Sewers of DOOM v1.00
It is a little known fact that the moonbase providing the setting for the first DOOM episode (Knee Deep in the Dead) has an extensive waste disposal system. ...
Filenames
dmsod.zip, sod100.wad, SOD100.WAD
Size
333.93 KB
MD5
54bd0e4f4faf17af69ac6e2a684585ef
SHA-1
cf6d00bb99ca8c81978bb1137cba00eab1f23f95
SHA-256
b3313b5928e5af7b7403eaf93ba2dd7b18b0b22df5178a2cd86535c02c6c99d9
WAD Type
PWAD
IWAD
Doom
Engines
Doom
Lumps
13
Maps
E1M1
Download
Read Me
================================================================ Title : Sewers of DOOM v1.00 Filename : SOD100.WAD Author : John B. Williston Email Address : CIS ID: 70541,1335 Misc. Author Info : As a Christian, I find the theological aspects of DOOM amusing. In DOOM, Hell is a never-ending source of shotgun fodder with conveniently marked exits. I can state with certainty that the real thing will be far more terrible, so avoid it! If you desire more information, please feel free to drop me an EMail note. This first release of the Sewers of DOOM is intended as the first episode in a trilogy. I would like to say for certain that I will be able to complete my story, but time is the most precious resource of all. If you like this wadfile, a little EMail encouragement certainly couldn't hurt the creative process. Enjoy! Description : It is a little known fact that the moonbase providing the setting for the first DOOM episode (Knee Deep in the Dead) has an extensive waste disposal system. Said waste disposal system went to Hell (pun intended) when the moonbase was invaded, however, leaving sloshing pools of green yuck all over the place. You beat the baddies in the moonbase and wrestled Hell itself to its knees; are you ready for the next challenge? The sewers are clogged with hellspawn, and you've just been named plumber. Guess that cushy desk job will have to wait a wee bit longer... The moonbase sewer system was designed long after it was built, and has suffered greatly from recent neglect. Emergency doors in some places have all but closed off vital sections, resulting in a tangled maze of tunnels. Power has been mostly restored thanks to the tireless efforts of Union Aerospace Corporation (UAC) engineers, but the computer core is still down. Your mission is simple: kill everything that moves, pick up everything that doesn't, and get out alive. Additional Credits to : My wife beauty under pressure Rick Prins suggestions Steve Hoek beta testing/suggestions Tim Walker suggestions ================================================================ * Play Information * Episode and Level # : E1M1 Single Player : Yes Cooperative 2-4 Player : Yes (I have no way to test -- hope it works!) Deathmatch 2-4 Player : No Difficulty Settings : Yes New Sounds : No New Graphics : No New Music : Yes Demos Replaced : 1 * Construction * Base : New level from scratch Editor(s) used : Only DCK and DEU were up to the task Known Bugs : (if I know 'em, I squash 'em!) * Copyright / Permissions * 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) as long as you include this file intact. * Where to get this WAD * FTP sites: BBS numbers: Other: CompuServe GAMERS forum * Hints * E1M1: Well, well, well... This level is well named (another pun intended), as anyone surviving the first few moments can attest. It's a good thing that space marines, like yourself, are screened for acrophobia upon enlistment. This level demands a frantic pace as new areas are revealed by your movements, releasing all kinds of baddies in the process. Don't be afraid to "drop in" on a party. UAC surplus rockets were very cheap when the sewers were constructed and were often used for tunneling. There are quite a few boxes still lying around, so you might as well put them to good use. Don't feel you have to kill everything before moving on. It is possible, but there are several places where running from a foe can be very beneficial (particularly on the higher skill levels). Never stand toe to toe with a Baron; it isn't good for your toes, and it only annoys the Baron. Keep an eye out for barrels of the yucky stuff. They can be a very effective way to clear a room. Of course, this works both ways. As in Star Trek, transporters can be very confusing; try to keep a mental picture of your whereabouts at all times. Use the map to get a feel for the flow of rooms with malfunctioning teleporters. Above all, "cling on" to your life (sometimes even *I'm* ashamed of my wordplay). He who hesitates is lost (or Cacodemon food at best). Many of the more cavernous rooms were intended for use as temporary storage during overflow conditions. Unfortunately, due to budget cuts, the excavations were left unfinished. Try to use the third dimension to your advantage; high ground is always of strategic value. Besides, it's very difficult to hit a falling target. Secrets within secrets abound. Aerial gymnastics are not optional for accessing some of them.