Time Of Maps - Part 1

Time Of Maps - Part 1

TOM is a boom compatible wad that uses only doom2 format line actions (except some boom light transfers) and sector effects. -complevel 9 in PrBoom-Plus is r...

Filenames
tom19.wad
Size
12.91 MB
MD5
fec7fb7a4ef597751a8c53c4d0ad3040
SHA-1
da53af6d5f4cf2069cef81786ca406b1f92e4ef6
SHA-256
691736403a62095b7298b72def17cf1802834215906f945953bd6c564861c78f
WAD Type
PWAD
IWAD
Doom II
Engines
Boom
Lumps
437
Maps
MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP07, MAP08, MAP09, MAP10, MAP11, MAP12, MAP13, MAP14, MAP15, MAP16, MAP31, MAP32, MAP30, MAP29

Read Me

===========================================================================
Advanced engine needed  : Boom compatible
                          PrBoom-Plus 2.5.0.1 with -complevel 9
                          some maps don't work in ZDoom
Primary purpose         : Single play
===========================================================================
Title                   : Time Of Maps - Part 1
Filename                : tom19.wad
Release date            : September 20, 2009
Author                  : TimeOfDeath (Chris Balch)
Email Address           : [email protected]

Other Files By Author   : Drown in Blood (dib28a) map01,03,04,05,09,22,23,
                                                     26,27,28
                          2sector map07
                          sloth
                          rjsloth
                          masterjumps map06 (co-author)
                          SMEDLEY
                          SQUANE
                          chips19 (Chip's Challenge remake)
                          FLANAGAN
                          dekutree (Zelda remake)
                          LOINK

Misc. Author Info       : 26 years old
                          myspace.com/timeofdeath
                          myspace.com/coracanning
                          myspace.com/withoutbag
                          timeofdeath.wrvids.com
                          youtube.com/timeofdeath
                          video.yahoo.com/people/5525124
                          mariokart64.com/smknonnbt/chrisbalchntsc.htm
                          mariokart64.com/smk/profile.php?pid=191

Description             : TOM is a boom compatible wad that uses only doom2
                          format line actions (except some boom light
                          transfers) and sector effects. -complevel 9 in
                          PrBoom-Plus is required for some rising stairs
                          and "floor lower to 8 above highest floor"
                          behaviour. Some maps don't work properly in
                          ZDoom.

                          This isn't intended to be a traditional map set.
                          Instead, it's a compilation of random maps and
                          mapping experiments (for me) with random themes
                          that are sorted by date (mostly), rather than
                          difficulty. Each map is intended to be learned
                          and memorized from a pistol start and recorded
                          on for max runs (not all maps also have an
                          intended speed route). I imagine playing most of
                          these maps without learning them would probably
                          be pretty annoying. The point of the maps is to
                          learn them, plan a route, and record a demo as
                          fast as you can. Most of the maps are
                          bfg-oriented or rocket/plasma-oriented and most
                          people probably won't like the gameplay.

                          Most of the maps are remakes of levels from other
                          games. All of the remakes were built by looking
                          around in-game in the original levels, counting
                          floor and wall tiles to figure out heights and
                          lengths, standing in corners and seeing where
                          other corners line up, using a ruler and the
                          in-game map to figure out general room sizes,
                          etc. The Quake remakes were also built that way
                          (I didn't look in a Quake editor). Though, there
                          are still differences in appearance between the
                          originals and remakes. If you're a fan of any of
                          the games I did remakes of, I think it could be
                          cool to check out these maps even if you don't
                          like the gameplay (play on skill 3 - hurt me
                          plenty - to play the maps without monsters).

