. The quality has been enhanced continuously while new maps, sounds and graphics have been added and people began to enjoy the wad on ZDaemon. In May 2005, Nutty saw its final release with a standard I never dreamed of when I first started with this waste project... *IMPORTANT* To run The Nutty Wad properly you should set the DMFLAGS to - enable jumping - show and respawn monsters - suicide on exit A minimum of 3 or 4 players/bots is recommended. The game seems to be most fun with a number of 8 players, though most maps have at least 12 starting points. For more info about all maps see the nutty_mapinfos.txt or visit www.milianmusik.de/doom/nutty Additional Credits to : B.P.R.D. whose impressive nuts3.wad has been the basis for the background scenery of Map 32. =========================================================================== * What is included * New levels : 32 Sounds : Yes Music : Yes Graphics : Yes Demos : No Other files required : We recommend sharkvox.wad as additional announcement wad. * Play Information * Game : Doom 2 Map # : 1-32 Single Player : Player starts only Cooperative 2-4 Player : No Deathmatch 2-4 Player : Designed for Other game styles : None Difficulty Settings : Not implemented * Construction * Base : New from scratch Build Time : Almost 1 year Editor(s) used : Doombuilder, XWE May Not Run With... : Other than ZDoom-based engines * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. 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. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Web sites: www.milianmusik.de/doom
=========================================================================== Advanced engine needed : ZDoom/ZDaemon Primary purpose : Deathmatch =========================================================================== Title : The Nutty Wad Filename : nutty.zip Release date : 5/31/2005 Author : Milian & Cybershark Email Address : [email protected] Other Files By Author : MAGHQ (by Cybershark a.o.) The Biovite Project, The Zodiac Deathmatch (by Milian) Misc. Author Info : See www.milianmusik.de/doom for more information about us and our projects Description : It all began in July 2004 after I (Milian) played a really stupid map somewhere on ZDaemon. I imagined a wad full of silly maps and started with the work. Everything you shouldn't do in a deatmatch map is done here, like maps where you're unable to move or fights in super-small rooms... Quite normal Doom features are carried to an extreme here. When I first ran this wad on ZDaemon, Cybershark sent me some of his maps he wanted to test online, so I added them to this wad. This was the beginning of a cooperation on this wad for almost one year. The quality has been enhanced continuously while new maps, sounds and graphics have been added and people began to enjoy the wad on ZDaemon. In May 2005, Nutty saw its final release with a standard I never dreamed of when I first started with this waste project... *IMPORTANT* To run The Nutty Wad properly you should set the DMFLAGS to - enable jumping - show and respawn monsters - suicide on exit A minimum of 3 or 4 players/bots is recommended. The game seems to be most fun with a number of 8 players, though most maps have at least 12 starting points. For more info about all maps see the nutty_mapinfos.txt or visit www.milianmusik.de/doom/nutty Additional Credits to : B.P.R.D. whose impressive nuts3.wad has been the basis for the background scenery of Map 32. =========================================================================== * What is included * New levels : 32 Sounds : Yes Music : Yes Graphics : Yes Demos : No Other files required : We recommend sharkvox.wad as additional announcement wad. * Play Information * Game : Doom 2 Map # : 1-32 Single Player : Player starts only Cooperative 2-4 Player : No Deathmatch 2-4 Player : Designed for Other game styles : None Difficulty Settings : Not implemented * Construction * Base : New from scratch Build Time : Almost 1 year Editor(s) used : Doombuilder, XWE May Not Run With... : Other than ZDoom-based engines * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. 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. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Web sites: www.milianmusik.de/doom
