Following are text files (if any) that accompanied these levels as they were released seperately. TNCROSS by Valis ---------------- TNCROSS2 - A DEATHMATCH LEVEL (E2M1) BY VALIS Well, perhaps it's time to update this. No elaborate maps of New Jersey, no amateurish clipping errors to put up with... just a clean and slightly diabolical level for the dedicated Deathmatch player! A few secret passages provide opportunities for healthy backstabbing and rabbit punching, just the way you like it. :-) Other secrets and physical feats abound. A few monsters thrown in to keep everyone honest... Yes, it was done with DEU 5.0 and cleaned up afterwards with BSP 1.0. We can safely certify that Windows was not run at any time in the preparation of this level. :-) This will probably be the last release of TNCROSS, so we hope you enjoy it. Next, a general exploration level. }-Valis-{ ----------------------------------------------------------------------- The Keep by Norman Scott ------------------------ Title : THE-KEEP.WAD Author : Norman Scott Email Address : norman.scott@flatland.com Misc. Author Info : doomaholic Description : The-Keep is a revision of my Castle.wad. I renamed it due to a previous wad with the same name by someone else. Due to many interesting comments, I have added more windows, more monsters and also a way out of the moat if you happen to fall in. The-Keep is a castle with towers, dungeons, and a moat. It has a good deathmatch or single-player layout. A demo is also included in the wad file that shows all the secret areas and switches. Just sit back and watch it after you boot doom -file the-keep.wad. Additional Credits to : Tim Scott (son) resident beta tester! ================================================================ * Play Information * Episode and Level # : E1M1 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Difficulty Settings : Yes New Sounds : No New Graphics : No Demos Replaced : 1 * Construction * Base : New level from scratch Build Time : A long time Editor(s) used : Deu5.0/Deu5.1/BSP1.0 Known Bugs : None (I think) * 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 intact. * Where to get this WAD * FTP sites: Wuarchive.wustl.edu ocf.unt.edu ------------------------------------------------------------------ Zone 13 by Zen Psychosis ------------------------ ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Z O N E 1 3 by Zen Psychosis ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Files included in the zipfile: ZONE13.BAT ( Warps you to Zone13 ) ZONE13.WAD ( The level ) ZONE13.TXT ( U B readin' it ) ================================================================ Title : Zone 13 Author : Zen Psychosis Email Address : Email to me can be sent to neuro@neosoft.com, who will send it to me Misc. Author Info : Description : Zone13 was designed mainly for net doom play, though it is large enough to be a good single play level (I included a hidden exit.) The level has all the weapons in multi-player mode and a good variety of items, in single player form there's plenty o' monster-wasting to be had. Additional Credits to : Terry Echeverri, Bernard Echeverri, Tony Fogle, Gary Smith (for play-testing and many hellish but fun hours of compu-homicide) ================================================================ * Play Information * Episode and Level # : E1M3 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Difficulty Settings : Yes New Sounds : No New Graphics : No * Construction * Base : New level from scratch Build Time : 40+ hours (this level went through 3 completely different incarnations before coming out as this) Editor(s) used : DEU 5.0, BSP 1.0 Known Bugs : I found the combination of DEU v5 and BSP v1 work the best for creating stable levels. DEU v5 still has problems compiling the wad, which BSP v1 for the most part cleans up. The only problem with this wad I haven't been able to correct, is that you'll see a "flash" of the ceiling texture in a couple of spots. It's somewhat random and very brief, so it doesn't effect game play, it's more of an annoyance. If you know the solution, feel free to fix it, although I'm pretty sure it's a bug in DEU. * Copyright / Permissions * Authors MAY use this level as a base to build additional levels. If you edit, change or in anyway f*ck with this wad, please have the courtesy to rename it as your own abortion, thanks. * Where to get this WAD * FTP sites: ocf.unt.edu BBS numbers: Other: ZONE13 was envisioned, created, and distributed while under the influence of the Clinton Administration (Stop on by Bill, and I'll teach ya how to inhale...) If you wish to comment to me, send email to my friend at neuro@neosoft.com and he'll give it to me (I don't yet have an Internet account). The author of this pwad in no way endorses the democratic party or formalized Government in general. For more information on how you can become the leader of your own armed underground resistance group send $12.00 U.S. to: "Frag The Bastards!" 