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- OK, here it is. The Enjay replacement for the shores of hell. My wife can't
- remember who I am and I am sure I have a six month old daughter somewhere but
- I don't remember what she looks like. This has taken me ages. The world could
- have ended and I would have missed it.
-
- All 9 levels are contained in the file NJ_SOH1.WAD. I have tried to make the
- difficulty and feel of the levels somewhere between Knee deep and Shores. I
- actually think most of the levels are quite easy but then I know where all
- the bad guys and secrets are. My play testers told me there was maybe too
- much medical help available so I have reduced it.
-
- To play the levels make sure the files from the ZIP are in your doom directory
- and type NJ_SOH1 [return]. Then start a shores of hell game as normal.
-
- All Difficulty levels are supported and there are both types of multi-player
- starts. I haven't managed to get a multi-player game going with external PWADS
- without re-compiling a DOOM.WAD but the starts are there anyway. There is
- enough ammo on each level to kill everything but it gets a bit tight on the
- harder levels when there are lots of weaponless bad guys to toast.
-
- Editors/Programs used
-
- Doomedit by Goeff Allan v2.60. A totally superb and dead easy way to add, join
- and move sectors. No hassle all the work is done for you. This is an MS
- Windows program. I used v2.60 as I had a problem with the more recent version
- crashing and taking the WAD file with it.
-
- DoomCAD by Matt Tagliaferri. Another Windows prog. Didn't find this quite so
- useful but it is good for setting up switches, teleports, moving things and
- other effects.
-
- DEU 5.1 by Raphael Quintet and Brendon J Wyber. This seems to be the Doom
- editor most people use but I found Doomedit so easy I don't use DEU for adding
- sectors. Where I found it useful was for adding objects and changing textures,
- light levels, sector types etc. I tried a newer version but had a few problems.
-
- BSP 1.1x by Colin Reed. A useful DOS utility if ever there was one. Without
- using this WADs created with Doomedit get corrupted when using DEU and WADs
- created with DEU have the "hall of mirrors" problem.
-
-
- BSP 1.1 for Windows by Colin Reed and portions by Alex Korobka. A useful
- Windows utility if ever there was one .......
-
- DM Launch by Allen E. Look. A nice easy way to launch Doom complete with
- additional WADs from windows. Works better than the PIF I set up anyway.
-
-
- The levels
-
- Level 1 The tall room. (570 vertices)
-
- A smallish level with a typical tall room with platforms to walk along. I wasn't
- going to do a level like this 'cos everybody does but here we are. The tall
- room itself is not that big and to me the other parts of the level are more fun.
-
- Known problems
-
- For some reason I kept getting invisible walls appearing along one corridor.
- These seemed to be when the game thought a sector (usually a window between
- sectors) was bigger than it actually was. Changing the shape of the corridor
- fixed this.
-
- Level 2 The Lake. (574 vertices)
-
- OK so it's more of a pond than a lake. So what ? I started off making this
- a very big level but kept getting a "hall of mirrors" problem in the lake
- area. To get round this I edited the original Inferno level 1 and just kept
- the outside area that you start in and built round it. Watch yourself when
- you go into the lake area there are lots of baddies after your blood but none
- of them will leave their islands. (I didn't like to see them walking on water)
-
- Known problems
-
- Hmm interesting this one. I seem to be able to make this map as tall as I
- want. I can add on to the top and bottom with no problems. If I start to add
- sectors at the sides Doomedit falls over complaining about line defs and BSP
- tells me about negative square roots ! DEU also reports linedef 129 and 139
- as "suspicious" but both look fine from within the game and behave exactly as
- they should.
-
- Level 3 Down B. (670 vertices)
-
- Originally released on its own as Down this was the second WAD I created. You
- start off at a floor altitude of 411 and go DOWN (original huh?) just about as
- low as you can. I had some comments saying there wasn't enough ammo on the
- level so I put in an extra box of shells (wow). Serves you right for not
- finding the secrets. The level has now had minor cosmetic changes made so
- that it is consistent with the other levels in this WAD. The tall light columns
- have been altered so that neither you nor the enemies can shoot through them.
- That was an earlier mistake.
-
- Known problems
-
- None.
-
- Level 4 Egypt. (829 vertices)
-
- It's not called Egypt 'cos it's hot and sunny (it isn't) but because of the
- structures vaguely resembling Egypt's most famous land marks. I was going to
- have the four pyramid rooms look identical so that as you went round the level
- you would not be sure if you had been there before. I didn't do that 'cos I
- thought it would be boring. Any way I would have had to call the level Deja-vu
- and I hated French at school. I think this level is quite easy but then Down
- is a little bit tough so you can get your breath back in Egypt.