*** Map 01 - "Box Stop": Author: Milian Music: (unknown) In this ridiculous map, one of the first Nutty maps made, you are stuck in a dugout with a single shotgun. *** Map 02 - "BotChaos": Author: Cybershark Music: Bomb The Bass - "Megablast" This started as a box room for me to test some new textures in. I wanted some fun so I put a bot and a chainsaw in there. Lol, I forgot how dangerous bots are up close with saws! I wanted revenge so I copied the room into four interconnecting chambers and put in some real guns. This map is complete but i never intended to make it for DM play. However, I often play it with 8 or more bots just to warm up before I go online and I felt that it fitted in with Milian's maps here nicely. *** Map 03 - "Octopus's Garden": Author: Milian Music: Zilly Mike - "Endless River" "Octopus's Garden" is an underwater map. You're spawned on the ground of the ocean with a shotgun or chaingun. To reach the bigger weapons you have to swim (by pressing the "jump"-key) into some grottoes or try to land on the higher rocks. *** Map 04 - "Whack A Mole": Author: Cybershark Music: New Order - "Blue Monday" This is pretty much my first ever map. It uses my favourite map theme of different levels of visiblity. You're (almost) safe in a 'mole hole' but you need to stick your head up if you want to get some real kills. Maybe you can get even more if you can find the plasma gun... *** Map 05 - "La Cage aux Folles": Author: Milian Music: Castlevania, Grim Reaper-Level, remixed by Frostbite This is a big circular cage. The outer areas are dark, but you'll find only shotguns and chainguns here. If you want to get the heavier weapons, you have to reach the center of the cage where you're displayed in full light. *** Map 06 - "Decoy Ahoy!": Author: Cybershark Music: John Carpenter - "Halloween theme" When is a player not a player? When it's a decoy! Once again, i'm proud to present what I think is another deathmatch first on Nutty. I don't know quite where this idea came from, something about the Commander Keen monster appealed to me I think. I dislike using more than one or two monsters in games because of the lag they cause but I thought that an inactive monster like Keen should be exploited. Replacing the Keen sprites with the player ones was easy enough but the dehacked stuff necessary to make them move was all new to me so this map didn't progress far beyond a simple Z-shape for a long time. Then, on one hungover day I went and expanded it into a really twisted map. It feels a lot bigger than I intended it to and I still get lost here but I think that's all good :> Milian, Danhen & The Doomer all thought this map was 'pretty psycho' when they first saw it and they're right. Get ready to waste lots of ammo on this one... *** Map 07 - "Trampoline": Author: Milian Music: ? - "Electric Disco" This is a trampoline surrounded by a narrow solid ring. You spawn on the ring and find guns there. The bigger weapons are lying on the trampoline and aren't easy to get at all. I was afraid that my last maps were a bit tame in comparison to the earlier ones. So here is the full nuttiness again. Originally, the idea came from my friend who told me to make a trampoline map. I thought that to be impossible with Doom but Cybershark gave me a tip. So, these two are the authors of this - I only made a map out of their ideas... :-) *** Map 08 - "The Vortex": Author: Cybershark Music: Aerosmith - "Livin' On the Edge" The idea for this map came from a game on an old UK TV show called 'The Adventure Game'. Celebrities had to move over a grid that was suspended in 'outer space'. Likewise, here you must fight to the death on narrow walkways in a starry vacuum. I finally got around to refining this map and it has more start points than before. Gameplay is just as good and tight as before though. *** Map 09 - "Arachnophobia": Author: Milian Music: A Flock of Seagulls - "I ran" This map plays on a spider's web. It's fun with more players. But mind the web host! *** Map 10 - "Hand of God": Author: Cybershark Music: Orbital - "The Saint" This is as nutty as anything Milian came up with. I started with the simple idea of tracing my hand onto a map - that was it! The real fun in this map comes from going for the heavy weapons. Picking up one causes you to spawn back in the centre of the palm where you can easily be spawnkilled or telefragged if you aren't quick. Brings a whole new meaning to "giving someone the middle finger"! *** Map 11 - "Chess Doom" Author: Milian Music: D-Zire (D. Elfstrom) - "Arnesune" This is a very special map. Like in chess, you have to pore over each move. But in this chess match, you yourself are the moving piece on the chess board. It's important to read the signs. There are torches all over the board. If you unluckily step onto a square with a red torch, you're dead, checkmate. The fields with green torches bring you to the center of the map, where the heavy weapons