The Chaos Project ver 1.52b (b as in Boom:)

The Chaos Project ver 1.52b (b as in Boom:)

The Chaos Project ver 1.52b (b as in Boom:) - chaosprj.wad (Doom II) is a PWAD featuring 22 maps (MAP01, MAP02, MAP03, MAP04, MAP05, and more)

Filenames
chaosprj.wad
Size
4.38 MB
MD5
8797c7b9347b6dbc9b95538f97eb88db
SHA-1
9982e270fc60110af5754c1f39e4bdebad799418
SHA-256
085a4f6e5a4c044acd499733b09f5f2693ee8cfd8d66dbf2810ae7de5be73369
WAD Type
PWAD
IWAD
Doom II
Engines
Boom
Lumps
386
Maps
MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP07, MAP08, MAP09, MAP10, MAP11, MAP12, MAP13, MAP14, MAP15, MAP16, MAP17, MAP18, MAP19, MAP20, MAP31, MAP32

Read Me


========================================================================

Title:          The Chaos Project ver 1.52b (b as in Boom:)
What:           18 level PWAD for Boom w/ Doom2.wad
Filename:       CHOASPRJ.EXE
Author:         Jonathan D Campbell
E-Mail Address: [email protected]
Web Page:       http://www.tiac.net/users/joncamp

========================================================================

-Play infromation-

Missions:            01-16,31-32 (also 17 - 20... maybe...)
Single Play:         Yes
Coop Play:           Yes 
Deathmatch:          No
Difficulty Settings: Yes
New Sounds:          Yes 
New Graphics:        Yes 
New Music:           Yes
Demos Replaced:      No

========================================================================

-Running-

This file is for use with Boom & Doom2.wad...  It will not run with standard
Doom,  and there are no other supporting ports at the time of this writing.
If you do not own Boom,  go get it from TeamTNT:

http://www.neosoft.com/~teamtnt/index.htm

Also included is a bex file (from the command line: -deh chaosprj).  It is
recommended you use the bex file: it contains level names for the automap
and text for the intermission screens. It will be much easier to follow the
storyline if you use it.

========================================================================

-New to this version-

This update exists due to changes in Boom.  Specifically,  the demos were
removed because with the constant changes in Boom they cannot stay in
sync.  Also,  Boom v2.01 crashes when attempting to play demos from v2.00.

Also, thing 4001/4002 (point pushers) were renumbered to 5001/5002.  If
this change is your only reason for updating your copy, you may want to
consider downloading "cvtthing.exe" from TeamTNT's site.  This will make
the change at a considerable savings in download time.

========================================================================

- The Obligatory Hackneyed Plot (a la Doom) -

	The project complex housed technological experiments since before the
loss of the deimos base years ago.  Hidden somewhere on Earth, its last 
experiments were its greatest. And its deadliest.
	The optic gate would allow for matter transferrence between distant 
locations.  Unfortunately, vast quantities of power are required for even 
the shortest distances.  To solve this problem a massive power plant was 
built near the project complex.  It tapped into neighboring dimensions, 
creating massive power conduits that could power gate jumps beyond our own 
solar system.  Gate jumps even into other dimensions became possible.
	
	What we didn't know about our ancient enemies could now hurt us.
	
	Our planet was not their only prey. For eons they had been sweeping 
through dimensions and devouring everything.  Seizing the new opportunity, 
the minions of evil pulled first the power plant and then the project 
complex itself through into a neighboring dimension.  Now they are using our 
own technology to reinvade our already devistated Earth.


	In response, the marines have positioned a mission command near the 
doomed city -- the first city now showing signs of alien presence.  Late at 
night you arrive in secret for your team's mission briefing.


	MISSION TACTICAL SEQUENCE:

		Pass through the sewers of the doomed city.  Hidden in the
	corrupted urban bloodbath is the only remaining entrance to our
	overtaken underground station.

		Retake the subterranean complex and, once secured, move on to
	the Gate Navigation Facility.

		Preliminary reconaisance indicates the gate there enters
	into a "void" between dimensions.  We hope to know more before
	dawn tomorrow, but we know you must pass through this void to
	reach the drop point in the alternate dimension.

		You will find the power plant at the drop point.  You must
	disable the plant to stop the incoming hordes.  No point in
	avoiding the truth now,  your return is not a mission objective.

		We expect the project complex will be further into the
	alternate dimension because its presence is not necessary to the
	gate's operation.  At any rate,  you must reach the complex and
	locate the source of the evil.  We know they are not indigionous
	to that dimension,  so doubtless you will find some connection
	there.  You will destroy the abomination's source,  or you must
	die trying.

	Get your beauty rest, soldiers.
	You strike at dawn.


Or not.
In a fitful nightmare you see your destiny unfold before you.  The overrun 
cities of Earth.  Destroyed military installations.
The Gate
The terrifying void where not only two,  but countless dimensions merge.  
The void infested with the evil scourge you've dedicated your life to 
exterminating.
You see the power plant,  so corrupt in its technology it bears no further 
corruption at the hands of hell.

Beyond this: the dim vision of your own death in a phantom temple,  and your 
rebirth in its dungeon countless times to horrible torture.

You see beyond even this,  a glimpse of the Godless Abominate.  Not only a 
thing,  but a place.

