Golachab

Golachab

Golachab is a challenging single-player Doom 2 level (with difficulty levels supported for those who want a casual playthrough), intended for Boom compatible...

Filenames
golachab.wad
Size
723.95 KB
MD5
f3799b08743e5bc9227a5f79dfbff710
SHA-1
b7126506d13b1723c134d08067cebe6e7a49fd9d
SHA-256
bece65f6cfbfa74d5b8dddc846e7ec85992ce2bbf3cb5c8fcff07b39d137c0ab
WAD Type
PWAD
IWAD
Doom II
Engines
Boom, PrBoom
Lumps
19
Maps
MAP01

Read Me

===========================================================================
Advanced engine needed  : Boom compatible (tested in PrBoom Plus -complevel
                          9)
Primary purpose         : Single play
===========================================================================
Title                   : Golachab
Filename                : Golachab.wad
Release date            : 10/8/2013
Author                  : Cynical
Email Address           : [email protected]
Other Files By Author   : None
Misc. Author Info       : Nothing to say, really

Description             : Golachab is a challenging single-player Doom 2
                          level (with difficulty levels supported for those
                          who want a casual playthrough), intended for Boom
                          compatible ports (tested in PrBoom+ complevel 9).
                          The main inspiration was the fight up the
                          hillside after the blue-key door in "Hillside
                          Siege" from Alien Vendetta, and the start was
                          inspired by some of the fast starts in Surge and
                          some of Joshy's maps from Speed of Doom's second
                          episode. Even though I've been screwing around
                          with level editors for various FPS games for a
                          decade now (mostly Unreal and Doom), this is the
                          first time I've ever made something I felt was
                          good enough to actually finish and publicly
                          release; hopefully it's more enjoyable than most
                          first maps!

Additional Credits to   : I owe a huge thanks to my playtesters. Without
                          these people, both from Doomworld and from other
                          places on the internet, this would not have been
                          nearly as good:
                          
                          Demon of the Well: Without his advice on how to
                          tweak the fights and how to set up the red key
                          trap, this likely would have not ended up being
                          fun to play. His finding of lots of little
                          texture bugs and advice on placing decorations
                          also helped the map's visuals greatly. Also, he
                          gets credit for getting me into Doom in the first
                          place back in 2004.
                          
                          Joshy: If this map's visuals can be talked about
                          as "aesthetics" instead of "assthetics", it's
                          because he pretty much taught me how to do
                          texturing and architecture in Doom that doesn't
                          look entirely awful. In addition, the entire
                          ending scenario was inspired by his comments.
                          
                          Antipathy: His magical coward powers were a huge
                          help in finding and eliminating exploits in
                          fights all over the map.
                          
                          
                          Mike Lowell: His comments were quite helpful for
                          tweaking "Hey, Not Too Rough" difficulty.
                          
                          Resources taken from other sources:
                          The fire texture in the first large cave room was
                          taken from Deus Vult II, by Huy Pham.
                          
                          The red sky was taken from CC4-tex.wad
                          
                          The song "In the Arms of Death" was taken from
                          vgmusic.com. It is originally from the Guilty
                          Gear XX Korean OST.
===========================================================================
* What is included *

New levels              : 1
Sounds                  : No
Music                   : No
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : No
Other files required    : None


* Play Information *

Game                    : Doom 2
Map #                   : 1
Single Player           : Designed for
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Other game styles       : None
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch
Build Time              : A few hours a day for about a month
Editor(s) used          : Doom Builder 2.1.2 1552, Slade 3.1.0 Alpha
                          (r1422)
Known Bugs              : None
May Not Run With...     : Anything that isn't Boom compatible.


* Copyright / Permissions *

Authors MAY 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.

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.  I have
received permission from the original authors of any modified or included
content in this file to allow further distribution.

* Where to get the file that this text file describes *

The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors

Maps

MAP01

MAP01

Deathmatch Spawns
0
Co-op Spawns
6