Blastem2
Filenames
blastem2.wad
Size
725.96 KB
MD5
5ada7cec00286eae568ec80259b0c8e3
SHA-1
acc704183a34c97a12b26282c77f28549de189bb
SHA-256
24705e42757ec64347c1be868f43c96264413fb09a868a72f9f66fb022ee101a
WAD Type
PWAD
IWAD
Doom II
Engines
Doom, Doom II
Lumps
30
Maps
MAP01
Download
Read Me
Blastem2.... This level is taken from my Doom2 TC entitled DoomTown3. It is the fifth level from DT3, but is presented here as a straight forward Doom2 level. This level was inspired by R.Lauzon's level entitled 'Blastem' designed for the original Doom. Blastem was never going to win any prizes for good architecture or effective texture use, but it was damn fun to play. Inspired by the basic idea of Blastem, I have built Blastem2 from scratch. This is primarily a 1 player level, but it supports co-op and deathmatch too. The concept is simple...try to get as close to 100% kills as possible. Throughout the level there are 10 Commander Keens tucked away. Kill all the Keens to open the exit room, in which you'll find loads of ammo, etc...then take on the cyberdemon (skill levels 3,4 and 5 only). New graphics included are mainly wall textures modified from existing ones in Doom2. There is also a metallic status bar, this was taken from the original Blastem level, but has been modified to be used in Doom2. Music is included, it's from Doom E1M4. I wasn't originally going to include a demo with this wad. But I recorded one after having 'a few drinks'. The resulting demo (played on Ultra Violence) was so ammusing I had to include it. You can watch me shooting at thin air and, on occasion, totally forgetting where i'm supposed to be going....well, at least it'll show you where to find all the keys and the Comander Keens. Finally, there is a slight graphical 'glitch' visible when run in GL mode. A stone wall can be seen above/behind the outer border wall in the south east part of the map. I have no idea why this happens, this level was playtested during design using the standard Doom2 version 1.9 and the wall does not appear. It only appears in GL mode. I'm not familiar with problems that may occur in GL mode (i only downloaded the GL doom stuff 5 days ago, but wow, it's fab). Anyway, it has no effect on the game play what so ever! If anyone knows why this wall is visable please email me. Cheers. -Russell Pearson (12th October 2000) email: [email protected] PS. If you're interested in playing the original version of Blastem, you can download it from my site at www.duellist.net ================================================================ Title : Blastem2 Filename : Blastem2.wad Distributed As... : Blastem2.zip Release Date : 12th October 2000 Author : Russell Pearson Email Address : [email protected] Website : www.duellist.net Description : Frantic level with loads of running and shooting required! (see above) Additional Credits to : Russell J. Lauzon for inspiration ================================================================ * Play Information * Episode and Level # : Map 01 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Difficulty Settings : Yes Recommended Difficulty : Ultra Violence (skill level 4) New Sounds : No New Graphics : Yes (see above) New Music : Kinda (see above) Demos Replaced : Yes - Demo1 * Construction * Base : New level from scratch. Editor(s) used : WadAuthor and NWT Known Bugs : A couple of graphical gliches in GL mode only (see above) ================================================================ * Copyright * This level is copyright Russell DD Pearson (2000). You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. ================================================================
================================================================ Title : Blastem2 Filename : Blastem2.wad Distributed As... : Blastem2.zip Release Date : 12th October 2000 Author : Russell Pearson Email Address : [email protected] Website : www.duellist.net Description : Frantic level with loads of running and shooting required! (see below) Additional Credits to : Russell J. Lauzon for inspiration Other Files By Author : Null Space (nullspace.zip) Tunnel Run (tun-run.zip) Close Kill (c-kill.zip) Voidtest (voidtest.zip) Deleted Scene (deleted.zip) Wood gfx (woodgfx.zip) ================================================================ * Play Information * Advanced engine needed : No, designed for normal 'vanilla' Doom2 New Levels : 1 Episode and Level # : Map 01 Single Player : Yes (designed for) Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Difficulty Settings : Yes Recommended Difficulty : Ultra Violence (skill level 4) New Sounds : No New Graphics : Yes (see below) New Music : Kinda (see below) Dehacked/BEX Patch : No Demos Replaced : Yes - Demo1 Other files required : None * Construction * Base : New level from scratch. Editor(s) used : WadAuthor and NWT Known Bugs : A couple of graphical gliches in GL mode only (see above) ================================================================ * Copyright * Authors may NOT use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. This level is copyright Russell DD Pearson (2000). You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. ================================================================ * Blah de blah de blah * Blastem2.... This level was inspired by R.Lauzon's level entitled 'Blastem' designed for the original Doom. Blastem was never going to win any prizes for good architecture or effective texture use, but it was damn fun to play. Inspired by the basic idea of Blastem, I have built Blastem2 from scratch. This is primarily a 1 player level, but it supports co-op and deathmatch too. The concept is simple...try to get as close to 100% kills as possible. Throughout the level there are 10 Commander Keens tucked away. Kill all the Keens to open the exit room, in which you'll find loads of ammo, etc...then take on the cyberdemon (skill levels 3,4 and 5 only). New graphics included are mainly wall textures modified from existing ones in Doom2. There is also a metallic status bar, this was taken from the original Blastem level, but has been modified to be used in Doom2. Music is included, it's from Doom E1M4. I wasn't originally going to include a demo with this wad. But I recorded one after having 'a few drinks'. The resulting demo (played on Ultra Violence) was so ammusing I had to include it. You can watch me shooting at thin air and, on occasion, totally forgetting where i'm supposed to be going....well, at least it'll show you where to find all the keys and the Comander Keens. Finally, there is a slight graphical 'glitch' visible when run in GL mode. A stone wall can be seen above/behind the outer border wall in the south east part of the map. I have no idea why this happens, this level was playtested during design using the standard Doom2 version 1.9 and the wall does not appear. It only appears in GL mode. I'm not familiar with problems that may occur in GL mode (i only downloaded the GL doom stuff 5 days ago, but wow, it's fab). Anyway, it has no effect on the game play what so ever! If anyone knows why this wall is visable please email me. Cheers. -Russell Pearson (12th October 2000) email: [email protected]