The_Crie
Filenames
crie.zip, THE_CRIE.WAD, the_crie.zip
Size
80.90 KB
MD5
da86e74b51b2ace4e3178685465ce4b8
SHA-1
9a39dc769adbb6215009cc4c7b6bbb77ac1cfa32
SHA-256
1ddb7de99ff517089440af493ca9c41e48336d451b51a971dac4049e4e49e853
WAD Type
PWAD
IWAD
Heretic
Engines
Doom, Heretic
Lumps
11
Maps
E1M1
Download
Read Me
============================================================================= Title : The_Crie Author : Fred E. Simpson Email Address : C.I.S. 74033,736 Misc. Author Info : Part time WAD maker, full time WAD player. Description : A Deathmatch WAD for registered Heretic Additional Credits to : Mathew Ayres for authoring WADED and to Sensor Based Systems for producing DeeP. Needless to say, many thanks to ID Software and Raven Software for making it all possible. ============================================================================= * Play Information * Episode and Level # : E 1 1 Start-up Instructions : Heretic -file The_Crie.WAD -deathmatch Single Player : Yes (But you won't survive without QUICKEN) Cooperative 2-4 Player : Yes (But you still probably won't survive) Deathmatch 2-4 Player : YES (BINGO! This is why The_Crie was created) Difficulty Settings : Not implemented New Sounds : No New Graphics : No Demos Replaced : None * Construction * Base : SB (Scratch Built) Build Time : 30 hours (15 hrs, basic layout. 15 hrs details) Editor(s) use : WADED V1.83, DeeP V6.13 Known Bugs : None so far. Please notify me if you find any. * Copyright / Permissions * I don't know why you'd want to do anything with this file other than play it but if you redistribute, please maintain it in its original state and include this file. If you use it as the basis for another level or include it in a compendium of others, please give credit to the original author (me) and send me a copy of your finished work. Professional courtesy and all that. * The story so far...... * You can't remember when you last slept. The damp, musty stench of the castle dungeon stings your nostrils. In the distance you hear muffled voices. They grow louder and are joined by the sound of footfalls in the stone passageway. You pray they are not coming for you, AGAIN. The memories of their last visit remain all to vivid. As your cell opens... WAIT A MINUTE! THIS IS A DEATHMATCH LEVEL! JUST KILL THE OTHER GUYS! O.K.? * Design Notes * My intent was to design an arena for interesting Deathmatch play. As such, I have included a few features which I believe will provide improved Deathmatch challenges. 1. First, there are no dead ends. Every area has multiple entrances/exits. 2. There is a circulation, a sort of flowing continuity to the layout. I avoided making it linear where you are forced to double back and re-travel the same ground (ala DOOM ][, level 1) 3. There are eight (8) regeneration points for re-entering the game after dying. This is intended to avoid regeneration ambushes by the guy who just wasted you. It is less likely your re-entry point can be predicted. 4. Each room has a unique design to provide improved orientation. 5. Basic weapons (Crossbow and Claw) are in the main play area. Major weapons and power ups are in remote armories. 6. Each of the four armories has two separate teleport returns to minimize ambushes. 7. Armory teleport returns are coded (either with texture or an object) to indicate the location to which you will return. 8. Strategic lighting levels in many areas to promote better tactical maneuvering. 9. Plenty of ledges, overlooks, hide outs, etc. to add strategy to the combat. The intent was to provide continuous location information so the player is better able to concentrate on the tactics and challenges of combat. Likewise, placing the weapons as they are is intended to provide equity of equipment among players. This returns the emphasis to tactics and combat skill rather than to who was lucky enough to get the BFG. I am sure this level lacks some of the polish found in creations from other WAD authors but the intent was to create a good Deathmatch challenge. I would welcome constructive feedback on how to make this play better. I'm not too interested in how to make it look better (althought I think it looks better than many I've seen.) ***************************************************************************** * Parting Shots * If you are playing Heretic and are not a registered owner, what are you waiting for??? If Id Software and Raven Software are to continue their great work, they need our support. Consider the entertainment value, the near endless hours of enjoyment derived from a mere $40.00 investment. Let's cast our votes ($$$) for more programs like these by sending the manufacturer the support they deserve. And while I'm on the subject, I know NOBODY sends in shareware registration fees but WADED and DeeP both register for a mere $15. This is a small price to pay for the quality and value they posess. If we're to continue to enjoy programs like these, and their continuing support, we must to do our part to let the author's know we appreciate their hard work.