                          Intended to be played with these options, if you
                          want:

                          CATEGORY 1 (INTENDED)
                          - prboom-plus 2.5.0.1+
                          - kills/items/secrets/timer HUD (with "smart
                            totals" turned off)
                          - any resolution + uncapped fps
                          - custom key config for weapons
                          - -longtics
                          - no TAS features (unless you specify your demo
                            is TAS)
                          - turn180 if you use keyboard only

                          CATEGORY 2
                          - zdoom
                          - freelook + jumping turned on
                          - infinitely tall actors turned off
                          - no bfg aiming
                          - custom key config for weapons
                          - no crouch

                          My key config in PrBoom-Plus is:

                          WASD movement, M1 fire, SHIFT shotgun,
                          R chaingun, Q rocket, E plasma, F bfg, SPACE use,
                          ALT strafe on, MOUSE turning (sometimes arrow
                          keys with my right hand for long sr50)

                          My key config in ZDoom is:

                          WASD movement, M1 fire, M2 jump, Q prev weap,
                          E next weap, SPACE use, ALT strafe on,
                          SHIFT center view, always mouselook,
                          never auto-aim, no BFG aiming, dot crosshair.

                          /////////////
                          // MAPLIST //
                          /////////////

                          MAP01 - released April 7, 2009
                                  Don't wake up the revenants

                          MAP02 - released April 12, 2009
                                  Silent Hill 2 remake of the first part of
                                  Rosewater Park

                          MAP03 - released April 16, 2009
                                  Silent Hill 2 remake of the start area

                          MAP04 - released April 22, 2009
                                  Silent Hill 2 remake of the Courtyard in
                                  the Woodside Apartments

                          MAP05 - released April 26, 2009
                                  Doesn't work in ZDoom

                          MAP06 - released May 11, 2009
                                  Doom2 format version of smedley.wad.
                                  Doom2.wad map01 remake built from scratch
                                  (no copy/pasting) exactly like the
                                  original, with some new areas. A secret
                                  area is a remake of the starting room and
                                  a hallway in Quake E3M3. Rocket jumping
                                  is required to reach that secret area in
                                  ZDoom.

                          MAP07 - released May 19, 2009
                                  Quake E3M4 remake of the first room

                          MAP08 - released May 27, 2009
                                  Doom2 format version of first part of
                                  dekutree.wad. Zelda: Ocarina of Time
                                  remake of Inside the Deku Tree.

                          MAP09 - released July 2, 2009
                                  Doom2 format version of second part of
                                  dekutree.wad. Zelda: Ocarina of Time
                                  remake of Inside the Deku Tree.

                          MAP10 - released July 3, 2009
                                  Doom2 format version of last part of
                                  dekutree.wad. Zelda: Ocarina of Time
                                  remake of Inside the Deku Tree.

                          MAP11 - released July 18, 2009
                                  For practising 2-bfg-shot kills on cybers
                                  and long sr50. Similar design to Espi's
                                  pe.wad

                          MAP12 - released June 6, 2009
                                  Doom.wad E1M1 remake from memory, after
                                  not having played/seen the original map
                                  in about 1 year, with doom2 monsters. It
                                  was Creaphis' idea. Also appears in
                                  e1m1mem.zip, e1m1mem2.wad map01.

                          MAP13 - released March 6, 2009
                                  Doom2 format + single player version of
                                  my 2 sectors deathmatch map in
                                  2sector.wad (map07) from July 2006.
                                  Originally released as seaburt.wad in
                                  March 2009

                          MAP14 - released July 30, 2009
                                  Doom2 format version of map27 from
                                  chips19.wad. Remake of level 27 from
                                  Chip's Challenge. Also turned out to be
                                  a 1024-style map.

                          MAP15 - released July 16, 2009
                                  Doom2 format version of my first five
                                  maps put into one map. The original maps
                                  are from dib28a.wad and were made in 2005

                          MAP16 - released September 1, 2009
                                  My attempt at making an Oblige-like map
                                  from scratch.

                          MAP29 - demo map
                                  Map28 from dib28a.wad. My unfinished
                                  attempt at making cave architecture from
                                  2006.

                          MAP30 - released September 20, 2009
                                  A map with 2 sectors that will certainly
                                  be hated by most, if not all.

                          MAP31 - released July 30, 2009
                                  Map11 with the cybers facing you.

