=========================================================================== Archive Maintainer : Update to : Advanced engine needed : any limit removing recommended Primary purpose : Single =========================================================================== Title : Small doom1 E1 episode Filename : smallde1.wad Release date : 2007.02.07. Author : Charles Horvath (Oldanimal) Email Address : charleshorvath@freemail.hu Other Files By Author : telekom.wad Misc. Author Info : 48 years old doom player (not a serious wad author) Description : Mainly E1-style shooter level, not impossible, a bit harder than the original E2 Additional Credits to : id software, SkyJake, Dani J666, Cheb, Codeimp, Randy Heit, Abbs, the members of the DooM2/jDTP/DHTP retexturing projects and so on

=========================================================================== * What is included * New levels : Yes Sounds : Yes Music : Yes Graphics : No Dehacked/BEX Patch : No Demos : No Other : No Other files required : No * Play Information * Game : DOOM 1.9. Map # : E1 M1-M9 Single Player : Designed for (tested with jDoom 1.7.14, Zdoom 2.1.7.) Cooperative 2-4 Player : Player starts only (multiplayer things implemented, but not tested) Deathmatch 2-4 Player : Player starts only Other game styles : Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : 5-6 months Editor(s) used : Doom Builder, DeepSea shareware, XWE, Midimus, Deutext, RMB, Midisoft Known Bugs : email me (it is a beta version- tested only for a month) May Not Run With... : * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text 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. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Web sites: FTP sites: See my screenshot page: http://www.freeweb.hu/oldanimal. Email me what is your opinion. My DooM Story: I am a doom player, not a wad author. But I am an egoist, so sometimes I edit wads, maybe only for myself doing them to my taste. There are some wads with map errors ("crashes Doomsday") I find the errors in the order to play with this wads (if I think it is worth). A short story why doom1 and not doom2, why not zdoom, prboom, etc. I have played with Doom since it emerged. When I began to give it up, Randy Heit Wrote the unique Zdoom. It was a breakthrough. I began to play with patchwads and played with the original levels again. In this time (and before) TNT released some megawads and other great wads were written. Authors began to write TC-s and ZdooM specific levels. As a DooM fan, I tried every of them what I could download. After a time I played mainly with normal (not port cpecific) levels, e.g. megawads (not serious TC-s). I think, they give back the normal doom mood. They have been my favourite wads. ZdoomGl emerged! It was the second step. When I first played with models, I decided not to play without the md2 skins. I began to play with doom2 again, but when I lowered a lift at Map03, my computer almost stopped. I was very sad, but I found a jDoom's early version. I downloaded it, and it was surprisingly fast! The models also seemed better. So I got a jDoom user. Than a texture lights were implemented into Jdoom. So that this port still looks better than any other, if you like that function (I edited a light definition file for myself). I am using 1.7.14, because the newer version are very slow and I don't know any usable breaking news about them. Risen3D 2.01 launched! It uses an old jDoom engine, so that it is very fast (faster, than my jDooM 1.7.14). Boom compatible, can handle scripts, slopes, 3D sectors. It seemed to solve the compatibility problems. I was satisfied with Sitters levels and decided to transform my old, flat and square levels. I added some R3d and Sitters' models, ( I edited a shotable/explodeable monitor- it breaks when you hit it with pistol but explodes if you fire it with rocket), new custom textures, scripts. 3D structures and slopes were made. First I was very excited. My boring levels seemed better by the first look. I worked for half years to make the changes, but at the end I lost my interest. I made a question for myself: is it still a DooM? Is it better than the old one? Than I go back to jdoom, and since it has a texture lights, I recognized, that probably I was working in vain (many hours). A doom level can be made without any extra tricks. This wasted half year turned back me to jDoom. (I have never sent the r3D version anywhere- nobody tested it except me. See more at my new homepage). Why Doom1? Doom2 has more textures, and monsters. Recently some (fortunately, not too many) well-designed wads seem to be written only for very hard doomers (maybe the best authors write them only to one another to demonstrate how big and how scripted levels can they make). They are port dependent wads and for an average doomer some of them cannot be fulfiled without cheating. The puzzles sometimes are impossible to find out except for the author (use doombuilder to see how can you perform something, hehe). The great architecture is made in vain if the levels are full of monsters and you always have to hurry and you don't have time to see anything except the hordes of monsters. For me- who is a player only- the amount/type of monsters specifies the kind of the level: -if it is impossible to kill them- it makes me angry; -if cacos and others can die from my shots- it cheers me up. So that I don't want to be faced with arch-viles on the first level having only a pistol. I want to demonstrate: no disgusting doom2 monsters due to that it is a doom1 episode. My opinion is: Doom has enough effects, I don't need more. Scripts and other things kill the original mood. So these reasons lead me back to construct normal doom1 levels. Smalldoom e1 episode, because there are no big rooms with high walls, no more than 700 sectors per a level. So you can play with Doomsday (or other Gl port) and only sometimes will slow down the machine (I have a genuineIntel P3 900MHz comp.). If you are a fan of the E1-style quality GL-dooming (with Hi-Res textures and models), probably you will like this wad. I thought, that I am the last DooM lover. But fortunately for example Deadall and Jan seem to remain at the classical line. My purpose was also to force professional wad authors to do levels like this (not port specific, E1 style, playable, etc.) and not to waste time and energy to do levels with scripts, billions of arch-viles and linedefs for a single port only. Do some like that for me, please, because I don't have time to do such a big projects. Finally some thing briefly about this episode: -There are no added ammo until E1M4 (only some weapons). Kill formers! -There are no boring dungeons -There are no serious secrets -There aren't many poisoned sectors -There are no large areas, so you don't need tu run hours to get back somewhere -Probably you can escape from everywhere -Lights optimized for the best scenery (no total darkness-turn back the brigthness) -Continuous monster-killing: "Get your finger On the trigger! Your cold eyes Taking aim..." (Deep Purple: The Cut Runs Deep) Have a fun! Oldanimal- a DooM lover player (and the worst wad author probably)