============================================================================= Title : The_Crie Author : Fred E. Simpson Email Address : C.I.S. 74033,736 Misc. Author Info : Part time WAD maker, full time WAD player. Description : A Deathmatch WAD for registered Heretic Additional Credits to : Mathew Ayres for authoring WADED and to Sensor Based Systems for producing DeeP. Needless to say, many thanks to ID Software and Raven Software for making it all possible. ============================================================================= * Play Information * Episode and Level # : E 1 1 Start-up Instructions : Heretic -file The_Crie.WAD -deathmatch Single Player : Yes (But you won't survive without QUICKEN) Cooperative 2-4 Player : Yes (But you still probably won't survive) Deathmatch 2-4 Player : YES (BINGO! This is why The_Crie was created) Difficulty Settings : Not implemented New Sounds : No New Graphics : No Demos Replaced : None * Construction * Base : SB (Scratch Built) Build Time : 30 hours (15 hrs, basic layout. 15 hrs details) Editor(s) use : WADED V1.83, DeeP V6.13 Known Bugs : None so far. Please notify me if you find any. * Copyright / Permissions * I don't know why you'd want to do anything with this file other than play it but if you redistribute, please maintain it in its original state and include this file. If you use it as the basis for another level or include it in a compendium of others, please give credit to the original author (me) and send me a copy of your finished work. Professional courtesy and all that. * The story so far...... * You can't remember when you last slept. The damp, musty stench of the castle dungeon stings your nostrils. In the distance you hear muffled voices. They grow louder and are joined by the sound of footfalls in the stone passageway. You pray they are not coming for you, AGAIN. The memories of their last visit remain all to vivid. As your cell opens... WAIT A MINUTE! THIS IS A DEATHMATCH LEVEL! JUST KILL THE OTHER GUYS! O.K.? * Design Notes * My intent was to design an arena for interesting Deathmatch play. As such, I have included a few features which I believe will provide improved Deathmatch challenges. 1. First, there are no dead ends. Every area has multiple entrances/exits. 2. There is a circulation, a sort of flowing continuity to the layout. I avoided making it linear where you are forced to double back and re-travel the same ground (ala DOOM ][, level 1) 3. There are eight (8) regeneration points for re-entering the game after dying. This is intended to avoid regeneration ambushes by the guy who just wasted you. It is less likely your re-entry point can be predicted. 4. Each room has a unique design to provide improved orientation. 5. Basic weapons (Crossbow and Claw) are in the main play area. Major weapons and power ups are in remote armories. 6. Each of the four armories has two separate teleport returns to minimize ambushes. 7. Armory teleport returns are coded (either with texture or an object) to indicate the location to which you will return. 8. Strategic lighting levels in many areas to promote better tactical maneuvering. 9. Plenty of ledges, overlooks, hide outs, etc. to add strategy to the combat. The intent was to provide continuous location information so the player is better able to concentrate on the tactics and challenges of combat. Likewise, placing the weapons as they are is intended to provide equity of equipment among players. This returns the emphasis to tactics and combat skill rather than to who was lucky enough to get the BFG. I am sure this level lacks some of the polish found in creations from other WAD authors but the intent was to create a good Deathmatch challenge. I would welcome constructive feedback on how to make this play better. I'm not too interested in how to make it look better (althought I think it looks better than many I've seen.) ***************************************************************************** * Parting Shots * If you are playing Heretic and are not a registered owner, what are you waiting for??? If Id Software and Raven Software are to continue their great work, they need our support. Consider the entertainment value, the near endless hours of enjoyment derived from a mere $40.00 investment. Let's cast our votes ($$$) for more programs like these by sending the manufacturer the support they deserve. And while I'm on the subject, I know NOBODY sends in shareware registration fees but WADED and DeeP both register for a mere $15. This is a small price to pay for the quality and value they posess. If we're to continue to enjoy programs like these, and their continuing support, we must to do our part to let the author's know we appreciate their hard work.