are waiting. To go out of the center, back to the border of the map, you may use the squares with blue torches. *** Map 12 - "Blockbusters" Author: Cybershark Music: Dick Dale & His Del-Tones - "Misirlou" Chaingun your enemies from the safety(?) of the outer ledges or drop down into the hexagonal maze to get up close with the shotguns. A whole new dimension is opened up in the gameplay by stepping onto the pillars - will you survive long enough to get a clear shot at other players once the pillars start moving? And can you make it to the plasma or rocket launcher in one piece? *** Map 13 - "Chainsaw Massacre" Author: Milian Music: Phred - "Plan 9" Well, the title says it all. This is a Chainsaw-only map. If you're lucky, you manage to get one of the Berserk packs, which makes things a bit easier. There's nothing as satisfying as a Killing Spree with fist! *** Map 14 - "Moving Targets" Author: Cybershark Music: Moby - "Bodyrock" This was a map where I wanted to go for real visual overkill. There's not an original Doom2 texture in it! 'Mapping on acid' somebody called it, lol. And it certainly is overkill, it's very tricky to spot the players (instead of just shooting the green guy on the wall) and even harder to hit them when they're running along a conveyor. I'd say it's sort of based on the shooting gallery I made for the MagHQ but that's not true, it just ended up looking similar. It does contain some of the textures I used there but then it also has a lot of new ones. My original thought for the map was of playing on a Monopoly board with conveyors carrying you around but that would have been far too much flats work. Although collecting the BFG when you pass "GO" would have been cool :> *** Map 15 - "Through the Looking Glass" Author: Milian Music: (Unknown) - "Entity" This is a creepy old castle with confusing rooms and hallways full of mirrors. Don't muck around at chasing your own reflections or those of your enemies...! The idea of a mirror map came from Shark. But as he had enough to do with his other maps, I took care of it ;-) *** Map 16 - "The Sands of Time" Author: Cybershark Music: Guns 'n' Roses - "You Could Be Mine" Like most of my maps this one started as just a 'grain' of an idea (heh). The alpha version of this map was a very dark and bleak looking affair which was the way I wanted it at first - it was meant to be some sort of industrial tipping site. I wasn't happy with the map as it looked though and I brainstormed for a while and thought about turning it into a blackhole. Then I came up with the definitive look of the map and turned the whole thing into a fight within an hourglass. This version of the map is fundamentally unchanged from the original design but now looks awesome too! *** Map 17 - "Sewage Processing Plant" Author: Cybershark Music: Mad Freak/Anarchy - "3d-demo-II" More straightforward arena combat here, fighting for your life inside a vast waste processing plant. I had an idea ages ago for something like this. The original map was never more than a pipe pouring nukage down into a pool, lol. I wanted to use the idea in a map i was working on but once I had the floor plan fleshed out I realised it was enough for a map of its own. Bots just don't want to play with the slopes and the play area is quite large but I think that this will work well with real players when they start fighting for the heavy weapons. This map was sorely lacking in gameplay but I took it back to the drawing board, turned it inside out and it's now an awesome big gun fragfest. Thanks to Chip for the music for this one. *** Map 18 - "Let's Rocket" Author: Milian Music: Fugazi - "Waiting Room" You're trapped in a narrow corridor with flickering light and rockets coming from everywhere. Hell! *** Map 19 - "Glub!" Author: Cybershark Music: The Ventures - "Wipeout" Initially similar playwise to Blockbusters but the water adds a whole extra 'depth'. Go for some straightforward duelling in the wide open outer area or take the fight underwater, down into the cramped passages of the lake for better guns. If you can make it to the map's centre you can get the BFG and start some power-fragging... Just don't forget to wear your swimsuit! This map was inspired by Map 20 of the SURGE2 wad - still a favourite of mine. *** Map 20 - "Stairway to Hell" Author: Milian Music: Theme from "Mortal Kombat" In this map you walk on (or fall from) spiral stairs. You need very good aiming, especially with rockets, to hit other players rather than yourself in these narrow corridors. *** Map 21 - "Loops of Fury" Author: Cybershark Music: The Chemical