DooM MuseuM
Why the name "Italian DooM"?! Because it was made by three Italian Doomers, grouped in the so-called "Italian Team". But there's more: in the .WAD there are ...
Filenames
itdoom1.wad
Size
12.51 MB
MD5
0629d99fee4bd10f0b7ba5ddf5d63cdf
SHA-1
a465639594d09efac4490a7d5dbe4cde7f6e6873
SHA-256
0546f80057472aa2ec323e7012743fbde29a65533922f90392da2c506cd94ead
WAD Type
PWAD
IWAD
Doom II
Engines
ZDoom
Lumps
368
Maps
MAP01, MAP07, MAP06, MAP08, MAP04, MAP05, MAP02, MAP03
Download
Read Me
=========================================================================== Archive Maintainer : This is the FIXED version of Italian DooM. Please replace the old. Advanced engine needed : Zdoom (.63a or higher) Primary purpose : Single Player =========================================================================== Title : Italian DooM - Episodio 1 File Name : itdoom1.wad Release Date : October 20, 2005 Author : "The Italian Team": Ismaele ([email protected]) Toranaga ([email protected]) Buzzbomber ([email protected]) Web Site : Ismaele's "Outpost of Doom 2": http://www.webalice.it/sposito.lag Toranaga: http://www.djb.doomwadstation.com Other Files by Author : Ismaele: Alien.wad (Alien Invasion); Alien2.wad (Alien 2 - The Revenge); Alien3.wad (Alien 3 - The last challenge); Outposth.wad (Outpost of Hell), Outpost2.wad (Outpost of Hell 2 - The fortress); Redeye.wad (Red Eye - The Mars File); Runkill.wad (Run & Kill); Blitz.wad and Blitz2.wad; Ghosts.wad and some other WADs. Toranaga: djb.wad (Death Is Just The Beginning) Buzzbomber: uacnukrf.wad (UAC Nukage Refinery) Misc Author Info : - Ismaele: Nineteen years old Italian student from Palermo, who enjoys playing and making new "Doom (2)" maps! - Toranaga: FPS player since Wolf 3D - Buzzbomber: I'm a 23 years old guy who play Doom since '94. My prefered style is the classic E1 techno theme. Additional Credits : - Id Software, for making "Doom", its sequels and "Quake"; - Raven Software, for making "Heretic" and "Hexen" (METALGH texture was taken from the Hexen IWAD and some MIDIs were taken from the Heretic IWAD:); - 3D Realms, for making "Duke Nukem 3D", where VENTx, MONITx, VETRO, MONIT1 and MONIT2 textures were taken; - Valve Software for making "Half-Life", where DUCT_WAL, LABWALL and MATT3 were taken from; - Apogee for "Rise of the Triad", where "Chant" (MAP03) and "Suck this!" (MAP04) MIDIs by Lee Jackson were taken from; - LucasArts for making "Dark Forces", where ZWEXT01 and ZWEXT04 textures were taken from; - Pawel Zarczynski aka NMN for some of his graphic resources (COMPAN, COMPSTO1, COMPSTO2, DCOMP2, DCOMP3 textures and HAZARD flat from NMNcorp1.zip); - Nick Baker for some of his graphic resources (CIEL_1, PANEL_1, PANEL_2, PANEL_3, PANEL_4, PANEL_5 textures and TECH_12 flat from mlcetex.zip); - the "Alien Vendetta" team for the LAVx & BFx textures; - Stephen Clark for one of the skies (quake1.bmp from q2skys-2.zip); - Dan Ireland for one of the skies (nr.bmp from gse10.zip); - [email protected] for one of the skies (space.bmp from stars2.zip); - Tolwyn for his MIDIs (ada-ds02, mm2ds08, mm2ds02b, got_ds08); - Nanami for the "CyberMasterMind", taken from the "Monster Resource .WAD" by various authors (please note that the monster has been strengthened a little: it has got 7000 hit points now, the sum of CyberDemon's and Spider MasterMind's hit points; the monster was not modified in other ways!); - Quasar for the "Arachnophyte", taken from the "Monster Resource .WAD" by various author (its DECORATE code has been modified just with a SpawnId); - You, for downloading this .WAD. Thank you! Description : Why the name "Italian DooM"?! Because it was made by three Italian Doomers, grouped in the so-called "Italian Team". But there's more: in the .WAD there are some new nice features too, such as messages in Italian... with the literal translation in English below, of course! This .WAD is ZDoom-oriented, so it works just with ZDoom, particularly with versions higher than 2.0.63a, since the .WAD contains new features, like DECORATE and DECALDEF lumps, which are supported only by the last versions of this source port. The .WAD contains 8 maps, one of which is a secret map (see "Levels Information" below for further info about the sequence of levels, its authors and more). Other features of this .WAD are: - two new monsters: a strengthened "CyberMasterMind" and the "Arachnophyte"! - new graphics (textures, flats, sprites, pictures, etc.); - new background musics. "Italian DooM" is a .WAD for Single Player mode (SP), although there