111 Havenherst Ln. Belfast, N. Ireland Zen Psychosis | sisohcysP neZ ------------------------------------------------------------------- Outpost 21 by Scott Amspoker ---------------------------- ================================================================ Title : OPOST21.WAD Author : Scott Amspoker Email Address : scott@basis.com Description : The government boasts that Outpost 21 is the home of scientific research that will benefit all humanity. On the surface, Outpost 21 appears to be a peaceful complex that provides its small team of dedicated scientists with living quarters, research labs, and recreational facilities. However, not even the aliens who recently inhabited Outpost 21 were aware of the dark and dirty secrets that lie beneath . Additional Comments : As with any Doom level, please play this level in a dimly lit or dark room. I strongly urge that you not use gamma correction unless you really have an unusually dark monitor. Gamma correction tends to put a "wash" on the otherwise deep Doom colors and I have chosen the light levels carefully. Some parts of this level are dimly lit. This is not to disorient the player or pull a cheap shot in the dark. It is to create the proper mood and to exploit certain Doom textures that would look unconvincing in brighter light (and with gamma correction). Have fun! ================================================================ * Play Information * Episode and Level # : E2M1 Single Player : Yes Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Difficulty Settings : Yes New Sounds : No New Graphics : No Demos Replaced : None * Construction * Base : New level from scratch Build Time : Too damn long Editor(s) used : DEU 5BETA4, 5.0, 5.1 and BSP11X Known Bugs : none * Copyright / Permissions * Authors may NOT 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 intact. * Where to get this WAD * FTP sites: BBS numbers: Other: ------------------------------------------------------------------ Octagon by ? ------------ No textfile released with this level. Too bad, because I personally think it's a very good level and would like to give credit to the creator. ------------------------------------------------------------------ Lewis21F -------- I'm sure some of you have seen the earlier incarnations of my wad (lewis21b and lewis21e). This is the txt file for the newest version of the wad. First, the template: ================================================================ Title : lewis21f.wad Author : Lewis Beard Email Address : lewis@c2d2e2.wes.army.mil Misc. Author Info : Description : My wad is a huge canyon with 3 mountains, various caves and tunnel complexes, spiral stair cases, a teleport grid, traps, and really long, scenic views! Ideal for solo play or deathmatch (lots of hidden nooks and crannies, and plenty of room to run around). I think its fairly easy, even on UV, but I didn't make it too hard. I wanted it to be fun. And so it is! Enjoy! Additional Credits to : Deviant on IRC, for suggesting that I remove a few trees to make his 486 stop slowing down. :) ================================================================ * Play Information * Episode and Level # : E2M1 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Difficulty Settings : Yes (only UV and standard, no easy settings) New Sounds : No New Graphics : No * Construction * Base : New level from scratch Build Time : 16 hours (over half of which was refinements) Editor(s) used : DEU 5.0 and BSP 1.0 Known Bugs : None Known * Copyright / Permissions * Authors may NOT 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 intact. * Where to get this WAD * FTP sites: ocf.unt.edu [archived as: lewis21f.zip ] BBS numbers: - Other: -Most recent modifications were to remove a few extraneous trees, to make a FEW of the dark areas lighter, and to make a couple of rooms darker ... don't whine, its just 2 rooms. Open the door and back up into the safe, lit area you cowards. Besides, its not THAT dark. :) -I have included a lmp file and a batch file to view the lmp with. Watch the LMP only AFTER you play the level or some surprises might be ruined (I want the weak among you to jump a couple of times). I kill everything eventually, and I grab all the keys, get almost all the items, activate practically every teleporter, go to all 3 areas beyond the teleport grid, etc. Just to show ya how its done. I move kinda fast thru the teleport grid, but you'll get it. Any my apologies for my playing. :) Its on UViolence. I only just woke up, so I miss a lot and played very hastily and casually and without concern for deadliness or accuracy. I basically slob through the level and do everything. :) Enjoy. Lewis Beard lewis@c2d2e2.wes.army.mil ------------------------------------------------------------------------------ Courtyard by Michael Kelsey --------------------------- Welcome to the CourtYard, REPLACES Episode 3 Mission 1 NEWBIES! READ THIS: usage: doom -file cortyr_b.wad and select episode 3. to play the demo: doom -devparm -playdemo cortyr_b and watch. This is revision B (hexadecimal) of the CourtYard. If you have *any* other version, please remove/destroy/obliterate the copy and use this one. Special thanks to Dylan and Colin for getting BSP11X out to me so quickly! That's one of the major reasons why the CourtYard is here *today*. Now for nitty gritty. This level is extrememly