Brothers - "Loops of Fury" Another great 'concept' map. I wanted to make a map based on the figure eight with graduations of height in. Firstly it was just steps all around then I sloped it and thought of having a gap in the middle to jump over but the gap was too big as the map stood. So I went in at the deep end and made my first attempt at using Hexen's 'bridge' feature to span the gap. Result! Duelling on this structure is real tricky. Rockets are worth getting but pretty damn hard to use on the slopes! Just wish I could stop getting owned here... This map contains my first custom sky which I'm very pleased with! It was originally titled 'Pieces of Eight' but I didn't really like that title so I named it after the Chemical Brothers MIDI which is the soundtrack to the map. And yes, I have since been informed, that tune is also used in Wipeout XL. *** Map 22 - "Pitch into the Ditch" Author: Milian Music: Maf - "Artichoke" This is playing in a cottage. It's a square room with a BFG in its center. A moving trench is what makes things complicated. *** Map 23 - "Schlachthaus" Author: Cybershark Music: Philip Glass - "Candyman (Musicbox Theme)" (sequenced by Nico) How did this one come to be? Hmm... well after playing a Nutty game hosted by Fratley with SKINS.WAD on I remember thinking that the Weredragon corpse looked really cool and it gave me the idea for an animal enclosure so I made some cages. Solid cages. I didn't want them to be like the cages that Milian uses on La Cage aux Folles. And then I got stuck because apart from cages & corpses I really didn't know what I wanted to do with the map, lol. Finally, a week later I knew what I wanted. Something bigger than my usual maps and not just a one room arena sure, but I wanted a map with real depth of play, atmosphere and where you had to hunt for guns instead of just spawning on them. This map pretty much has a story to go with it too. Back on Earth UAC had a zoo full of some of the interesting extraterrestrials they'd picked up along their travels. Unfortunately, due to a wave of xenophobia amongst the human race after the incidents on Mars and then back home, the zoo was decommisioned and a tactical unit was sent in to make sure no specimens were left alive. But did they get all of the monsters? Some people have said it should be an SP map. I know what they mean, it's kinda like an SP map after the action has happened. Oh and the name? Well after a particularly bad game I once asked Milian what the German for Slaughterhouse was. Learn something new every day! Gotta give thanks to Daniel for the Weredragon corpse, the N64(?) Imp corpse & the HL_Demon corpse. again, these are all from his SKINS compliation WAD. if you've never played with SKINS you are mising out. The other non-standard corpse in the game is the Phobetor (kinda like a Pterodactyl) and it comes from Milian's Biovite WAD (for ZDoom) - Thanks Mili - now go play it if you haven't already! Thanks to Majinyojimbo for providing me with the music. *** Map 24 - "Darkroom" Author: Milian Music: Hyo Chan - "A Walk in the Dark" Heh, this is a gay map... A supersmall, superdark, superhot, superintimate room with Supershotguns only. Fast and furious. Just shoot into the dark void. You will hit someone for sure. I really lmao, when someone said: "The Author's Room of Brit11 seems a bit tame after this one." If that's not a compliment... *** Map 25 - "Pool of Blood" Author: Cybershark Music: Carl Gustaf Liebe - "Robocop 2003 Remake" This originally came into being as a draft map that I sent to Julz_D for something that I wanted to see added to the MAGHQ. But when I had decided to take on the burden of mapping half of the Nutty megawad, I realised that I had a whole lot of maps still to add to draw level with Milian so I re-evaluated all of my old maps. This one I thought had real potential and I was eager to add all the textures I had created for the HQ pool area along with my new bridge skills. It also contains the first MOD track i've put in a map. I have since been told that it is a 'work of art'! Most gratifying but more importantly it plays pretty well too. Trying to get the BFG on this map leads to all sorts of fun :> *** Map 26 - "Telefragging Spree!" Author: Milian Music: Lizardking (G. Grefberg) - "Blind Intro" This map is very experimental and many don't like it too much :-( You spawn on a platform. As soon as you move, you are teleported to another platform. Yes, Killing Sprees and even a Rampage are possible with telefragging only. Additionally you get a BFG to enforce your arguments. In case you don't like the