Void

Void

It's that old cliche'd Doom storyline where a bunch of scientists (even though they look like marines) are doing those damned gateway experiments again! Only...

Filenames
void.wad
Size
3.85 MB
MD5
7cee16f2077843d649593539282c9fca
SHA-1
f8e11d87258ce51a0b02227d268285f01b3d4d16
SHA-256
ff1faecbe233ea298735c6104a6cc58bdd594eb49cb454acb6f82f6a5c96da2b
WAD Type
PWAD
IWAD
Doom II
Engines
ZDoom
Lumps
713
Maps
MAP01

Read Me

Date Completed         : September 15, 2003 (initial release)
			    August 12, 2005 (fixed version)
Title                  : Void
Filename               : void.wad
Other Works            : http://doom.vect.org:8080/
Author                 : Cyb

Email Address          : [email protected]

Description            : It's that old cliche'd Doom storyline where a bunch of 
			 scientists (even though they look like marines) are doing 
			 those damned gateway experiments again!  Only this time you 
			 aren't pulled into Hell...

Notes/Credits	       : This is the first map to use the new texture system in 
			 ZDoom, that is, any texture, flat, pname or sprite can be 
			 used on any surface.  What I've done is put all the new patch 
			 graphics into the PNAMES lump and used that for everything 
			 (with the exception of a few textures I scaled).
			 
			 This map has also been tested with ZDoomgl and it works 
			 quite well with the exception of line_horizon (makes an 
			 infinite horizon) which has yet to be implemented in the 
			 gl renderer.  I've even built GL nodes for you, so you 
			 don't have to wait for ZDoomgl to make them for you!
			 
			 Check out the bottom part of this file for more notes and 
			 info about the wad like inspiration and gameplay tips if 
			 that sort of thing interests you.

			Thanks to:
			- Randy for ZDoom, and also for listening to my 
			  suggestions and bug reports, and also for sending me 
			  advanced copies of pre2.0.48 so I could play with the 
			  new texture system (and make this map)
			- Nick Baker for his texture packs, which I made good use 
			  of in this wad (I forget which one I used mainly)
			- Nanami for her awesome new Dark Imp sprites
			- Scuba Steve for the new weapon, 'the Unmaker' which 
			  was originally designed by Espi.
			- Russell Pearson because I stole a vine texture from Doom 
			  Raider, and his maps rock (more on that later)
			- Anyone who invented a cool effect I used in this map or 
			  made a suggestion that I took.
			- Raven for Hexen, because there's a couple Hexen enemies 
			  in here.
			- Monolith for Blood, which I took some sprites from.
			- Valve for Half-Life, since I took a sound or two from it.
			- Blue Sky, makers of Vectorman 2 (and 1) which I borrowed 
			  some sounds from as well.
			 
      ===============================================================

* Play Information *

Game                    : zdoom.exe with doom2.wad, specifically tested 
			  and fixed for 2.0.96, get it at http://zdoom.org/
Level #                 : MAP01
Single Player           : Yes
Cooperative 2-4 Player  : No (feel free to add starts if you want)
Deathmatch 2-4 Player   : No
Difficulty Settings     : Somewhat

New Sounds              : Yes, see the credits.

New Graphics            : Yep, check the credits.
			  
New Music               : Exquisite by TSEC
			  It's Night Forever by DipA (title music)
			  They're compressed xm mods, so if you want to extract and 
			  play you'll need the FMOD player (http://fmod.org)

* Construction *

Base                    : Scratch

Editor(s) used          : Wadauthor, Wintex, XWE, ZDBSP, PSP7/8, FLAC, OggMod, UltraEdit

Build time              : I'd say around a month on give or take, plus a couple fixes 
			  while I waited for the new ZDoom to be public.
			  
			  Bug fixes for the latest version took around an hour.

Known Bugs              : I think I fixed everything.

			  This fixed version corrects the Dark Imps not making any 
			  sounds, some slope bugs, the opening cutscene actually 
			  completes properly and it can be bypassed by hitting the 
			  use key now (thankfully).

 * More Notes *
	 
This map draws influence from three main sources:
			 
Alice - the game by American McGee and co at Rogue, mainly the look 
and overall weirdness of the map, and Alice was also what got me started 
making this map and it was the original title of it as well.
http://alice.ea.com/
			 
Doom Raider - Excellent map by Russell Pearson which features some very 
non-standard Doom gameplay.  My favorite kind!  If you haven't already I 
recommend you check out that map, it's quite awesome.  You can download it 
here: http://www.doomworld.com/idgames/index.php?id=12035 or at his web page 
http://www.duellist.net/ (which appears to be down right now)
			 
Hexen - not just because of the Hexen enemies present, but also I got a 
couple ideas in the form of traps and such.  It's reall a shame the first 
hub of Hexen features some pain in the ass puzzles, because some of the 
stuff that occurs in the maps is really quite neat.
http://www.ravengames.com/

So yeah, this map isn't Doomy.  If you downloaded it expecting Doom gameplay and 
all that, you'll be disappointed.  Just a warning.

My main tip with this map would be SAVE OFTEN.  I've turned on falling damage 
and there are quite a few large drops that will kill you if you take a wrong 
step.  There are a few autosaves, but dying without saving will generally set 
you back a good bit.

As this is a zdoom map, I've built it for jumping and mlook.  Mlook especially 
will become a necessity in one of the final spots (you'll know it when you see 
it) and jumping is petty much required throughout.

If you have to cheat, don't give yourself keys because that will break a couple 
of the scripts and you'll end up missing some of the map if you manage to get 
it unbroken as well.  So use IDFA instead of IDKFA, but ammo shouldn't be a 
problem anyway.  God mode works fine, but you'll have to clip out of any pits 
you fall into.

You should note that instead of the Doomguy's fists you actually have the 
Hexen Fighter's fists (though they look like the Doomguy's).  They're way more 
powerful than the Doomguy's and have a greater range, so you may want to use 
them to conserve ammo.  Speaking of conserving ammo, when you get the new weapon 
you may want to hold off using it until it's absolutly necessary.

Dark Imps fire two kinds of fireballs.  Try not to get hit by the pinkish ones.

To 'deposit' the keys, step on the rug in front of the alter.

The final boss is the Heresiarch.  If you don't know his attack pattern, the main 
thing you need to know is that he's invulnerable when he has little purple mana 
thingies floating around his body (not the ones above his head).  He also reflects 
projectiles when invulnerable, so be really careful using projectile weapons 
against him.

 * Copyright / Permissions *

Authors may NOT use this level as a base to build additional levels.

Authors may use the resources in this wad as long as you give the original 
author credit.  Naturally you use the Hexen sprites at your own risk.  If 
you want to check out the scripts, extract the lump named 'ALICE' and view 
it in a text editor.

You may distrubute this file in any format (CD ROM, BBS, whatever) provided
that you include all files included in your distribution (as in, this text file).

Maps

MAP01

MAP01

Deathmatch Spawns
0
Co-op Spawns
3