difficult for myself, and I consider myself a *very* experience Doom player. Included with the level is an LMP (demo) demonstrating the quickest routes to completing the level. I had to re-record *many* times because I exceeded the 15 minute recording limit. Also, I got nuked several times when attempting to cut corners and bypass some of the trouble; it didn't work :) Anyhow, if you get stuck (say you can't find one of the keys), watch the LMP, it should clarify any confusion that may abound. DESCRIPTION: CORTYR_B.ZIP Yes! There is a central CourtYard for you pleasure. Also, through- out the level you will find a power reactor, power conduits, big, big, lights, a lamppost, a huge pit, jail bars, secret elevators, and some very idle barons awaiting your company :) This level has been tested deathmatch, and, believe it or not, I got my butt fragged even though I designed the level! I admit that there are not enough linkages to fully enjoy DeathMatch, but, I hope someone else will test out the level and see how it works for them. BUG NOTICE: Yes, I know that there is still some clipping that occurs in the huge slime pit. This is a result of the "too many two-sided linedefs" bug native to the DOOM executable. That's just the way it goes :( After the final compilation, I *did* notice two sidedefs missing the appropriate textures, fortunately, they don't really get noticed. Play the level, and occassionaly stop to look :) Once again, for those who are new to this level, I have, in short, maxxed the memory capabilities of DEU. You can flip linedefs, move vertices, delete sectors, but, DEU won't compile properly, if at all. Secondly, my level was approximately 75% complete when I couldn't to a single thing with the map. So, it was at this point that I added doors, lifts, etc. etc., in places where I had not intended. I still think the level looks and plays well despite its incompleteness. I hope that you, too, enjoy it. LAST THOUGHTS: If the level is *too* difficult on UltraViolence, try a lighter setting. If you are completely new to Doom, the lightest setting will be breeze easy, meaning that you can actually find time to view the level without a sergeant peeping around the corner and blasting your nuts off (sorry ladies). This level involved *over* 40 hours of work using only DEU. I wouldn't suggest any other editor even with the BUGS that DEU has....keep working with it and you'll figure it out. Lastly, *please* don't use this level as an example. As I stated earlier, this level was only 75% complete, meaning I had to pull some strings in order to keep the level flowing. I'm very much glad it is done since I have some major projects that needed tending to. May the force be with you! (I have kept the STAR WARS sound patch on, even for the recorded demo :) Definately worth the meggage on my hard drive. 'tis all, now go out and die :) Michael Kelsey (author of STONES) mkelsey@eecs.wsu.edu -------------------------------------------------------------------------- Megalab by Casey Miller (Note: I did not include the other level, Megawatt ----------------------- in this episode; not because it's not good, it is very good, but because I wanted all of the others included and couldn't have more than 8 levels without grafting a secret exit onto one of them without the author's knowledge or permission. I'll probably release Megawatt in a later episode) Author: Casey Miller E-mail: 98782359@wsuvm1.csc.wsu.edu (valid address till 5/6/94) Organization: Washington State University After too many hours I have finally completed my second complete external wad file for use with the registered version of Doom. As promised, the zip file also contains a re-release of my first wad megawatt.wad. This new version of megawatt has the bugs fixed and now has difficulty levels implemented. For those easily offened by satanic overtones, neither level uses any satanic textures. Megawatt replaces level one of episode one and Megalab replaces level two of episode one. Both levels contain multi-player and deathmatch starting points, and skill level options. To load the levels enter: Doom -file megawatt.wad megalab.wad (Make sure both wads are in the Doom directory) Megawatt was built with the Deu 4 beta editor, and Megalab was completed with Deu 4 beta, then the new Deu 5, and nodes built with BSP v1.1 beta. I can almost garuntee there will be no clipping. I must give credit to the new Deu 5 for its auto texture align feature as Megalab would not have been released this soon. For those who enjoyed Megawatt, my new Megalab level should be equally enjoyable if not more. Neither level abuses the player by adding too many monsters so you should find both reasonable to play. I hope you enjoy and would appreciate any feedback at the above internet e-mail address. I will graduate after the 6th so my e-mail address will no longer be valid, so don't bother sending me mail after that date. I will hopefully get a new account in my home town within a few weeks afterwards. Good luck on your kills, C. Miller Babylon 5 Rules! ----------------------------------------------------------------------------- End of authors' textfiles. GDS