malice.wad (revised version for Heretic

malice.wad (revised version for Heretic

These wads are designed to be primarily for Deathmatch play, but the author intended for them to be still useful and enjoyable for play by individuals (or ev...

Filenames
malice.wad, malice.zip
Size
562.17 KB
MD5
599f59c9cdffdca4e75e73a2e8d99d35
SHA-1
9ab6085bd4b93e2f3f2db116733204993366a700
SHA-256
416199cd0fc8c58752e0753604a3b1919a1898962d5d7bd3c6c7650a77f2368a
WAD Type
PWAD
IWAD
Unknown
Engines
Unknown
Lumps
102
Maps
E1M1, E1M2, E1M3, E1M4, E1M5, E1M6, E1M7, E1M8, E1M9

Read Me

================================================================
Title                   : malice.wad (revised version for Heretic
                          of rmh.wad, originally for Doom) 
Author                  : Ryan Hare
Email Address           : [email protected]
Other Info:             : The initial conversion of rmh.wad (for
                          Doom) to Heretic was done by Mark Lusk.
                          The final, rather extensive editing of 
                          the complete episode was done by Ryan 
                          Hare.
================================================================

* Play Information *

Episode and Level #s    : Episode 1, Missions 1-9
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Yes!
Difficulty Settings     : Yes (all)
New Sounds              : No
New Graphics            : No
Demos Replaced          : Yes, all three

Description:              These wads are designed to be primarily
                          for Deathmatch play, but the author
                          intended for them to be still useful
                          and enjoyable for play by individuals 
                          (or even cooperative mode).  The designs
                          are most conducive towards exciting
                          Deathmatches, and all levels are relatively 
                          compact, but they are set up in such a 
                          way so that the other modes of play are
                          still fun and fast-moving.  


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

* Construction *

Base                    : rmh.wad (for Doom) which was an original
                          episode made from scratch.
Build Time              : For all these wads? A lot!
Editor(s) used          : HEU 5.21h, DCK 2.2, DM2CONV
Known Bugs              : Occasionally, for reasons unknown, the
                          mace on e1m7 sometimes appears as a
                          Disciple. I assume this is a bug in
                          Heretic. Anyway, it is annoying, but
                          it doesn't happen very often.

* Notes *

Heretic does not use any exit signs, as are used for example in Doom, 
so to make up for this I have been consistent with marking an exit, as 
was the case with the original Heretic. Blue glitter, blue key doors, 
the texture called DOOREXIT, and the texture called SW2OFF are all
used to mark exits or access to exits.

In the original Doom, wall textures were used to mark locked doors
(a blue wall texture indicated a blue door, etc.) In Heretic,
these doors are marked with a color-coded statue. Unfortunately,
some of the levels have locked doors in areas that are too tight
to feasibly use these statues to mark the doors. I have used them
whenever possible, but some doors that are locked do not have statues
near them. The auto-map, however, always shows the locked doors and
the key color required to open them.

Level 4 features a switch that creates a step that allows one to
get on top of a well. If this switch is activated more than once,
the step (the bottom step) rises higher. In order to reset the step,
there is a switch in back of the well that lowers the step to the
ground.

Level 8 can not be completed in a Deathmatch game when the -nomonsters
switch is used. This doesn't matter, however, because it's the last level
anyway.

Level 9 is reached from the regular exit on level 6. I didn't feel
like constructing an extra secret exit. The place where the secret
level was on the original rmh.wad (e1m3) has been converted into
a secret room (one returns from level 9 always to level 7 on episode 
1 of Heretic, so the exit to level 9 has to be on level 6.)

* Copyright / Permissions *

Authors may NOT use these levels as a bases to build additional
levels.  

You MAY distribute this WAD, provided you include this 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.

* Where to get this wad * 

ftp sites: ftp.cdrom.com and its mirrors.

BBS: MegaSystem BBS (702-849-2207) and assorted others.

Special thanks to:

Mark Lusk, for doing the intial conversion and giving me the
motivation to get it done. Joe Hansen, for helping me test
and critique the levels.

And of course, to Id software, Raven software, and to the creators
of the utilities used to make these levels.

