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- ================================================================
- Title : DOOM "Sacrifice" Episode
-
- Filename : SACRFICE.WAD (DMSACR.ZIP)
- Authors : Ty Halderman and Robert Taylor
- Email Address Halderman : CIS [70155,1125]
- Internet: 70155.1125@compuserve.com
- Email Address Taylor : Internet (preferred): rtaylor@sam.neosoft.com
- CIS [74513,3065]
- Misc. Author Info : 2 guys with patience and obsession. Many
- testing hours in modem and single user
- play. Yeah, it was *testing* ...
- that's what it was!
-
- NOTE: This is the initial "Labor Day" release of levels 1-6. All 3 demos,
- levels 7, 8 and the secret level (9) will follow within about 2 weeks
- (just like DOOM releases do...)
-
- Description : This set of 9 episodes attempts to use
- mature levels of sophistication and
- puzzle solving rather than just turning
- up the volume. Children (you know who
- you are) may be bored. Levels increase
- in complexity, difficulty and violence.
- Definite considerations were given to
- consistency, theme and fairness. Plan
- to die a bit, but to be able to finish
- with a sense of true accomplishment.
-
- Additional Credits to : DEU (5.0, 5.1, 5.2GCC, 5.21), BSP (1.1, 1.2x)
- and their many contributors; the masses
- of Compuserve Gamers who have unwittingly
- helped by allowing their problems and ideas
- to further our productivity; the WADmakers
- of the world for sharing their ideas and
- examples with us; the folks at id for
- making such a creative endeavor possible;
- all those who have made other tools and
- nifties that have allowed us to keep our
- sanity (if we still have any).
-
- Specific people who mostly unknowingly have
- helped: Dr. Sleep, Paracelsus, Patrix, Blackfist,
- the Brunis, and whoever those others are that
- we can't remember suddenly (sincere apologies).
- Yes, Paracelsus, these levels will save under
- version 1.2 <g>.
-
- ================================================================
-
- * Play Information *
-
- Episode and Level # : E1M1 through E1M9, see below for descriptions
- Single Player : Yes
- Cooperative 2-4 Player : Yes
- Deathmatch 2-4 Player : Yes
- Difficulty Settings : Yes - every difficulty level different
- Note that the levels get tougher as they
- go, just like the "real" levels do.
- New Sounds : No
- New Graphics : No (maybe next time)
- New Music : No
- Demos Replaced : Not yet. We actually replaced all 3, but
- versions 1.666 and 1.2 demos aren't compatible,
- so we will wait until we upload all of it, when
- most people will probably have 1.666.
-
- Demos are partial runs of levels 1, 2
- and 5. Sorry, none of them show everything in
- the levels. We want you to see stuff firsthand.
-
- * Descriptions *
-
- Level 1 Description : "A Good Day to Die"
- You'll see why the name is Sacrifice. Several
- separate puzzles; be careful not to get over-
- anxious. Brains are better than brawn. Visual
- clues are important.
-
- Level 2 Description : "Goop City"
- Must have gotten lost. Lots of goop around,
- but be careful--the barrels are tough. Can't
- go swimming in that stuff for long, but there
- are enough suits around to keep alive if you
- don't waste too much time. Some interesting
- views here.
-
- Level 3 Description : "The Morgues"
- Even the bad guys have morgues. They aren't
- as picky about our dead as their own though.
- You can enjoy some nice views--briefly. Don't
- miss the elevator rides, especially after dark.
-
- Level 4 Description : "The Office"
- The idea is, it's a level that looks like it
- might have offices in it and is reminiscent of
- our office building enough to be a kick to people
- who work there. Meanwhile, it's one of the
- largest levels, and should take a while to
- complete. Takes "us" about 45 minutes and we
- aren't stopping to admire the great level
- design...
-
- Level 5 Description : "The Throne Room"
- One of the rooms is the Throne Room (you'll know
- it when you see it). Interesting altar area, and
- don't miss the subtle(?) humor in the dining rooms.
- You *will* hate stairs when you get through...
-
- Level 6 Description : "The U(AC)-Bahn"
- Or something. A cross between a subway station
- and UAC Central. Be sure to ride the subway.
-
- Level 7 Description : (** In progress, available soon **)
- "Mining Camp"
- We tried _not_ to make this just another endless
- maze of underground tunnels. You decide.
