DETHKASM.WAD (Death Chasm)

DETHKASM.WAD (Death Chasm)

Original Deathmatch PWAD for Heretic (Registered)

Filenames
dethkasm.wad, dethkasm.zip
Size
90.79 KB
MD5
baf5049e0b7cb5b2c42c3f092b9d7660
SHA-1
dd17303851951ac836a39bfb3916dd04c2db185a
SHA-256
1262f0255201b29a1342fd5398bdeb6e31f6b770cc2f3d25bff38c920ab7063c
WAD Type
PWAD
IWAD
Unknown
Engines
Unknown
Lumps
11
Maps
E1M1

Read Me

* General Information *
==============================================================================

Title                   : DETHKASM.WAD (Death Chasm)
Description             : Original Deathmatch PWAD for Heretic (Registered)

Author                  : Kenneth S. Forte
Email Address           : [email protected]
Additional Credits to   : Rich Condon ([email protected]) for testing,
                          several game ideas, and being a human stack.
                          Justin Powell (shell-less freak) for dragging out
                          DEU to make DOOM2 levels, thus inspiring me.
                          Sue, for the title, and the restraint.

Points of Interest      : This level started out as a rip-off of DOOM ]['s
                          "Dead Simple" level, with a few twists. As usual,
                          however, I wound up taking a smallish level and
                          blowing it way out of proportion. I also blew it
                          beyond all hope of ever running smoothly on my
                          old but dependable 486DX/33Mhz without even a
                          hint of a VLbus (laugh it up).

                          Some of the notable areas are as follows:

                           Wind Chamber: Find the sweet spot that will make
                           all of your crossbow shots converge on the
                           doorway. See if you can find the doorway first.

                           Nearly Perpetual Motion Device: When you see a 
                           large amount of teleporters, try powering up the 
                           Mace and shooting some of those monsters INTO 
                           the teleporters. Too bad they actually wind up 
                           GAINING energy, or the wall of flying metal 
                           might last well into forever.

                           Pod-boy Suite: For those of you who liked to let
                           barrels do your dirty work for you in DOOM, try
                           your hand at some Pods (that is, if anyone
                           actually wants to steal your precious torch).

                           Exit?: Hehehehe. Step Inside. Not your ordinary
                           trap. (If anyone else has done something similar
                           to this previously, let me just say that a) I
                           never saw it, and b) that means that we both
                           have equally empty lives).



* Play Information *
==============================================================================

Episode and Level #     : E1M1 (Back to Ep/Lev system again, sigh)
Single Player           : No
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : Yes
Difficulty Settings     : Not implemented
New Sounds              : No
New Graphics            : No



* Construction *
============================================================================

Base                    : New level from scratch
Build Time              : Couple of days, give or take an all-niter
Editor(s) used          : HEU 5.21 and BSP 1.2x
Known Bugs              : Yes, several. Let's go into them all:

                           If anyone knows why Heretic decides to randomly
                           replace the Mace Thing with a Disciple Thing on
                           some systems, please let me know. It is most...
                           amusing.

                           Then there is the standard "Id-engine-has-too-
                           many-things-to-put-on-the-screen-but-no-one-will-
                           miss-a-few-of-them" bug. This wasn't really a
                           problem with DOOM, but with all of Heretic's
                           nice little special touches (smoke trails, acid
                           rain, sparkles, lava plumes, etc.) the thing
                           count can grow rapidly and before you know it,
                           where did it all go? This is compounded by
                           knowing that you need much taller sectors
                           somewhere in the level to make flying more
                           feasible, but realizing that if anyone uses more
                           than a couple of powered-up hellstaff shots in
                           such an area things will start disappearing (yes
                           the acid rain or whatever you want to call it
                           goes from floor to ceiling).

                           There is an apparant Moire effect connected to
                           the fake floor. Yes I said fake floor. Wipe that
                           confused look off your face. If you read this
                           far into these things then you should know by
                           now that the further you go the darker it gets.
                           Anyways, if you're interested in such neat
                           tricks or have a solution for what seems to be a
                           small side effect of bending the accepted rules
                           of "good" level-making, please e-mail me.