================================================================
Title                   : malice.wad (revised version for Heretic
                          of rmh.wad, originally for Doom) 
Author                  : Ryan Hare
Email Address           : [email protected]
Other Info:             : The initial conversion of rmh.wad (for
                          Doom) to Heretic was done by Mark Lusk.
                          The final, rather extensive editing of 
                          the complete episode was done by Ryan 
                          Hare.
================================================================

* Play Information *

Episode and Level #s    : Episode 1, Missions 1-9
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Yes!
Difficulty Settings     : Yes (all)
New Sounds              : No
New Graphics            : No
Demos Replaced          : Yes, all three

Description:              These wads are designed to be primarily
                          for Deathmatch play, but the author
                          intended for them to be still useful
                          and enjoyable for play by individuals 
                          (or even cooperative mode).  The designs
                          are most conducive towards exciting
                          Deathmatches, and all levels are relatively 
                          compact, but they are set up in such a 
                          way so that the other modes of play are
                          still fun and fast-moving.  


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

* Construction *

Base                    : rmh.wad (for Doom) which was an original
                          episode made from scratch.
Build Time              : For all these wads? A lot!
Editor(s) used          : HEU 5.21h, DCK 2.2, DM2CONV
Known Bugs              : Occasionally, for reasons unknown, the
                          mace on e1m7 sometimes appears as a
                          Disciple. I assume this is a bug in
                          Heretic. Anyway, it is annoying, but
                          it doesn't happen very often.

* Notes *

Heretic does not use any exit signs, as are used for example in Doom, 
so to make up for this I have been consistent with marking an exit, as 
was the case with the original Heretic. Blue glitter, blue key doors, 
the texture called DOOREXIT, and the texture called SW2OFF are all
used to mark exits or access to exits.

In the original Doom, wall textures were used to mark locked doors
(a blue wall texture indicated a blue door, etc.) In Heretic,
these doors are marked with a color-coded statue. Unfortunately,
some of the levels have locked doors in areas that are too tight
to feasibly use these statues to mark the doors. I have used them
whenever possible, but some doors that are locked do not have statues
near them. The auto-map, however, always shows the locked doors and
the key color required to open them.

Level 4 features a switch that creates a step that allows one to
get on top of a well. If this switch is activated more than once,
the step (the bottom step) rises higher. In order to reset the step,
there is a switch in back of the well that lowers the step to the
ground.

Level 8 can not be completed in a Deathmatch game when the -nomonsters
switch is used. This doesn't matter, however, because it's the last level
anyway.

Level 9 is reached from the regular exit on level 6. I didn't feel
like constructing an extra secret exit. The place where the secret
level was on the original rmh.wad (e1m3) has been converted into
a secret room (one returns from level 9 always to level 7 on episode 
1 of Heretic, so the exit to level 9 has to be on level 6.)

* Copyright / Permissions *

Authors may NOT use these levels as a bases to build additional
levels.  

You MAY distribute this WAD, provided you include this 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.

* Where to get this wad * 

ftp sites: ftp.cdrom.com and its mirrors.

BBS: MegaSystem BBS (702-849-2207) and assorted others.

Special thanks to:

Mark Lusk, for doing the intial conversion and giving me the
motivation to get it done. Joe Hansen, for helping me test
and critique the levels.

And of course, to Id software, Raven software, and to the creators
of the utilities used to make these levels.

Maps

E1M1

E1M1

Deathmatch Spawns
5
Co-op Spawns
4
E1M2

E1M2

Deathmatch Spawns
8
Co-op Spawns
4
E1M3

E1M3

Deathmatch Spawns
8
Co-op Spawns
4
E1M4

E1M4

Deathmatch Spawns
4
Co-op Spawns
4
E1M5

E1M5

Deathmatch Spawns
4
Co-op Spawns
4
E1M6

E1M6

Deathmatch Spawns
5
Co-op Spawns
4
E1M7

E1M7

Deathmatch Spawns
5
Co-op Spawns
4
E1M8

E1M8

Deathmatch Spawns
4
Co-op Spawns
4
E1M9

E1M9

Deathmatch Spawns
4
Co-op Spawns
4