Perdition's Anteroom

Perdition's Anteroom

This is a somewhat large level, so named for its central room with the large spiral staircase, replete with divers* weapons and sundry monsters. All secret d...

Filenames
anteroom.wad, ANTEROOM.WAD, anteroom.zip
Size
135.78 KB
MD5
e150ea82bc2342431cc259bf533e0f23
SHA-1
a6c7c7fccc8ef7f15a21efef10924737c02085ff
SHA-256
b6db34ae4e3efdd850cf0bba444c177ee5e0b5582a5c1f384d1e9a5aba6e7d36
WAD Type
PWAD
IWAD
Unknown
Engines
Unknown
Lumps
11
Maps
E2M1

Read Me

Title                   : Perdition's Anteroom
Filename                : ANTEROOM.WAD
Author                  : Evan H. Bynum

Email Address           : [email protected]. This will change very
			  soon, most likely to [email protected]

Misc. Author Info       : Graduate of Johns Hopkins' CS Dept., soon
			  to be CS grad at Colorado State (8/22/94).
			  Finger my account ([email protected]) for
			  a wise and unambiguous Jack London quotation.

Description :             This is a somewhat large level, so named for its
			  central room with the large spiral staircase,
			  replete with divers* weapons and sundry monsters.
			  All secret doors have slight texture offsets, and
			  there's a computer map behind one of them. I
			  included every weapon at least once, and you'll
			  find each kind of monster save the Cyberdemon and
			  Spiderdemon somewhere in the level.

			  One room is reminiscent of Raiders of the Lost Ark
			  (hint: lite-amp visors aren't always a good thing
			  to have!). Another has three pillars in it; your
			  selected skill level determines which one is your
			  teleport destination. I have not played every WAD
			  out there, so I think this is the first one to
			  implement such a feature. There are a few wide-open
			  areas suited especially for deathmatch play, and
			  a preponderance of plasma rifles strewn about the
			  level for quick rearming. Every room has at least
			  one exit, including the lava pit outside (i.e.,
			  there are no "traps," per se).

			  If you enjoy this WAD, please email me and let me
			  know what you liked about it, and also where you
			  found this file (I'm curious to see how far its
			  range grows). If you don't like this WAD, don't
			  bother telling me, as I daresay I shan't have much
			  time in grad school to fool around with level
			  creation and fix what you thought I should have
			  done.  Finally, if you're a student at Colorado
			  State, please look me up when I get there - I've
			  never been to Colorado and I'd like some fellow
			  Doomers to show me around! 

Additional Credits to   : The knowledgeable chaps who frequent the Doom-
			  editors' mailing list ([email protected]);
			  Matt Tagliaferri, who is both author of DoomCAD
			  and is the (second) biggest Cleveland Indian fan
			  around. Started that Jacob's Field WAD yet, Matt?
================================================================

* Play Information *

Episode and Level #     : E2M1
Single Player           : Yes
Cooperative 2-4 Player  : Yes (not tested)
Deathmatch 2-4 Player   : Yes (not tested)
Difficulty Settings     : Fully implemented, including network objects
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : New level from scratch

Editor(s) used          : DoomCAD 4.3 for all of the construction
			  (that cut-and-paste template is invaluable).
			  DoomED 2.60b for the texture previewer.
			  BSP12x for node building.

Development Time        : Three weeks, averaging about five hours per day.
			  This included learning the editor and re-
			  constructing sections that failed integrity
			  checks. 

Known Bugs              : Some of the monsters get "stuck" in doorways:
			  they'll just walk into the doorjamb instead
			  of coming after you. This is not all that
			  common an occurrence, but it's darn annoying
			  when it does happen.

* Copyright / Permissions *

Authors MAY use this level as a base to build additional levels
provided you include both my name and the name of this WAD in
the description or credits section of your own WAD.