* Copyright / Permissions *
============================================================================

Authors may 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.

You can find this PWAD on: Official DOOM Site-of-the-Month: ftp.cdrom.com
* General Information *
==============================================================================

Title                   : DETHKASM.WAD (Death Chasm)
Description             : Original Deathmatch PWAD for Heretic (Registered)

Author                  : Kenneth S. Forte
Email Address           : [email protected]
Additional Credits to   : Rich Condon ([email protected]) for testing,
                          several game ideas, and being a human stack.
                          Justin Powell (shell-less freak) for dragging out
                          DEU to make DOOM2 levels, thus inspiring me.
                          Sue, for the title, and the restraint.

Points of Interest      : This level started out as a rip-off of DOOM ]['s
                          "Dead Simple" level, with a few twists. As usual,
                          however, I wound up taking a smallish level and
                          blowing it way out of proportion. I also blew it
                          beyond all hope of ever running smoothly on my
                          old but dependable 486DX/33Mhz without even a
                          hint of a VLbus (laugh it up).

                          Some of the notable areas are as follows:

                           Wind Chamber: Find the sweet spot that will make
                           all of your crossbow shots converge on the
                           doorway. See if you can find the doorway first.

                           Nearly Perpetual Motion Device: When you see a 
                           large amount of teleporters, try powering up the 
                           Mace and shooting some of those monsters INTO 
                           the teleporters. Too bad they actually wind up 
                           GAINING energy, or the wall of flying metal 
                           might last well into forever.

                           Pod-boy Suite: For those of you who liked to let
                           barrels do your dirty work for you in DOOM, try
                           your hand at some Pods (that is, if anyone
                           actually wants to steal your precious torch).

                           Exit?: Hehehehe. Step Inside. Not your ordinary
                           trap. (If anyone else has done something similar
                           to this previously, let me just say that a) I
                           never saw it, and b) that means that we both
                           have equally empty lives).



* Play Information *
==============================================================================

Episode and Level #     : E1M1 (Back to Ep/Lev system again, sigh)
Single Player           : No
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : Yes
Difficulty Settings     : Not implemented
New Sounds              : No
New Graphics            : No



* Construction *
============================================================================

Base                    : New level from scratch
Build Time              : Couple of days, give or take an all-niter
Editor(s) used          : HEU 5.21 and BSP 1.2x
Known Bugs              : Yes, several. Let's go into them all:

                           If anyone knows why Heretic decides to randomly
                           replace the Mace Thing with a Disciple Thing on
                           some systems, please let me know. It is most...
                           amusing.

                           Then there is the standard "Id-engine-has-too-
                           many-things-to-put-on-the-screen-but-no-one-will-
                           miss-a-few-of-them" bug. This wasn't really a
                           problem with DOOM, but with all of Heretic's
                           nice little special touches (smoke trails, acid
                           rain, sparkles, lava plumes, etc.) the thing
                           count can grow rapidly and before you know it,
                           where did it all go? This is compounded by
                           knowing that you need much taller sectors
                           somewhere in the level to make flying more
                           feasible, but realizing that if anyone uses more
                           than a couple of powered-up hellstaff shots in
                           such an area things will start disappearing (yes
                           the acid rain or whatever you want to call it
                           goes from floor to ceiling).

                           There is an apparant Moire effect connected to
                           the fake floor. Yes I said fake floor. Wipe that
                           confused look off your face. If you read this
                           far into these things then you should know by
                           now that the further you go the darker it gets.
                           Anyways, if you're interested in such neat
                           tricks or have a solution for what seems to be a
                           small side effect of bending the accepted rules
                           of "good" level-making, please e-mail me.

* Copyright / Permissions *
============================================================================

Authors may 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.

You can find this PWAD on: Official DOOM Site-of-the-Month: ftp.cdrom.com

Maps

E1M1

E1M1

Deathmatch Spawns
8
Co-op Spawns
4