Swim With The Whales
Swim With The Whales - swtw.wad (Doom II) is a PWAD featuring 4 maps (The Deep End, Ride The Dolphins, Swim With The Whales, ???)
Filenames
swtw.wad
Size
8.46 MB
MD5
abb4a0673d9a8507dcebcc6b6a84c97d
SHA-1
aa51c4f6d74521e9233f991c585b63cfceeca76a
SHA-256
7f081d591f2fce923d08fe1f86ed52cc5b8bd10061c2c96711506ea6286390d7
WAD Type
PWAD
IWAD
Doom II
Engines
Boom, GZDoom
Lumps
320
Maps
MAP01, MAP02, MAP03, MAP31
Read Me
=========================================================================== Advanced engine needed : Boom-Compatible (tested in prb+ cl9, gzdoom) Primary purpose : Single player =========================================================================== Title : Swim With The Whales Filename : swtw.wad Release date : 12/02/2013 Author : Ribbiks Email Address : [email protected] Other Files By Author : stardate 20x6, sf2012 (maps 03, 17, 30), and lots of maps released only on doomworld forums that probably no one cares about Misc. Author Info : (>'_')> Description : "Swim With The Whales" is a set of 3 boom- compatible levels featuring abstract environments, very challenging gameplay, and elaborate secret areas. I spun the color wheel and landed on blue this time around, so expect plenty of it! The dynamic range of the difficulty is wider than my previous releases. That is, UV is harder and HMP / HNTR are both a bit easier. So I encourage even skilled players to start off on HMP. Additional Credits to : *SEE BELOW*. =========================================================================== * What is included * New levels : 3 maps Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : Yes Demos : No Other files required : None * Play Information * Game : Doom 2 Map # : MAP01 - MAP03 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : No Other game styles : No Difficulty Settings : Yes. Use them. * Construction * Base : New from scratch Build Time : ~5 months, off and on. Editor(s) used : Doom Builder 2, Slade, Flash Known Bugs : Numerous slime-trails with software graphics that I'm too lazy to fix, If you find any serious bugs let me know! May Not Run With... : Any port that doesn't support: - boom linedefs / voodoo doll shennanigans Other : Glboom+ recommended for best results! * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. Authors of other materials have been credited in this file. You MAY distribute this file, provided you include this text 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. You may not charge for the contents of this file. * DISCLAIMER * This PWAD contains select texture(s) and flat(s) that can originally be found in GothicDM or Gothic2. Credit and thanks go out to the artist(s) of said flat(s) and texture(s) and also to the rest of the Gothic Crew (1997/98). The ORIGINAL GothicDM(2).ZIP can be found at the idGames Archives. Each said PKZIP archive contains thirty-two professional quality levels and music. Found at your favorite idGames FTP mirror: idgames/levels/doom2/deathmatch/megawads/gothicdm.zip idgames/levels/doom2/deathmatch/megawads/gothic2.zip =========================================================================== ///////////////////////////////////////// /////// NOTES ON DIFFICULTY: //////// ///////////////////////////////////////// =========================================================================== It's worth noting that the gameplay in this wad varies quite a bit across the different difficulty settings, so here's a brief overview: HNTR - Intended to be completable by most everyone, not too aggressive. HMP - Probably the most enjoyable experience. Enough powerups and ammo to forgive a few mistakes, encounters are challenging but not overly harsh. UV - Not messing around! Ammo and health are scarcer, monster and item placement are a bit trickier. On this difficulty many pits are inescapable and there are even some daunting platforming sections. UV-Multiplayer - Abundant resources to facilitate several players, I also got a bit crazy in some areas and upped monster counts. So if you're looking for a different challenge feel free to give -solo-net a try! =========================================================================== ////////////////////////////// /////// MAP LIST: //////// ////////////////////////////// =========================================================================== --------------------------- | map01: The Deep End | --------------------------- Music: "Aqua Rock" from Golden Sun: the Lost Age - Atmosphere, can you dig it? -------------------------------- | map02: Ride The Dolphins | -------------------------------- Music: "Underwater" from Donkey Kong Country 3 (GBA) Visuals: When I started this project I knew I wanted a map to start with a giant blue fortress surrounded by void. The outdoor detail was inspired by various church / cathedral architecture. Gameplay: There are two main routes that can be played in either order, each one winding back around to the start via an optional dual-cyberdemon gimmick fight. I think most of this map is fairly straightforward with the difficulty probably peaking at the Mastermind room in the light-blue key wing. There are plenty of helpful secrets, so some extra exploration will make life easier with earlier weapon pickups and additional powerups. ----------------------------------- | map03: Swim With The Whales | ----------------------------------- Music: "Water World" from Donkey Kong Country 3 Visuals: This was the first map I made for the set. My goal was to create a surreal volcanic wasteland but with water instead of lava. Towards the end I started messing around with pure black rooms and bright blue accents, ideas which were revisited when I began working on the other maps. Gameplay: Maybe the hardest level I've made (on UV that is, and possibly excluding sf12_30). Traversing this blue wonderland will involve plenty of unforgiving combat situations. Ammo and resources are pretty tight in the early portions of the map, so conservative play and clever infighting are practically required. There are a few challenging set-pieces, including an absurd BFG fight and dark-blue key arena. Secrets are numerous and diverse, including alternative weapon pickups and hidden encounters. Good luck! For those of you allergic to platforming puzzles, note that the one in this map is skippable if you utilize the black-key secret! ------------------ | map31: ??? | ------------------ Music: "Blue" by Eiffel 65 - According to Phml I was legally obligated to include this song somewhere in the wad, so here you go! =========================================================================== //////////////////////////////////////// /////// ADDITIONAL CREDITS: //////// //////////////////////////////////////// =========================================================================== Main playtesters: Phml, Dannebubinga Also thanks to those who provided demos/feedback in the dw project thread. Statbar graphics were ripped and recolored from "Green Goddess" (gg.wad), a mapset by Grain of Salt. Many textures were ripped/recolored from Community Chest 4, Deus Vult 2. Title Music: "Interlude" from Fable Intermission Music: "Astea's Theme" from Dragon Force =========================================================================== * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors FTP sites: idGames Archive (http://doomworld.com/idgames/)