                          MAP32 - released July 30, 2009
                                  Doom2 format version of two of the last
                                  rooms from flanagan.wad. Also shows a
                                  Doom "bug" (?) where you can walk through
                                  certain impassible walls if your map
                                  takes up 32768 units or more, either
                                  south-north or west-east. Doesn't work in
                                  ZDoom.

Additional Credits to   : Everyone involved with creating the games,
                          levels, textures, etc. that are listed below -
                          Doom/2 E1M1 and MAP01 -
                          Quake E3M3 and E3M4 -
                          Silent Hill 2 start area, Woodside Apartments,
                          Rosewater Park -
                          Legend of Zelda: Ocarina of Time, Inside the Deku
                          Tree -
                          Chip's Challenge level 27 -
                          Toke for the idea of using raspberry-colored
                          cacos with smaller corpses -
                          gggmork and TheGreenHerring for recording demos -
                          Afterglow for compiling q1tex.wad -
                          myk and TheGreenHerring for hex editing help -
                          Creaphis for mapping from memory idea -
                          andrewj for Oblige and Mr. Chris for LUA help -
                          Authors of the programs I used -
                          Kari Sweets for the HELP picture -
                          Dave Turnbull for playing drums -
                          Big thanks to gggmork for recording demos, making
                          suggestions, making maps, and always playing my
                          maps -
                          Thanks to anyone who plays my maps -
                          Thanks to all of the authors of maps that I've
                          played -
                          Thanks to all of the players that I've learned
                          from -
                          Thanks to anyone who has helped me -
===========================================================================
* What is included *

New levels              : 19 + demo map (map29)
Sounds                  : No

Music                   : Title music is a looped 4-second midi by Chris
                          Balch from 2002

                          Intermission music is an excerpt from the song
                          "Timothy Likes Rainbows" by Cora Canning - Guitar
                          by Chris Balch, Drums by Dave Turnbull - from
                          2009

                          MAP29 music is "The Gardener" by Cora Canning -
                          Guitar and Drums by Chris Balch - from 2009

                          MAP30 music is "The Last Breath of the Dying" by
                          Time Of Death - from the CD "The Last Breath of
                          the Dying" - by Chris Balch - from 2001

                          All of the other maps have a silent midi


Graphics                : Some textures from Quake, Chip's Challenge, and
                          Doom2.

                          TITLEPIC and CREDIT graphics are the negative
                          image of something I drew in 2001.

                          INTERPIC is a photograph I took.

                          HELP is Kari Sweets' bum.


Dehacked/BEX Patch      : Yes

Demos                   : Included in zip as tom19demos.zip
                          Recorded with prboom-plus 2.5.0.1 -complevel 9
                          by gggmork, TheGreenHerring, TimeOfDeath

                          tom01-129-speed-tod.lmp
                          tom01-242-max-tod.lmp
                          tom02-036-speed-tod.lmp
                          tom02-457-max-tod.lmp
                          tom02-551-max-ggg.lmp
                          tom03-048-speed-tod.lmp
                          tom03-243-max-tod.lmp
                          tom03-303-max-ggg.lmp
                          tom04-054-speed-tod.lmp
                          tom04-438-max-ggg.lmp
                          tom05-019-speed-tod.lmp
                          tom05-350-max-ggg.lmp
                          tom05-440-max-tod.lmp
                          tom06-152-speed-tod.lmp
                          tom06-1242-max-tod.lmp
                          tom06-1425-max-ggg.lmp
                          tom07-107-speed-tod.lmp
                          tom07-253-max-ggg.lmp
                          tom07-329-max-tod.lmp
                          tom08-037-speed-tod.lmp
                          tom08-552-max-tod.lmp
                          tom09-656-max-tod.lmp
                          tom10-222-max-tod.lmp
                          tom11-2255-max-tod.lmp
                          tom11-2353-max-ggg.lmp
                          tom12-01540-speed-tod.lmp
                          tom12-151-max-tod.lmp
                          tom12-155-max-ggg.lmp
                          tom13-039-speed-TGH.lmp
                          tom13-044-speed-tod.lmp
                          tom13-048-nmspeed-tod.lmp
                          tom13-603-max-ggg.lmp
                          tom13-626-fast-ggg.lmp
                          tom13-633-max-tod.lmp
                          tom14-417-max-tod.lmp
                          tom15-4105-max-tod.lmp
                          tom16-1154-max-tod.lmp
                          tom16-1353-max-ggg.lmp
                          tom30-5009-max-tod.lmp
                          tom32-448-max-tod.lmp