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: infant2.sphs.indiana.edu
	   ftp.uwp.edu

BBS numbers: None

Other: None

* This is not a misspelling of "diverse." Both divers and sundry are
synonyms for "various." Jack London uses the former term a good deal in
his works, so I have incorporated it into mine. My writing tends more
towards the pedantic than the pedestrian, a trait neither common nor
warranted in computer scientists.
Title                   : Perdition's Anteroom
Filename                : ANTEROOM.WAD
Author                  : Evan H. Bynum

Email Address           : [email protected]. This will change very
			  soon, most likely to [email protected]

Misc. Author Info       : Graduate of Johns Hopkins' CS Dept., soon
			  to be CS grad at Colorado State (8/22/94).
			  Finger my account ([email protected]) for
			  a wise and unambiguous Jack London quotation.

Description :             This is a somewhat large level, so named for its
			  central room with the large spiral staircase,
			  replete with divers* weapons and sundry monsters.
			  All secret doors have slight texture offsets, and
			  there's a computer map behind one of them. I
			  included every weapon at least once, and you'll
			  find each kind of monster save the Cyberdemon and
			  Spiderdemon somewhere in the level.

			  One room is reminiscent of Raiders of the Lost Ark
			  (hint: lite-amp visors aren't always a good thing
			  to have!). Another has three pillars in it; your
			  selected skill level determines which one is your
			  teleport destination. I have not played every WAD
			  out there, so I think this is the first one to
			  implement such a feature. There are a few wide-open
			  areas suited especially for deathmatch play, and
			  a preponderance of plasma rifles strewn about the
			  level for quick rearming. Every room has at least
			  one exit, including the lava pit outside (i.e.,
			  there are no "traps," per se).

			  If you enjoy this WAD, please email me and let me
			  know what you liked about it, and also where you
			  found this file (I'm curious to see how far its
			  range grows). If you don't like this WAD, don't
			  bother telling me, as I daresay I shan't have much
			  time in grad school to fool around with level
			  creation and fix what you thought I should have
			  done.  Finally, if you're a student at Colorado
			  State, please look me up when I get there - I've
			  never been to Colorado and I'd like some fellow
			  Doomers to show me around! 

Additional Credits to   : The knowledgeable chaps who frequent the Doom-
			  editors' mailing list ([email protected]);
			  Matt Tagliaferri, who is both author of DoomCAD
			  and is the (second) biggest Cleveland Indian fan
			  around. Started that Jacob's Field WAD yet, Matt?
================================================================

* Play Information *

Episode and Level #     : E2M1
Single Player           : Yes
Cooperative 2-4 Player  : Yes (not tested)
Deathmatch 2-4 Player   : Yes (not tested)
Difficulty Settings     : Fully implemented, including network objects
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : New level from scratch

Editor(s) used          : DoomCAD 4.3 for all of the construction
			  (that cut-and-paste template is invaluable).
			  DoomED 2.60b for the texture previewer.
			  BSP12x for node building.

Development Time        : Three weeks, averaging about five hours per day.
			  This included learning the editor and re-
			  constructing sections that failed integrity
			  checks. 

Known Bugs              : Some of the monsters get "stuck" in doorways:
			  they'll just walk into the doorjamb instead
			  of coming after you. This is not all that
			  common an occurrence, but it's darn annoying
			  when it does happen.

* Copyright / Permissions *

Authors MAY use this level as a base to build additional levels
provided you include both my name and the name of this WAD in
the description or credits section of your own WAD.

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: infant2.sphs.indiana.edu
	   ftp.uwp.edu

BBS numbers: None

Other: None

* This is not a misspelling of "diverse." Both divers and sundry are
synonyms for "various." Jack London uses the former term a good deal in
his works, so I have incorporated it into mine. My writing tends more
towards the pedantic than the pedestrian, a trait neither common nor
warranted in computer scientists.

Maps

E2M1

E2M1

Deathmatch Spawns
7
Co-op Spawns
4