Hall of The Mountain King (HALLMONT.WAD)
A huge level with some impressive bits and pieces. Full description below, but basically it's a big underground medieval-style setup.
Filenames
hallmont.wad
Size
196.87 KB
MD5
686655b8309712b15d18b54620017195
SHA-1
daa430a8ea41f7cd949f76acf5b3c77fd85831ec
SHA-256
c49e7c8a21d7dd93562a051e45ce95e964e4f9ebcc3fee4515cd13e51429a17a
WAD Type
PWAD
IWAD
Unknown
Engines
Unknown
Lumps
11
Maps
E1M1
Download
Read Me
====================================================================== Title : Hall of The Mountain King (HALLMONT.WAD) Author : 'Spooky' John Bye Email Address : [email protected] Misc Author Info : Underworked physics student Description : A huge level with some impressive bits and pieces. Full description below, but basically it's a big underground medieval-style setup. Additional Credits to : All the usuals, plus the makers of DCK and BSP ====================================================================== * Play Information * Episode and Level # : E1M1 Single Player : Yes Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Difficulty Settings : Yes New Sounds : None New Graphics : None Demos Replaced : None * Construction * Base : New level from scratch Build Time : About 12-24 hours over a few days. Editor(s) used : DCK2.2, DEEP shareware beta, BSP 1.2x Known Bugs : Some of the rooms are just too big and detailed. Sometimes when you go into a room there's a kinda HOM type thing in the corners, kinda like a brownish grey mist... Using version 1.9 of Doom kills this problem. Also the huge long candle-lit corridor was TOO long. I had to add the doors in the middle because when you looked down the length of the whole corridor the game crashed! The only way this could happen now is if you opened both doors and then ran backwards down the corridor, reaching the end before either door shuts. This isn't likely to be a great problem in real play situations, but watch out for it if that's your kind of playing style! * Copyright / Permissions * Authors may NOT use this level as a base to build additional levels, but feel free to distribute it, 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 * Probably where you found this text file. Otherwise e-mail me. * Detailed Description * This level started as 'an experiment in light and shadow' (apologies for being pretentious) inspired by some other people's limited usage of shadows. This WAD takes that to the limit, with detailed lighting levels around lamps and fires and stuff and all sorts of complicated shading that made the level much bigger and harder to do than it would otherwise have been. It also means that the level might be too big for some computers. It worked fine on mine, but I've got an 8MB Pentium90. If it doesn't work on yours, upgrade, or else e-mail me and I'll make a simpler version of the level. In the end the level became rather inspired by JRR Tolkein's 'The Hobbit'. This level is loosely based on the goblin's underground fortress that Bilbo and co. get dragged into in the mountains before reaching the beastman's house and Mirkwood. (Chapters 'Over Hill and Under Hill' and 'Riddles in the Dark') Of course Bilbo only had a dagger, not a chainsaw and shotgun! In the spirit of things, you come around in the larder after being captured at the entrance to the stronghold. Escaping, you have to fight your way through the level, kill the Mountain King and use the switch behind his throne to escape. After climbing the spiral staircases for seemingly ages, you meet Gollum (or at least an invisible demon) which you must slay to steal the ring (an invisibility thing) with which you can escape through the back door. The level consists of several rooms and areas: The Larder This is where you start, along with all the other meat! The Kitchen A bloody mess, and rather unhygenic! The cook's not very friendly either. Several corpses awaiting carving... The Dining Hall Inspired by my previous WAD, JJTOWN, this features a table and rows of stools on either side, as well as a big chair at the head of the table and a fireplace. The Art Gallery The artistic merit of these works is rather dubious, and the artists responsible need psychological attention. The art critics studying the works aren't very friendly either. The Hallway A relatively short hallway with alcoves along either side. Leads to the well room (if you can get to it...) The Great Hall One of the biggest indoor rooms to grace a DOOM wad ever, this room is made more remarkable by the intricate lighting. The Guard Room At the far end of the Great Hall is a small room where the guards rest up between alerts, complete with it's own little fireplace. The Great Corridor A long corridor linking the King's Hall with the rest of the complex. Due to game limitations it had to be cut in half to stop the computer crashing whenever you looked along it. Lit by dozens of candles along the length of it... King's Hall At one end of the Great Corridor, this is where the King (Baron?) hangs out with his bodyguard. A nice big throne and banner behind it. In fact the wall below the marble face is a switch which opens the door to the exit... Double Helix A pair of nifty spiral staircases at the other end of the Great Corridor which leads to the exit. In fact this is a double double helix... You go round both spiral staircases twice to get to the exit, the stairs rise to a higher level while you're walking round the back to get back to the first staircase. I've never seen anyone use this trick before. I was trying to have the stairs rise behind you as you walked, but I couldn't get it to work, so I went for this system instead. Watch for further developments. I think I can get the initial plan to work. This would produce a real spiral staircase that you can climb until you reach the ceiling, instead of being limited to a 360 degree sweep. The Exit You can see the outside through the open gates, just past the rows of guards... Lucky you're invisible. You can either kick ass, or do a runner for the exit before they spot you. The Well A deep well in a secret room. Try finding the switch that opens the doors at the end of the Hallway... (You might get a bit singed!). The Slaughter House There is one other secret room to be found. This is where you can get a chainsaw. Half-finished products of this room can be found amongst the blood that covers the floor of this little place. Also where the guard's pet is kept amused... I think this is one of the best looking WADs around. But then, I wrote it! If you have any comments, e-mail me. Also watch out for future versions of this level, which I hope to bring out soon. They might include HR Geiger pictures in the art gallery and some new music for the level... ==============================================================
