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- ================================================================
- Title : Cleimos (pronounced "clay-mos")
-
- A complete 9-level replacement for Episode 2.
-
- File Name : cleim10.wad
-
- Authors : Rand and Steven Phares
-
- Email Address : phares@dg-rtp.dg.com
-
- Additional Credits to : id Software, Inc.
- & the authors of:
- deu
- dmgraph
- bsp
- wad_dwd
- idbsp
- the FAQ
- the SPECS
-
- Special Thanks to : Beta testers -
- In Houston, Texas:
- Peter Brown
- Beth Madry
- In Beaumont, Texas:
- Chris Williams
- Craig Williams
- ...and the punk next door to them
-
- ================================================================
-
- THE STORY SO FAR...
-
- It's the year 2112.
- You're "Nuts" Kelton, crack mercenary, swift as hell and twice as
- tough. Name your price and you get the jobs. You've been to most of
- the scorched spots on Earth, as well as flareups on the Jupiter moons and
- the far side of Kladskar. You've been in complete control of every
- situation, every time.
- Except, at the moment, you're Nuts Kelton, crack mercenary,
- floundering on a rubber raft somewhere in the dark Caribbean night after a
- freak storm...
-
- ###
-
- In the dim pre-dawn air, Kelton pulled the raft from the foaming
- water and collapsed on the gray sand of Cleimos Island. "Jesus," he
- thought, eyeing the empty raft, "that damned storm took everything 'cept
- me 'n' you." He touched his side, underneath the wetsuit, checking the
- single pistol and several clips of ammo. "Lucky thing I didn't toss these
- babies in the supply box."
- He rose and looked around--nothing but naked beach and scraggly
- vegetation. He knew from the maps that a dense jungle lay further inland,
- as well as small snow-capped hills.
- "Snow," he thought. "In the Caribbean." He shook his head. What
- a goddam mission...
- In the murky light, the sand was beginning to take on a dull red cast.
- He knew that when the sun reached its peak, the sky would be stark, raving,
- shitass red, an after-effect of the Moray Storm twenty years earlier. Red
- sun, red sky, even a red friggin' ocean. "Christ," he thought, as he
- removed the wetsuit, "I need to find a ticket off this planet. The moon,
- Alpha-7, Mars, whatever."
- He dropped the wetsuit into the raft and headed north, into the
- brush. The maps had shown an outlying transport station in that
- direction, and the transports were the only way into the compound. Keeping
- low to the ground, senses alert for anything, he slipped through the
- undergrowth, which was already tinged with red from the rising sun.
- "Well, maybe not Mars," he thought. "Too much damned red shit
- there, too..."
-
- ###
-
- "Something's wrong at Cleimos," Connors had said.
- They were in Connors' office. Kelton stared hard at the other man,
- wondering why he'd been called back from Singapore just when things were
- getting interesting.
- "Get down there and check it out," Connors said, tossing him a file.
- "Clean it up yourself, or let us know what we have to send in."
- Kelton opened the file and skimmed through it. The Cleimos
- corporation ran an island training compound in the Caribbean, catering
- to anyone who could pay, to anyone who had a thirst for combat, to anyone
- who needed hands-on training with advanced weapons and tactics. He
- flipped through several pictures of scientist-types standing next to
- complicated machinery. The word DOOM jumped out at him from several
- glossy brochures. "Shit," he said to Connors. "Looks like a buncha
- babies run this place. Bet a buncha babies fly in there, too."
- "Shut up and read," Connors said.
- Kelton tossed the file back at him and said, "Screw the file. And
- screw you, too, Connors. Just tell me what I need to do."
- Connors sighed, looked briefly at the ceiling, and said, "A few years
- ago, Cleimos built this place using new technology in the field of
- holographic projection. The idea was to give armies and mercenary-types
- somewhere to train that was tough on them, but wouldn't kill them."
- "What's this DOOM crap in the brochures?"
- "Back in the twentieth century, Virtual Reality was just getting born,
- and one of the earliest commercial efforts was a computer game called DOOM.
- It was just a game, but it took hold for several years, was followed by
- another game--more extensive than DOOM--called QUAKE, and then, just about
- the time we hit the millennium, QUAKE was followed by ONSLAUGHT. *That*
- was the turning point. Breakthrough technology and breakthrough gaming
- caused a mass exodus from reality. ONSLAUGHT rippled through the
- population like a bad drug, and after four years, it had caused so many
- problems that governments around the world stepped in, banned it, and
- eventually succeeded in wiping out all traces of it. That single act--
- governments cooperating at an unprecedented level to purge ONSLAUGHT--set
- up the World Order we know today."
