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
Download
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