gameplay, you may lower the sound FX, turn up the music volume and enjoy the atmosphere. *** Map 27 - "Skyscraper Caper" Author: Cybershark Music: Van Halen - "Jump" More Nutty nonsense on a partially constructed island city. A huge playing area means you get to really let rip with those heavy weapons and low gravity makes double the fun! I started with an idea for something like a Mario/Sonic style platform game. This became a series of roads that are in the middle of construction. Then when I thought about adding some scenery, it just made sense to have tower blocks scattered around. I think it looks really awesome. Milian thought it reminded him of the skyscraper map from Afterhrs and that it'd maybe involve playing on the roofs. It doesn't, but I'm still gonna call it my tribute to Earthquake's map and to that other stunning city map by Chrono in TLSD2003. Oh, and there's a fantastic secret on this map if you can find it :> *** Map 28 - "Wormholes" Author: Milian Music: Soundgarden - "Black Hole Sun" "Sci-fi writers suggest that a conveniently-located wormhole would provide a convenient way to travel large distances quickly. A few even envision an exit from a wormhole in a past time, enabling travel back in time." (from: www.spacetoday.org) *** Map 29 - "Skating Corpses" Author: Cybershark Music: The Ventures - "Hawaii Five-O" This map owes thanks to Milian, Mike12 and Magnetron256. I noticed a small frozen lake in Milian's second Capricorn map on Zodiac which made the players slide but this was only a small feature in his map and I wanted to take it to the extreme! Magnetron256 came up with the title ages ago in reference to the way Zdaemon players look when they go 'undead' (after someone spawns on your position) and Mike12 inspired me to create the 'cheering' audience of demons. I originally had the spawnspots in the outer area but when I tested with bots they never ventured onto the rink. I was worried that this might hold true for real players so I moved the start points onto the main rink. Then nobody really bothered going into the outer ring until i put a plasma there, lol. It's a tricky one to get without skating past though! I did want to put a MIDI of Vanilla Ice's 'Ice Ice Baby' on this map but i couldn't find one that sounded good. Then I thought of using Strauss's 'Blue Danube' but once again I could find no decent rendition of the music. The current music is excellent but perhaps a little short for the map I feel. *** Map 30 - "The White Room" Author: Milian Music: taken from Mancubus.wad All you can see here is White. All structures of the room, walls and stairs, are invisible. So, floating in white space is all this map is about. There is a hidden gimick in this map: As soon as a player gets the BFG, a goody is spawned and floating through the room. Unfortunately, ZDaemon doesn't support this Hexen feature, so it's only visible in local games. *** Map 31 - "Nutzi Fortress" Author: Cybershark Music: Klaus Doldinger - "Das Boot theme" Players find themselves in the middle of the ocean in a deserted(?) Nazi castle. Milian & I came up with the idea of making maps 31 & 32 of Nutty in a 'Wolfenstyle' as a tribute to the similarly numbered secret maps in the original Doom2.WAD. This meant that we got to use the often neglected Wolfenstein textures and have a lot of fun too. I designed this map after Milian made a comment about my maps having a slower 'tempo'. It's true i guess, and my previous 'anti-arena' sentiment had led me to make a few large maps in succession - all of which take a while to play through. This map is somewhere in between but should be pretty hectic. I made the castle first and then thought up the water feature for the centre. lol, it's ended up feeling a little like Doom2 Map07 i guess but that's no bad thing :> *** Map 32 - "Return to Nuttystein" Author: Milian Music: Virgo - "One Morning" This is the finish of The Nutty Wad. The map is divided into two parts: first the game affords some coop play to kill the Lord of Nuttystein. When he's dead, the game will open to the second part where the fragging fun will start. Aside from this, the map provides some surprises. Hopefully these will make the map an appropriate ending to the whole nutty fun. This map owes special thanks to B.P.R.D., whose impressive nuts3.wad has been the basis for the background scenery. Title Music: Vangelis - Chariots of Fire Intermission Music: R-Type level 1 boss theme <!-- For more information about The Nutty Wad and its sequel(s), please visit: http://www.milianmusik.de/doom You're very welcome to leave your comments there.-->