====================================================================== Title : Hall of The Mountain King (HALLMONT.WAD) Author : 'Spooky' John Bye Email Address : [email protected] Misc Author Info : Underworked physics student Description : A huge level with some impressive bits and pieces. Full description below, but basically it's a big underground medieval-style setup. Additional Credits to : All the usuals, plus the makers of DCK and BSP ====================================================================== * Play Information * Episode and Level # : E1M1 Single Player : Yes Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Difficulty Settings : Yes New Sounds : None New Graphics : None Demos Replaced : None * Construction * Base : New level from scratch Build Time : About 12-24 hours over a few days. Editor(s) used : DCK2.2, DEEP shareware beta, BSP 1.2x Known Bugs : Some of the rooms are just too big and detailed. Sometimes when you go into a room there's a kinda HOM type thing in the corners, kinda like a brownish grey mist... Using version 1.9 of Doom kills this problem. Also the huge long candle-lit corridor was TOO long. I had to add the doors in the middle because when you looked down the length of the whole corridor the game crashed! The only way this could happen now is if you opened both doors and then ran backwards down the corridor, reaching the end before either door shuts. This isn't likely to be a great problem in real play situations, but watch out for it if that's your kind of playing style! * Copyright / Permissions * Authors may NOT use this level as a base to build additional levels, but feel free to distribute it, 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 * Probably where you found this text file. Otherwise e-mail me. * Detailed Description * This level started as 'an experiment in light and shadow' (apologies for being pretentious) inspired by some other people's limited usage of shadows. This WAD takes that to the limit, with detailed lighting levels around lamps and fires and stuff and all sorts of complicated shading that made the level much bigger and harder to do than it would otherwise have been. It also means that the level might be too big for some computers. It worked fine on mine, but I've got an 8MB Pentium90. If it doesn't work on yours, upgrade, or else e-mail me and I'll make a simpler version of the level. In the end the level became rather inspired by JRR Tolkein's 'The Hobbit'. This level is loosely based on the goblin's underground fortress that Bilbo and co. get dragged into in the mountains before reaching the beastman's house and Mirkwood. (Chapters 'Over Hill and Under Hill' and 'Riddles in the Dark') Of course Bilbo only had a dagger, not a chainsaw and shotgun! In the spirit of things, you come around in the larder after being captured at the entrance to the stronghold. Escaping, you have to fight your way through the level, kill the Mountain King and use the switch behind his throne to escape. After climbing the spiral staircases for seemingly ages, you meet Gollum (or at least an invisible demon) which you must slay to steal the ring (an invisibility thing) with which you can escape through the back door. The level consists of several rooms and areas: The Larder This is where you start, along with all the other meat! The Kitchen A bloody mess, and rather unhygenic! The cook's not very friendly either. Several corpses awaiting carving... The Dining Hall Inspired by my previous WAD, JJTOWN, this features a table and rows of stools on either side, as well as a big chair at the head of the table and a fireplace. The Art Gallery The artistic merit of these works is rather dubious, and the artists responsible need psychological attention. The art critics studying the works aren't very friendly either. The Hallway A relatively short hallway with alcoves along either side. Leads to the well room (if you can get to it...) The Great Hall One of the biggest indoor rooms to grace a DOOM wad ever, this room is made more remarkable by the intricate lighting. The Guard Room At the far end of the Great Hall is a small room where the guards rest up between alerts, complete with it's own little fireplace. The Great Corridor A long corridor linking the King's Hall with the rest of the complex. Due to game limitations it had to be cut in half to stop the computer crashing whenever you looked along it. Lit by dozens of candles along the length of it... King's Hall At one end of the Great Corridor, this is where the King (Baron?) hangs out with his bodyguard. A nice big throne and banner behind it. In fact the wall below the marble face is a switch which opens the door to the exit... Double Helix A pair of nifty spiral staircases at the other end of the Great Corridor which leads to the exit. In fact this is a double double helix... You go round both spiral staircases twice to get to the exit, the stairs rise to a higher level while you're walking round the back to get back to the first staircase. I've never seen anyone use this trick before. I was trying to have the stairs rise behind you as you walked, but I couldn't get it to work, so I went for this system instead. Watch for further developments. I think I can get the initial plan to work. This would produce a real spiral staircase that you can climb until you reach the ceiling, instead of being limited to a 360 degree sweep. The Exit You can see the outside through the open gates, just past the rows of guards... Lucky you're invisible. You can either kick ass, or do a runner for the exit before they spot you. The Well A deep well in a secret room. Try finding the switch that opens the doors at the end of the Hallway... (You might get a bit singed!). The Slaughter House There is one other secret room to be found. This is where you can get a chainsaw. Half-finished products of this room can be found amongst the blood that covers the floor of this little place. Also where the guard's pet is kept amused... I think this is one of the best looking WADs around. But then, I wrote it! If you have any comments, e-mail me. Also watch out for future versions of this level, which I hope to bring out soon. They might include HR Geiger pictures in the art gallery and some new music for the level... ==============================================================