- "And Cleimos?"
- "I guess the folks down there dug around in history a bit and came
- up with this DOOM angle, the thing that started it all. They hired the
- best minds in holographic technology, built the complex, and WHAM!"
- "How come I never heard of Cleimos?"
- Connors looked down at his desk and pressed a button. "Well," he
- said, "you've been out of touch for a while."
- Kelton leaned forward and looked at him. "What're you talkin' about?
- I've been back on Earth long enough. I would've heard about this place."
- "Forget it," Connors said. An aide appeared at the door. "Get
- Kelton whatever he needs," Connors said. "He's going on a trip."
- "Wait a minute," Kelton said. "You haven't told me what's *wrong*
- down there yet. I ain't no goddam mechanic. I don't know nothin' about
- holograms! Can't those weanies fix their own shit?"
- Connors put both hands on the desk and leaned toward Kelton. "What's
- wrong, Kelton, is that whatever safety devices these people installed--you
- know, stuff to keep the visitors from getting hurt--have apparently broken
- down. They don't work worth shit any more. Three days ago we picked up
- some transmissions from a bunch of guys screaming that the holograms had
- become self-sustaining, and were blowing away the paying customers, not to
- mention the staff. I sent in a team to give me some first-hand
- intelligence, and nobody showed at the pickup point. I have to assume
- they're dead."
- "So I'm it, huh?"
- Connors waved Kelton toward the door. "You're it. Go in, shut the
- place down. If these things are running around under their own power, I
- don't want 'em wandering off. If I don't hear from you in 24 hours, I'm
- just gonna nuke the whole setup."
- Kelton paused in the doorway. "Wait a minute. Why don't you just
- save me a trip and nuke it now?"
- Connors cocked his head and stared at him. "You think about that
- for a while and I'm sure you'll come up with the answer..."
-
- ###
-
- Kelton found the helicopter pads first.
- There was no one around--at least no one still alive. There were two
- pads, and it looked like a Victor-7 had been trying to lift off one of them
- when it was hit by something big--really big. Scorched bodies littered the
- pad in all directions, and he could still feel the heat coming off the
- twisted remains of the chopper.
- He followed the walkway toward the main set of buildings. Still no
- signs of life. He edged into a low, flat building with a shredded WELCOME
- banner still strung across its entrance. Something had blown a hole
- through the far side of what looked like a reception area, and through it
- he could see white transports sitting on their tracks, waiting to carry
- visitors into tunnels that led to the island's interior.
- Something growled, and Kelton turned toward the sound, pulling his
- pistol from its sheath. The sound had come from a hall to his left, and he
- slid along the wall in that direction. He peered into the first room he
- came to, and caught sight of something big and pink disappearing through a
- blast-hole on the far side of the room. "What the hell was *that*?" he
- thought, moving to the opening and carefully scanning the thick jungle
- growth outside.
- Nothing. Whatever it was, it had disappeared.
- He turned back into the room, and moved quickly back to the reception
- area. "Enough of this crap," he said out loud. "Let's get your sorry tail
- down to the main event." He made his way to the transports, keeping an eye
- out for anything that even *hinted* it was pink...
- He scrambled into the nearest transport, found the controls, and
- kicked on the power. Overhead lights came on, and the transport began
- to hum. He scanned the controls, hit a button marked MAIN STATION, and the
- transport started moving, quickly picking up speed. The windows filled
- with passing green, then black as the transport entered an access tunnel.
- A few moments later, speakers in the transport came alive with the most
- godawful elevator music Kelton had ever heard. Then the music faded,
- giving way to a nauseating droning voice...
- "Welcome to Cleimos."
- "Welcome, yourself," mumbled Kelton.
- "If you know your destination environment," the voice said, "please
- proceed to that access hall, directly off the main gallery. Please have
- your yellow keycard available."
- Kelton patted his pockets. "Seems I left mine home," he said.
- "If you need help deciding which environment is most suitable for
- you, please proceed to the information desk at the end of the main gallery.
- A host there will assist you.
- "If your skills need touching up, you may wish to proceed to the
- ADVENT environment, directly on your left as you enter the main gallery.
- "We hope you have a pleasant stay. For the continued health of our
- guests, we ask that you refrain from smoking or other substance abuse."
- The music came back, and Kelton laughed. "Jesus," he said. "What a
- load of horseshit..."
- The transport began to slow. The tunnel walls, visible through the
- side windows, were no longer a blur. Kelton began to see the sharp angles
- of the charcoal-like substance lining the tunnel.