* Play Information *

Game                    : Doom 2
Map #                   : MAP01-16, 30-32
Single Player           : Designed for

Cooperative 2-4 Player  : Yes (except map29 and map30) but untested

                          If it was me, for casual coop games online I'd
                          play with infinite ammo, respawn items, respawn
                          mega items, no friendly fire, save the bfg for
                          emergencies or if there's enough room for
                          everyone to use it without knocking people
                          around, and have everybody try to get the same
                          number of kills. Nothing extra was added for
                          coop.

Deathmatch 2-4 Player   : No

Difficulty Settings     : No - Intended for skill 4 - Ultra Violence

                          There are no monsters on skill 3 - Hurt Me Plenty
                          except monsters that are required to appear in
                          order to progress through the map. That was done
                          because some maps can't be completed with
                          -nomonsters. If playing on skill 3, shoot your
                          gun every once in a while to wake up those
                          monsters so that you don't get stuck.


* Construction *

Base                    : New from scratch
Build Time              : 
Editor(s) used          : Doom Builder 1.66 & 1.68, XWE 1.16, Paint Shop
                          Pro 7, Paint, Cool Edit Pro 2, Power Tab Editor
                          1.7, Audiograbber 1.82, razorLame 1.1.5, XVI32

Known Bugs              : You can get stuck in MAP14, just like in Chip's
                          Challenge. Some maps won't work with
                          -complevel 2. Some maps won't work with ZDoom.
May Not Run With...     :


* Copyright / Permissions *

Authors MAY use these maps as a base for modification, as long as you
give credit to the original games I remade levels from, and as long as you
give credit to me for building the remakes.

Authors MAY reuse the music in this wad, as long as you give credit.

You MAY distribute this file for free, provided you include this text file,
with no modifications.

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

The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Web sites: http://timeofdeath.wrvids.com

Maps

MAP01

MAP01

Deathmatch Spawns
0
Co-op Spawns
4
MAP02

MAP02

Deathmatch Spawns
0
Co-op Spawns
4
MAP03

MAP03

Deathmatch Spawns
0
Co-op Spawns
4
MAP04

MAP04

Deathmatch Spawns
0
Co-op Spawns
4
MAP05

MAP05

Deathmatch Spawns
0
Co-op Spawns
4
MAP06

MAP06

Deathmatch Spawns
0
Co-op Spawns
4
MAP07

MAP07

Deathmatch Spawns
0
Co-op Spawns
4
MAP08

MAP08

Deathmatch Spawns
0
Co-op Spawns
4
MAP09

MAP09

Deathmatch Spawns
0
Co-op Spawns
4
MAP10

MAP10

Deathmatch Spawns
0
Co-op Spawns
4
MAP11

MAP11

Deathmatch Spawns
0
Co-op Spawns
4
MAP12

MAP12

Deathmatch Spawns
0
Co-op Spawns
4
MAP13

MAP13

Deathmatch Spawns
0
Co-op Spawns
4
MAP14

MAP14

Deathmatch Spawns
0
Co-op Spawns
4
MAP15

MAP15

Deathmatch Spawns
0
Co-op Spawns
4
MAP16

MAP16

Deathmatch Spawns
0
Co-op Spawns
4
MAP31

MAP31

Deathmatch Spawns
0
Co-op Spawns
4
MAP32

MAP32

Deathmatch Spawns
0
Co-op Spawns
4
MAP30

MAP30

Deathmatch Spawns
0
Co-op Spawns
1
MAP29

MAP29

Deathmatch Spawns
0
Co-op Spawns
1