are Cooperative and Deathmatch starts in some maps. Levels can be beated in sequence or from scratch. Playing the levels in sequence means following the story, of course. Play it and discover the new "Italian DooM": the first episode, of course! Story : Demons on Hell have nearly been defeated: there are just some interdimensional pockets of resistance. The Terrestrial Government decides to send a Cargo StarShip towards a far colony, that we lost contact with since the monsters' invasion. Unfortunately monster suddenly attack the Space Center and the Cargo Spaceship at the same time! Now you need to clear out the Space Center ("UAC Rocket Base"), the Spacecraft ("Cargo StarShip") and pilot the latter to the colony, where you find an invaded UAC facility ("They Reign Again"), after being attacked from enemy artillery and a disastrous landing. Monsters came out from the bowels of the planet and attacked the base from inside! You need to cover the monster's route in the opposite direction, to find other infested UAC bases ("Dictorobitary" and "Tech Temple"), where marines were making awful experiments of interdimensional trips and whence the monster started their attack, exploiting the big central gate! Then you use it too, in order to stop the invasion from the other dimension, but the alien outpost you reach is possessed by hellish deities ("Infernal Deities"), who want to stop your journey. After defeating last guardians, you get the MegaSphere, whose mysterious powers lead you to the last rampart of monsters ("Arachnophobia")... but is it really the last one? Instructions : Just unzip the .WAD into your ZDoom directory and launch it with the DooM 2 IWAD: zdoom.exe -file itdoom1.wad -iwad doom2.wad ============================================================================== * Play Information * Game : DOOM II Maps : map01-08 Single Player : Yes: designed for! Cooperative 2-4 Player : Yes and no (see Levels Information for further information about which levels support it) Deathmatch 2-4 Player : Yes and no (see Levels Information for further information about which levels support it) Difficulty Settings : Yes New Sounds : No New Graphics : Yes (see Additional Credits); some new textures and flats by Ismaele and BuzzBomber; new screens (titlepic, interpic, credit) by Ismaele and Buzzbomber; new sprites (screwdriver) by Buzzbomber. New Music : Yes (see Additional Credits) Demos Replaced : None DOOM Port Support : Zdoom required (2.0.63a or higher) Other Enhancements : DECORATE (screwdriver and boss monster), DECALDEF (boss monster), MAPINFO, ANIMDEFS lumps * Construction * Base : New levels from scratch Build Time : One summer (from the beginning of June to the ending of September) Editor(s) used : WinDeu, WadAuthor, Doom Builder, XWE Other Utilities used : Tcount, MS Paint, MS Photo Editor, Paint Shop Pro 7 Known Bugs : Some little HOM effects or "slime trails" near small polygonal sectors. Maybe some texture misalignments, that escape our several hours of testing! Should you find some other bugs, please e-mail us. ============================================================================== * Levels Informations * Level : map01 Title : UAC Rocket Base Author : Ismaele Music : ada-ds02 Game Mode Supported : SP and DM (just in the "Rocket Arena") Comments : The map can be divided into six sections: 1) Warehouse, that is the main floor (1st floor); 2) Power Plant, that is the lowest floor; 3) Control Tower, that is the highest floor (3rd floor); 4) Refueling Area, that is the second floor; 5) Rocket Compound; 6) Teleport Area, that is northern part of the base. I tried to make a non-linear map, although you must do some things in a certain order; but you are quite free to explore the map, apart from some limits. I warn you that there are some tricks and traps: don't be greedy and beware of doors, that are not totally open and need more power... since you could be stuck in a room, if you unluckily tried to open totally a door, that you can pass through easily, without having restored power! Having said this, don't complain with me with this "problem"! The map is quite detailed and this may slow down old computers a little, especially while loading the .WAD, in the main corridors and near the Rocket Compound. The map was originally designed for vanilla Doom... although I don't know if it would have worked with it. Then it was converted for ZDoom and ZDoom features and ACS Scripts has been added, to make the gameplay more interesting and funnier! Level : map02 Title : Cargo