- He checked his pistol and ammo supply, and started for the front
- of the transport.
- "Here we go," he said...
-
- ================================================================
-
- * PLAY INFORMATION *
-
- Episode : Episode 2 (all levels)
-
- Dependencies : DOOM v1.2 (registered)
-
- Single Player : Yes
-
- Cooperative 2-4 Player : Yes, though we've no experience with multi-
- player DOOM (poor us). Feedback welcome.
-
- Deathmatch 2-4 Player : Yes, same caveat.
-
- Difficulty Settings : Yes
-
- New Sounds/Music : No; you have enough already
-
- New Graphics : Yes
-
- Demos Replaced : Three. The first 2 are from Cleimos, the last
- one is our version of an out-of-towner trying
- to check into a big-city hotel...
-
- ================================================================
-
- * CONSTRUCTION *
-
- Base : New episode from scratch
-
- Build Time : Four months
-
- Tools used : deu - designing the levels
- bsp - building nodes, etc. (draft wads)
- idbsp - building nodes, etc. (final wads)
- wad_dwd - creating idbsp input
- dshrink - reducing sidedef info in wads
- (see below)
- dmgraph - graphics
-
- Known Bugs : HOM in a few places because of DOOM v1.2 limits.
- No other known bugs. If you find some, please
- let us know. Unknown bugs might be found
- in multi-player modes (cooperative, deathmatch),
- since we don't play those and couldn't debug 'em.
-
- Caveat : There are a few dead-ends. We know some players
- don't like these, but we put 'em in. Taking
- the wrong turn may drop you into one, so save
- often.
-
- ================================================================
-
- * LEVEL INFO *
-
- ADVENT : Arrival at Cleimos Island. The staff has
- managed to shut down most environment entrances
- to prevent leaks, but they weren't able
- to finish the job; something invited them to
- dinner...
-
- TRAPPED : You can't seem to make any progress; you keep
- returning to the same room. You hope you never
- see green marble again...
-
- TORMENT : Creatures to the left of you, creatures to the
- right... Save, save, save. Did we mention
- that you should save often?
-
- ENCLAVE : Easy to break into, tough to break out of.
- They've really dug in deep.
-
- HAZARD BASE : One wide-open space and a bunch of tight
- situations. Hazardous to say the least.
-
- VEIL OF BLOOD : YOUR blood, so run like hell! The architecture
- can kill you, so save often!
-
- ANNIHILATION : Keep an eye out for the three teleport pads.
- Each gives you a different way through to the end.
-
- THE UNGATHERED : They're scattered around the grounds of a
- castle. Your choice of three different
- endings. Better say your prayers while you're
- in the church...
-
- COMMAND + CONTROL : Rumored to be the nerve center of Cleimos, this
- is where they spawn the 'grams. Shut it down,
- PLEASE! Trick is, you have to find it...
-
- ================================================================
-
- * COPYRIGHT / PERMISSIONS *
-
- Authors may NOT use this episode as a base to build additional
- episodes or levels. (The CAVEAT noted below in the dshrink text explains
- why you wouldn't want to do this anyway.)
-
- You MAY distribute this episode, 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: infant2.sphs.indiana.edu
-
- ================================================================
-
- * DSHRINK *
-
- Dshrink is a program for removing redundant sidedefs from WADS. It turns
- out that WADS don't need all the sidedefs they typically come with.
- If two sidedefs in the same sector are identical, DOOM
- can just as easily paint both walls using either sidedef, making the
- other redundant.
-
- Dshrink greatly reduces the size of WADS, typically removing over 50%
- of the sidedefs. "The Ungathered", the eighth level of Cleimos,
- built with deu and run through wad_dwd and idbsp, weighs in at 300k before
- dshrink, and 244k after. About 1850 sidedefs were redundant, thus removed.
-
- Also, since PWADS are examined dynamically as DOOM runs, smaller PWADS
- should mean a faster game.
-
- One caveat though: any WAD that's been run through dshrink is useless
- as input to a level editor. The editor (deu in our case) reads the
- WAD just fine, but if you change a sidedef, any other linedefs using
- it will inherit the change.
-
- Reade the dshrink.txt file for more info.
-
- Source and binary included, no extra charge...
-
- ================================================================
-
- * BYE *
-
- Well, that's it.
-
- Have fun.
-
- Feedback welcome. We're going to go get some rest...
-
-
- Steven Phares
- Rand Phares
- Raleigh, NC
- August, 1994
-
-