-
- Known problems
-
- None.
-
- Level 5 Trubble. (972 vertices)
-
- This level is called trubble (yes I do know how to spell) for two reasons.
-
- The first is that this could be the first level hard enough to get you in
- trouble, or maybe not.
-
- The second is I had a lot of trouble with the invisible walls problem but
- now it seems to be OK.
-
- This is the level that gives you access to the secret level. Look hard and
- you will find it but make sure you make the right choice at the end or it
- might all have been for nothing. (You'll know what I mean when you get there)
- I think level 5 has to be the one to give access to the secret level in shores
- 'cos finishing the secret level always takes you back to level 6.
-
- Known problems
-
- Same kind of invisible walls as level 1 but this time there was loads of them.
- As well as being static some kept appearing when lifts moved and doors opened
- even in a totally different part of the level. I am pretty sure I have fixed
- them all.
-
- Level 6 The Furnace. (1392 vertices)
-
- This level is meant to look more horrific and nasty than the other levels.
- The level is now almost twice the size it was going to be originally and is
- quite complex. You will have to remember where you have been because there is
- a fair amount of running round looking for switches and key cards to open
- doors. Don't worry it works, it can be solved, don't give up. Watch out in the
- furnace room - it is so hot just being there hurts (and the yellow card is in
- there). There are also a number of rooms you don't have to go into to solve
- the level If you do go in to them you will (usually) find something useful
- but you may have to fight for it.
-
-
- Known Problems
-
- None.
-
- Level 7 My 1st B. (1418 vertices)
-
- Originally released as MY_1ST.WAD 'cos that's what it was. This is the biggest
- level in this WAD file (but only just after The Furnace got so big). I still
- like this level. I think it looks quite good and has a logical feel to the way
- you work through it but that's just me. A few minor cosmetic changes have been
- made (as with Down) and a slight bug fixed.
-
- Known problems
-
- One of those invisible walls again. This one came half way across a narrow
- ledge making walking along it a bit awkward. A quick shift of a couple of
- vertices and hey presto no invisible wall.
-
- Level 8 The Demon's bottom. (380 Vertices)
-
- Wasn't sure what to do here. I could just have had a switch to end the level
- but then the message that Doom gives about hideous cyberdemons would have been
- silly. I didn't want to have a wide open arena like the end levels always
- seem to be but I didn't want to stick a cyberdemon in a small room or maze
- either. I decided to go for the arena type level (what a conventional git)
- and I'm quite pleased I did 'cos it's a bit different to the other levels I
- have done and I think it works quite well. Watch out for the teleporters,
- they may be useful for running away from the big baddy but there is nothing
- to stop him following you.
-
- There is a BFG9000 available on easy and medium levels (but you have to find
- it first) and an invulnerabilty sphere on the easy levels.
-
- Known problems
-
- None.
-
- Level 9 The Theatre. (360 Vertices)
-
- All right you found the secret level (or did you cheat ?). Just a small level
- with quite a tough (but not too tough) end. I quite like this level. I hope
- you do.
-
- Known problems
-
- Doomedit fell over a couple of times whilst making this level and I kept
- getting invisible walls stopping me walking down a corridor but It all seems
- fine now.
-
- Well that's all folks. I'm off now to introduce myself to my family.
-
- Have fun.
-
- Enjay.
-
-
-
- Original release notes for My_1st.WAD and Down.WAD
-
- WAD Name: My_1st.wad
-
- Well, the name says it all doesn't it ? I couldn't be bothered giving the
- level a clever name like "The demons bottom" so I just called it "My 1st WAD"
- 'cos that's what it is.
-
- It's quite a big level which supports easy, medium and hard play skills.
- It has start points for co-operative and deathmatch play.
-
- I got fed up with almost every third party level I tried comprising entirely
- of huge high ceilings and narrow ledges. They are good but enough is enough.
- I also didn't like the fact that so often the textures used by doomers didn't
- fit the walls properly. So with these points in mind I created "My 1st WAD"
- trying to avoid doing excessive things just because I could and trying to
- make the whole thing "hang together" properly.
-
- The level isn't too hard but on "Ultra-violence" and "Nightmare" it isn't too
- easy either. Don't worry, there is enough ammo to kill everything but finding
- the secrets will help.
-
- WAD Name: Down.wad
-
- What can I say ? After all I said above this level was done purely to try out
- some things to see if they could be done. I started just trying to make a
- room that looked quite cool. (You should spot it, it's the one with all the
- lights.) Then I thought I would make a level to go round it. The entry point
- is almost the highest floor level you can have and the lowest point in the
- level is about as low as you can go. I did this using stairs and not huge
- drops and massive ceilings etc.
-