StarShip Author : Toranaga Music : got_ds08 Game Mode Supported : Single Player Comments : The UAC wanted to use this Starship to help the Lost Colony. Unluckily the demons invaded it. You must free the Ship and conquest the Bridge. Level : map03 Title : They reign again Author : Buzzbomer Music : imus1 ("Chant") Game Mode Supported : SP, Coop and DM Comments : This is my first attempt to create a level with hellish theme. Level : map04 Title : Dictorobitary Author : Buzzbomber Music : imus2 ("Suck this!") Game Mode Supported : SP and Coop Comments : - Level : map05 Title : Tech Temple Author : Toranaga Music : mm2ds08 Game Mode Supported : SP Comments : In this lab the UAC built an Interdimensional Gate; as usual, the demons used the Gate to invade the lost colony. The lab is now converted in a Temple. Level : map06 Title : Infernal Deities Author : Ismaele Music : mus_e1m6 (from "Heretic") Game Mode Supported : SP Comments : It is set in a mysterious place, inhabited by monsters, who daily offer sacrifices to strange hellish deities. Gothic and Medieval styles are dominant... with touches of hellish themes. Gameplay is enlivened by a lot of traps... so be careful and keep your eyes open! Most traps are "marked" with different signs, whereas other ones are quite intuitive. So, if you fall in them and die, it is just because you haven't been cautious! Sometimes you must face traps to go forth (for instance, trap related to keys), whereas other traps protect interesting things...! The map is non-linear and you can navigate it freely, apart from the limits imposed by keys. The level can be divided into six areas: the first three form the "upper" part of the map; the others form the "lower" part of the map. 1) The Great Halls, in the North: the start area and the last challenge are here; you need all six keys to enter the Dome; 2) Torture Chambers and Execution Place, which are in the West: you must look for the Red Key Card here; 3) The Courtyard, in the East: the Blue Key Card is hidden here; 4) The Gargoyle's Altar (and Jail), in the West: here the Gargoyle deity protects his Red Skull Key and detain prisoners; 5) The Lion's Realm, in the South: don't think that the Lion deity will allow you to take his Yellow Skull Key without asking for your blood in exchange for it; 6) The Satyr's Hell, in the East: a warm place, where to die, while looking for the Satyr's Blue Skull Key. Actually another area can be locate in the centre of the map: it is made up of three little courtyards: the middle one contains the Yellow Key Card (there's a nice trick here!) and you can enter it with the Blue Key Card or the Red one. The Southern courtyard links the three deities' realms and the rest of the level; whereas the Northern one links the 2nd area, the 3rd one and the "lower" part of the map. This is a hard level, because of traps and placement of monsters, and requires experience, ability (in both manoeuvring and fighting) and strategy. Level : map07 Title : Arachnophobia Author : Ismaele, Toranaga, Buzzbomber Music : mus_e3m2, mus_e2m8, mus_e1m8 (from "Heretic") Game Mode Supported : SP Comments : This level was done by 3 different authors: all the members of the "Italian Team". The first part was made by Ismaele, the second one by Toranaga, the third one by Buzzbomber. Will you recognize the 3 different styles?! The title of this map is due to the last part of map, populated by Arachontrons, Arachnophytes and the CyberMasterMind... if you had fear of spiders, then you'd better worry when you have to face the final challenge! Level : map08 Title : DooM MuseuM Author : Toranaga Music : mm2ds02b Game Mode Supported : SP Comments : This is not a normal Doom level. This is a Museum. Please visit it and do not make any damage! ============================================================================== * Revision History * ============================================================================== * Copyright / Permissions * This .WAD is Copyright @ 2005 by "The Italian Team": Ismaele, Toranaga, BuzzBomber. Authors MAY NOT use this level as a base 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) for non-profit purposes, as long as you include this file intact (for instance, you may include it on a CD that comes free with a book or magazine). =============================================================================== * Where to get this WAD * FTP Sites : The usual FTP archives WWW Sites : "Outpost of Doom 2": http://www.webalice.it/sposito.lag AOL/MSN/Other Online : BBS :