=========================================================================== Uploaded by : ETTiNGRiNDER Archive Maintainer : levels/heretic/deathmatch/s-u Advanced engine needed : No Primary purpose : Deathmatch Uploader's Note : This upload is part of an attempt to find "lost" Heretic/Hexen PWADs and get them archived on idgames. Something for the oldschoolers out there. This is the "modernized" text file, filled in with the original information where possible and the uploader's best attempt otherwise. The original text file is included as THE_CRIE.OLD. =========================================================================== Title : The_Crie Filename : THE_CRIE.WAD Release date : Jan 24, 1995 (Timestamp date) Author : Fred E. Simpson Email Address : C.I.S. 74033,736 Other Files By Author : None known Misc. Author Info : Part time WAD maker, full time WAD player. Description : A Deathmatch WAD for registered Heretic Additional Credits to : Mathew Ayres for authoring WADED and to Sensor Based Systems for producing DeeP. Needless to say, many thanks to ID Software and Raven Software for making it all possible. =========================================================================== * What is included * New levels : 1 Sounds : No Music : No Graphics : No Dehacked/BEX Patch : No Demos : No Other : No Other files required : No * Play Information * Game : Heretic Map # : E1M1 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Other game styles : No Difficulty Settings : Not implemented * Construction * Base : New level from scratch Build Time : 30 hours (15 hrs, basic layout. 15 hrs details) Editor(s) used : WADED V1.83, DeeP V6.13 Known Bugs : None so far. Please notify me if you find any. May Not Run With : None Tested With : Vanilla Heretic * Copyright / Permissions * I don't know why you'd want to do anything with this file other than play it but if you redistribute, please maintain it in its original state and include this file. If you use it as the basis for another level or include it in a compendium of others, please give credit to the original author (me) and send me a copy of your finished work. Professional courtesy and all that. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors Web sites: FTP sites: * The story so far...... * You can't remember when you last slept. The damp, musty stench of the castle dungeon stings your nostrils. In the distance you hear muffled voices. They grow louder and are joined by the sound of footfalls in the stone passageway. You pray they are not coming for you, AGAIN. The memories of their last visit remain all to vivid. As your cell opens... WAIT A MINUTE! THIS IS A DEATHMATCH LEVEL! JUST KILL THE OTHER GUYS! O.K.? * Design Notes * My intent was to design an arena for interesting Deathmatch play. As such, I have included a few features which I believe will provide improved Deathmatch challenges. 1. First, there are no dead ends. Every area has multiple entrances/exits. 2. There is a circulation, a sort of flowing continuity to the layout. I avoided making it linear where you are forced to double back and re-travel the same ground (ala DOOM ][, level 1) 3. There are eight (8) regeneration points for re-entering the game after dying. This is intended to avoid regeneration ambushes by the guy who just wasted you. It is less likely your re-entry point can be predicted. 4. Each room has a unique design to provide improved orientation. 5. Basic weapons (Crossbow and Claw) are in the main play area. Major weapons and power ups are in remote armories. 6. Each of the four armories has two separate teleport returns to minimize ambushes. 7. Armory teleport returns are coded (either with texture or an object) to indicate the location to which you will return. 8. Strategic lighting levels in many areas to promote better tactical maneuvering. 9. Plenty of ledges, overlooks, hide outs, etc. to add strategy to the combat. The intent was to provide continuous location information so the player is better able to concentrate on the tactics and challenges of combat. Likewise, placing the weapons as they are is intended to provide equity of equipment among players. This returns the emphasis to tactics and combat skill rather than to who was lucky enough to get the BFG. I am sure this level lacks some of the polish found in creations from other WAD authors but the intent was to create a good Deathmatch challenge. I would welcome constructive feedback on how to make this play better. I'm not too interested in how to make it look better (althought I think it looks better than many I've seen.) ***************************************************************************** * Parting Shots * If you are playing Heretic and are not a registered owner, what are you waiting for??? If Id Software and Raven Software are to continue their great work, they need our support. Consider the entertainment value, the near endless hours of enjoyment derived from a mere $40.00 investment. Let's cast our votes ($$$) for more programs like these by sending the manufacturer the support they deserve. And while I'm on the subject, I know NOBODY sends in shareware registration fees but WADED and DeeP both register for a mere $15. This is a small price to pay for the quality and value they posess. If we're to continue to enjoy programs like these, and their continuing support, we must to do our part to let the author's know we appreciate their hard work.