-
- Level 8 Description : (** In progress, available soon **)
- ???
- There are several ideas in progress, and the first
- one finished will become #8.
-
- Level 9 Description : (** In progress, available soon **)
- "Redundancy revisited"
- Hey, this is the secret level. If we described
- it (more than the title does), it wouldn't be
- secret. Lotsa luck. You get here from
- "The Morgues" if you go the right way...
-
- * Construction *
-
- Base : 9 new levels from scratch, probably hundreds
- of hours over 4 months; who cares, this is fun!
-
- Editor(s) used : DEU 5.0 through 5.21, plus BSP 1.2x
-
- Known Bugs & Limitations: None that we caused (we hope).
-
- DOOM 1.2 engine has some limitations when you
- get many transparent (2 sided) lines in a row.
- 1.666 improves that limit. Also doesn't like
- rooms over about 500 units high -- may briefly see
- nothing but ceiling (like a flash). Sorry about
- that, Chief, but it was worth it for some of the
- effects. There are brief HOM (Hall Of Mirrors)
- problems in level 6 if you stand in the right
- places, but with 1.666 right around the corner,
- it didn't make sense to mess up the level by taking
- out the offending lines. Pardon us if you disagree,
- but we needed to release this around Labor Day
- weekend. Please report any "features" (other
- people call them bugs) to us via one of the
- addresses above.
-
- * Philosophy *
-
- Appearance/Design : A lot of effort was put into making things look
- good. After your killing spree is over, take the
- time to look around. Several levels have some
- vantage points with grand vistas (or at least as
- grand as the DOOM engine would allow). If you
- want to see how fast you can get done, fine. Then
- go back with the -nomonsters switch and just look.
-
- Not everything has a purpose. Some things are
- just there for artistic or architectural interest.
- We think that is one of the things that made the
- original DOOM levels so good.
-
- We used Episode One because we liked the sky better.
- Of course, that means you have to hear the Episode
- One music. Put on a CD and turn up the SFX if you
- don't want to hear the Episode One tunes again, but
- the Level 3 music really fits well.
-
- Traps : All levels were intentionally made so you should
- not get trapped irreversably (though you may die
- learning how to get out). Please let us know if
- you end up stuck in a place you wouldn't think
- you'd fit. We tried to be _real_ careful about
- this.
-
- Secret Areas : You should not have to get into all secret areas
- to complete a level. Keys or switches to open
- main path doors or areas should not be located in
- secret areas.
-
- All secret doors should be slightly different or
- highlighted in a way that a casual stroll through
- the area (as opposed to a 70MPH screaming streak)
- should allow you to find them. You should _not_
- have to resort to pushing everything in sight.
- However, if you miss Wolfenstein, go on and push.
-
- Secret doors will not show up on the map. Sorry,
- but if we allowed that, we wouldn't need to make
- them subtly different, and that wouldn't be as
- much fun. For either of us. Sometimes you'll get
- a computer map, and that will usually show the
- areas. But we'll hide that map in a secret area,
- so you'll still have to use the little gray cells.
-
- Monsters : We prefer a few sneaky ones to a roomful that
- makes you prefer a date with Godzilla. This also
- means that once you learn our levels, they become
- easier to play. Don't like that? Go Nightmare.
- That'll teach you.
-
- Levels were all built for Ultraviolence (skill 4).
- Then some of those bad & good things were changed
- for the lower levels (2 & 3--level 1 is the same
- as 2 except the goop doesn't hurt as bad). Some
- areas are differently populated (different
- critters) and others are less densely populated
- with the same critters. Whatever seemed
- appropriate. Sometimes "easier" levels just get
- more health and ammo, or guns are more readily
- available. Since the original design was for
- UV, you'll probably get the best total feel for
- what we built if you play at that level. Of
- course, you have to live that long...
-
-
- * Copyright / Permissions *
-
- Authors may NOT use this level as a base to build additional
- levels. Let us do that. This is all 9 levels anyway--a set.
- Ideas are fair game, in the spirit of synergy. I'll steal yours
- if you'll steal mine...
-
- 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 (how about two free copies of the CD's. Huh? Huh?).
-
-
- * Where to get this WAD *
-
- Compuserve GAMERS library 8 [subject to change] as DMSACR.ZIP
- Various places on the Internet including the orginal posting at
- infant2.sphs.indiana.edu [subject to change]
-
-
-
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