squd2.wad
Filenames
squd2.wad, squd2b.wad
Size
44.31 KB
MD5
868c016fe73b8ffb8a3cb21db6757b54
SHA-1
f402c4570516e26f75a00439c4d0fbf1813f69b7
SHA-256
7d2c52383137851cf0d80a5978b9a877aa280ac88793b4d9f7e3dcf0f87d97ba
WAD Type
PWAD
IWAD
Doom
Engines
Doom
Lumps
12
Maps
E1M2
Download
Read Me
August 9, 1999 .................... Brooklyn, NYC ---------------------------------- FILE TITLE: SQud2.WAD MAP NAME:SQud2 - The DethBog AUTHOR: "bradley_hoza" MODIFIED/COMPLETED BY: Squonkamatic for the People!! EMAIL: [email protected] URL: http://aqua.macquakeinfinity.com MQI Public Hotline Server: 208.132.136.220:5555 AquaQuake Quakeworld Server: 208.132.138.99:27515 DESCRIPTION: My second Ultimate DOOM/DOOM1 WAD edit, this one an elaboration on an intriguing little DM map set in a nuke bog: nice one roomer with lots of slime. Recommended for use with the SQud1.WAD for a nice little 2 level set; more soon!! ---------------------------------- GAME: DOOM1/Ultimate DOOM [full retail/registered version required] MAP: E1M2 SINGLE PLAYER: yes COOPERATIVE ENGAGEMENT: "enabled" DEATHMATCH: certainly DIFFICULTY SETTINGS: never!! NEW TEXTURES: none NEW SOUNDS: none NEW DEMO: no KNOWN BUGS: the MIDVINE textures lag play a little ----------------------------------- EDITOR USED: WADenizer 2.0, HellMaker 1.2 BASE: DETHWALK.WAD by "bradley_hoza" MODIFICATION DURATION: couple of days ----------------------------------- NOTES: I liked this map's original layout but thought that the author really did not "push" himself in finishing it .... so here you go. What I did was to change the wall and flat textures to suggest a more "naturalistic" sewer overspill bog-like setting, added my beloved MIDVINEs, created a couple of little annex rooms with keyed doors, made sure that all of the weapons were present and accounted for, added powerups and health packs, and totally changed the monster population to be, well, a bit more colorful than the original choices. Still a pathetic 1-roomer that any knucklehead who's played some DOOM can clear in under 10 minutes, but it fits with my approval. Killer deathmatch potential too. Funny; every time I tried to change the lighting it would crash DOOM so I have left it as is .... plays just fine, though the MIDVINEs sure slow your frame rates down when you walk through them. But that's DOOM for ya - ENJOY!! OH YEAH - this is the first game level by me EVER to feature a remotely controlled door .... whoohee!! [no no, your applause is not really necessary ... well OK] THANX TO: "bradley_hoza" for his original work, everybody at MQI for encouraging my continual obsession with DOOM, Dogstar for hooking me on MARATHON [what a great game!!], the guys at cdrom.com for posting my work, and idSoftware for being idSoftware [need a Mac artist for DOOM2000?? Drop me a lyne!!]. AUTHORS may use this as a base for new work provided they email me a copy. Please do NOT place this or ANY of my game levels on hard storage format media for profit - NO MONEY!! ----------------------------------- OTHER SQUONKERMAPS FOR YOUR CONSUMPTION: squd1 [DOOM1 sp/dm/coop] Squonk.WAD [DOOM2 sp/dm/coop, 6 levs] SQ2 [DOOM2 sp/dm/coop, 32 levs] spawnsq2 [DOOM2 sp/dm/coop, 32 levs] thePits [Quake2DM5 for DOOM2 sp/dm/coop ... well, sort of :-]-~ cesspool [DOOM2 sp/dm/coop] klendathu [DOOM2 sp/dm/coop] life'sA_: An Homage to DAJAN [DOOM2 sp/dm/coop] aquaq2 [Quake1, sp/dm, 12 maps, including those below] deadsq2 [DOOM2 Map07 for AquaQuake] deep end [Quake1, sp/dm] bog [Quake 1 sp/dm] pond [Quake1, sp/dm] swamp [Quake1 sp/dm] marsh [Quake1 sp/dm] Isthmus [slimeQuake1, dm only] squonkertank [Quake1, dm/sp] [all can be found at cdrom.com, my website, or by emailing me] ---------------------------------- Visit the AquaQuake Vault for more idFPS game levels of all descriptions at http://aqua.macquakeinfinity.com ----------------------------------- SQ080999
SQUD2B.WAD - The Death Bog - a Deathmatch-only level for DOOM (replaces E1M2). This is a repaired version of SQUD2.WAD (which was a modified version of DETHWALK.WAD) Original Author : Bradley Hoza [email protected] Modified by : Squonkamatic for the People [email protected] Version 'B' repairs: Sparky of KISS Software [email protected] Mods made by Sparky of KISS Software: - fixed the WAD header which was causing Doom to crash and preventing the WAD from being loaded into any of the wad utilities. - fixed the CR/LF characters in this text file for PC compatability (bloody Macs!) Notes: - SQUAD2B.WAD will not work with 'Plain Vanilla' Doom or Ultimate Doom due to occassional Visplane Overflow errors. Use a Doom Port such as ZDoom, Boom, PRboom, Legacy, etc. - I would recommend a Port which provides jumping such as ZDoom so you can quickly