Too terrifying to remember is the strange circularity.  The brief moment of 
revelation you cannot escape,  as you return victorious and awake at the 
beginning.  Awake and not sure you have dreamed at all.

Awake at mission command.  Somehow you have been passed over as everyone 
else was slaughterred.  No surprise.

========================================================================

-SPECIAL NOTE-

	These levels were designed for single play.  I have added support for
four players,  but some levels may operate a little strangely under these 
conditions.  Remember:  as always,  the weakest player in the team will 
determine the strength of the group.  A weak player in an experienced group 
could make "Ultra-Violence" an impossoble level.

=========================================================================

-Difficulty Settings-

	These levels were designed for experienced players.  However,  the
difficulty settings have been optimized for a wide range of playing 
abilities.

	I'm too young to die/Hey, not so rough
		These settings are for weaker players.  Note,  some traps and
		puzzles are just as deadly or difficult at these settings.

	Hurt me plenty
		This is optimized for median players.  Its not too easy,  but
		deadlier players (like myself) should be able to rip through
		this setting as if it were a pleasure cruise.

	Ultra-Violence/Nightmare
		Expert players only!  This setting should be hard enough to
		delight all you bloodthirsty doomers out there.  Even once you
		know every trap by heart you'll still die.  Go to the secret
		level at this setting and you probably wont live to regret it.
		If this aint tough enough for you,  then let me know!
                (No, the secret level is not 31 or 32...)
=========================================================================

-Special Thanks-

                 Id Software, for creating a game so great I'm obligated
                 to thank them for it.

                 TeamTNT for creating Boom.  

---------------->Playtesting

	Saying I designed this patch alone is a bit of a stretch.  Without my
playtest crew it would have been a troublesome game to say the least.  They
helped to identify weaknesses in traps,  map layout flaws,  and major
problems in multiplayer play flow.  My sincere gratitude is theirs,  and if
you enjoy this patch then yours should be as well.

                 John Green:  Initial play testing,  level flow testing,
                              critical input,  trap death indexing,
                              multiplayer play testing.

             Avril Campbell:  Multiplayer play testing, critical input.

                        Rez:  Further compatability testing,  bug detection
                              and analasys,  and critical input.
========================================================================

-Construction-

Base:           New levels built from scratch

Editors used:   WadAuthor by Williston Consulting - Map Editor
                DeuTex by Olivier Montanuy - Resource Injection
                BSP 2.3 by Lee Killough - Nodes & Blockmap
                Corel Photo Paint 5plus - Graphics
                Microsoft Paint - Graphics
                Passport Rhapsody - Musics
                Voyetra MIDI Orchestrator Plus - Musics
                Midi2Mus by Unknown - Music conversion (From .mid to .mus)
                Creative WaveStudio - Sound

Known Bugs:     None that I am aware of,  thanks to Boom.

========================================================================


-Copyright / Permissions-

*  You may distribute this patch as you wish under the following conditions:
             1> The wad file may not be alterred in any way -- must be
                uninstalled version.
             2> It must be in its origional self-extracting zip file with all
                the origional accompanying files in unalterred condition.
             3> No one may be charged for these files - no exceptions.

*  You may not use this patch as a base for your own creations.
*  You may not extract any graphical files from this patch.
*  You may not extract any wave files from this patch.
*  You may not extract any music from this patch.

All music (c)copyright Jonathan D. Campbell 1998
All graphics (c) copyright Jonathan D. Campbell 1998
All levels (c)copyright Jonathan D. Campbell 1998
========================================================================

Maps

MAP01

MAP01

Deathmatch Spawns
0
Co-op Spawns
4
MAP02

MAP02

Deathmatch Spawns
0
Co-op Spawns
4
MAP03

MAP03

Deathmatch Spawns
0
Co-op Spawns
4
MAP04

MAP04

Deathmatch Spawns
0
Co-op Spawns
4
MAP05

MAP05

Deathmatch Spawns
0
Co-op Spawns
4
MAP06

MAP06

Deathmatch Spawns
0
Co-op Spawns
4
MAP07

MAP07

Deathmatch Spawns
0
Co-op Spawns
4
MAP08

MAP08

Deathmatch Spawns
0
Co-op Spawns
4
MAP09

MAP09

Deathmatch Spawns
0
Co-op Spawns
4
MAP10

MAP10

Deathmatch Spawns
0
Co-op Spawns
4
MAP11

MAP11

Deathmatch Spawns
0
Co-op Spawns
4
MAP12

MAP12

Deathmatch Spawns
0
Co-op Spawns
4
MAP13

MAP13

Deathmatch Spawns
0
Co-op Spawns
4
MAP14

MAP14

Deathmatch Spawns
0
Co-op Spawns
4
MAP15

MAP15

Deathmatch Spawns
0
Co-op Spawns
4
MAP16

MAP16

Deathmatch Spawns
0
Co-op Spawns
4
MAP17

MAP17

Deathmatch Spawns
0
Co-op Spawns
4
MAP18

MAP18

Deathmatch Spawns
0
Co-op Spawns
4
MAP19

MAP19

Deathmatch Spawns
0
Co-op Spawns
4
MAP20

MAP20

Deathmatch Spawns
0
Co-op Spawns
4
MAP31

MAP31

Deathmatch Spawns
0
Co-op Spawns
4
MAP32

MAP32

Deathmatch Spawns
0
Co-op Spawns
4