get out of the bog and back onto the walkway. - the slow-down spoken of below is caused by the way the author used the 2-sided transparent walls of vines - stand at the end of the wall and look at the floor where the 2-sided and 1-sided walls meet and you'll see the bug. I don't see a slow-down with my 333MHz CPU / 32MB RAM, but you'd definately feel it with a 486 or low-end Pentium. I couldn't be bothered fixing this bug - someone else can make a version 'C' perhaps. Sparky KISS Software The original text file from squd2.zip follows: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SQud2.txt August 9, 1999 .................... Brooklyn, NYC ----------------------------------------------------------------------- FILE TITLE : SQud2.WAD MAP NAME : SQud2 - The DethBog AUTHOR : "bradley_hoza" MODIFIED/COMPLETED BY : Squonkamatic for the People!! EMAIL : [email protected] URL : http://aqua.macquakeinfinity.com MQI Public Hotline Server : 208.132.136.220:5555 AquaQuake Quakeworld Server: 208.132.138.99:27515 DESCRIPTION : My second Ultimate DOOM/DOOM1 WAD edit, this one an elaboration on an intriguing little DM map set in a nuke bog: nice one roomer with lots of slime. Recommended for use with the SQud1.WAD for a nice little 2 level set; more soon!! ----------------------------------------------------------------------- GAME : DOOM1/Ultimate DOOM [full retail/registered version required] MAP : E1M2 SINGLE PLAYER : yes COOPERATIVE ENGAGEMENT : enabled DEATHMATCH : certainly DIFFICULTY SETTINGS : never!! NEW TEXTURES : none NEW SOUNDS : none NEW DEMO : no KNOWN BUGS : the MIDVINE textures lag play a little ----------------------------------------------------------------------- EDITOR USED: WADenizer 2.0, HellMaker 1.2 BASE: DETHWALK.WAD by "bradley_hoza" MODIFICATION DURATION: couple of days ----------------------------------------------------------------------- NOTES: I liked this map's original layout but thought that the author really did not "push" himself in finishing it .... so here you go. What I did was to change the wall and flat textures to suggest a more "naturalistic" sewer overspill bog-like setting, added my beloved MIDVINEs, created a couple of little annex rooms with keyed doors, made sure that all of the weapons were present and accounted for, added powerups and health packs, and totally changed the monster population to be, well, a bit more colorful than the original choices. Still a pathetic 1-roomer that any knucklehead who's played some DOOM can clear in under 10 minutes, but it fits with my approval. Killer deathmatch potential too. Funny; every time I tried to change the lighting it would crash DOOM so I have left it as is .... plays just fine, though the MIDVINEs sure slow your frame rates down when you walk through them. But that's DOOM for ya - ENJOY!! OH YEAH - this is the first game level by me EVER to feature a remotely controlled door .... whoohee!! [no no, your applause is not really necessary ... well OK] THANX TO: "bradley_hoza" for his original work, everybody at MQI for encouraging my continual obsession with DOOM, Dogstar for hooking me on MARATHON [what a great game!!], the guys at cdrom.com for posting my work, and idSoftware for being idSoftware [need a Mac artist for DOOM2000?? Drop me a lyne!!]. AUTHORS may use this as a base for new work provided they email me a copy. Please do NOT place this or ANY of my game levels on hard storage format media for profit - NO MONEY!! ----------------------------------------------------------------------- OTHER SQUONKERMAPS FOR YOUR CONSUMPTION: squd1 [DOOM1 sp/dm/coop] Squonk.WAD [DOOM2 sp/dm/coop, 6 levs] SQ2 [DOOM2 sp/dm/coop, 32 levs] spawnsq2 [DOOM2 sp/dm/coop, 32 levs] thePits [Quake2 DM5 for DOOM2 sp/dm/coop ... well, sort of :-]-~ cesspool [DOOM2 sp/dm/coop] klendathu [DOOM2 sp/dm/coop] life'sA_ [Homage to DAJAN - DOOM2 sp/dm/coop] aquaq2 [Quake1, sp/dm, 12 maps, including those below] deadsq2 [DOOM2 Map07 for AquaQuake] deep end [Quake1, sp/dm] bog [Quake 1 sp/dm] pond [Quake1, sp/dm] swamp [Quake1 sp/dm] marsh [Quake1 sp/dm] Isthmus [slimeQuake1, dm only] squonkertank [Quake1, dm/sp] [all can be found at cdrom.com, my website, or by emailing me] ----------------------------------------------------------------------- Visit the AquaQuake Vault for more idFPS game levels of all descriptions at http://aqua.macquakeinfinity.com ----------------------------------------------------------------------- SQ080999 ======================================================================= ======================================================================= WHAT FOLLOWS IS A PASTE-IN OF THE INFO TXT THAT CAME WITH THE MAP I ALTERED ... ----------------------------------------------------------------------- ======================================================================= ======================================================================= Hi - DETHWALK.ZIP is a really cool Epsiode 2 room designed for excellent death matches (in my humble opinion anyway :-). I also found it great fun as a single player game as I tested it out: I just made it my goal to kill everybody and considered that to be a 'win'. The difficulty settings are used. ULTRA VIOLENCE is a real challenge and NIGHTMARE is hopeless. The easier settings are, well, easier. It is *not* necessary to use any cheat codes to win! DESCRIPTION: A single room with a symmetric maze of walls that you *really* want to stay on top of since the floor is entirely covered with nukage and roaming demons. Staying on the wall will take concentration because it weaves left and right and it's NARROW! But don't forget about your buddies and the bad guys shooting at you. Be careful: A solid gunshot can knock you off the wall, too. Even while on the (low) walls the pink demons can reach you for lunch, so KEEP MOVING - you don't have the time or the ammo to kill the pink demons. Barrels are placed to keep your attention, too. If you do fall off the wall you'll have to run like mad to one of the few steps that enable you to get back on the wall. (and Good Luck, too!) In deathmatch, you and your buddies will no doubt try to make it to the tiny center island to get the BFG9000, but this is a bit difficult when everyone is trying to do it! I have beat the game under Ultra Violence without using the BFG (a challenge to you doomers out there). Replaces episode 2 map 1. An exit is provided for scoring your Deathmatch. DEATH MATCH RULES (suggested): I propose that all deaths count against the player - this level is designed so that you have to concentrate a lot on not killing yourself, and (besides) players at 10% health should get penalized for committing suicide. So a player's SCORE is equal to kills (frags) *MINUS* self-killings (as reported in the exit tally screen). A player shall get a minimum number (10?) of frags before ending the game by pressing the exit switch. A player may want some extra kills to offset self-killings before ending the game. To end the game the player will have to make it to the center and press the (hidden) switch there - stand on the island near an edge and press the space bar. This may take some practice! SUICIDE NOTE: I just checked and doom only scores self-inflicted barrel explosions as suicides; the number of times a player dies at the hands of the sargents, in the jaws of demons or in the nukage is simply not tallied. I don't like that at all - if you can trust your buddies I suppose you could just keep track of this with a pencil as you play. :( If you don't track it then when you knock a guy off into the slime you better finish him off with a gunshot! LIMITATIONS: I couldn't make the maze too complex because doom/deu can't handle numerous open sectors and/or oblique angles without the bizarre 'hall of mirrors' clipping anomalies. As designed the room has *no* visual anomalies in the normal play areas. (There are some in the outer ring of nukage but if you fall in there you'll be too busy dieing to care.) If you can get rid of these anomalies please email me! (address below) I don't think there is anything wrong with my construction! HELP! Does anyone know how to change this map from e2m1 to e2m9 (the secret level)??? The exit on my level goes to the secret level, and wouldn't it be neat if pressing the exit switch gave the score and then restarted the deathmatch again?? My email address is below if any kind soul can enlighten me. This looping idea works, I just don't want to redraw my level from scratch! EXAMPLE COMMAND LINE: ipxsetup -deathmatch -episode 2 -file DETHWALK.WAD -nodes 4 -skill 4 Try "-nomonsters -skill 1" for a clean pistolfight with no BFG. Try "-nomonsters -skill 3" to get shotguns but still no BFG. Try "-respawn" with lower skill levels for an interesting deathmatch; for one thing, you won't run out of shotgun shells with 'respawn'. COMMENTS? Please send positive and negative comments/suggestions to [email protected]. This is the first time I've uploaded anything so I'd be delighted to hear from you. Negative commentors: be nice! If you improve the level please call it DWALKnnn.WAD and upload it to ocf.unt.edu. Made with DEU 5.0 -- WHAT A PROGRAM! thankyouthankyouthankyouthankyou. ======================================================================= ADDENDUM: I opted against calling the result of my effort DWALKnnn, though I did attempt to upload my work to the ftp listed above but could not log on. Sorry!! SQ