=========================================================================== Primary purpose : Single play =========================================================================== Title : Blaze's Wrath Filename : BLAZE1.WAD Release date : 29.08.1994 Author : Brian J. "Blazkowicz" Rowan Email Address : CIS: 73552,3423 Internet: blaze@oeonline.com Other Files By Author : degenrte.wad (in dmdeg1.zip) Misc. Author Info : If somebody says "Wolfenstein" in a crowded room, I can hear it over all the noise! Description : You must work your way through an onslaught of demonic creatures which have invaded a nuclear testing facility. Your goal is to enter the mysterious subterranean caverns from whence the demons came (E2M9) and destroy all the Barons who oversee the invasion force. Of course, you could always just waltz out the normal way... But what fun is that? Additional Credits to : Due to the number of credits, they will be printed at the end of this file. =========================================================================== * What is included * New levels : 2 Sounds : No Music : No Graphics : No Dehacked/BEX Patch : No Demos : No Other : No Other files required : No * Play Information * Game : DOOM Map # : E2M5, E2M9 Single Player : Designed for Cooperative 2-4 Player : No No (Due to all the narrow spaces) Deathmatch 2-4 Player : No No ( " " " " " " ) Other game styles : No Difficulty Settings : Yes * Construction * Base : New from scratch Editor(s) used : * DOOM Edit Utility (DEU) Versions 5 - 5.21, both standard and DOS Extender (GO32/DJGPP) versions. * RG-DoomEd 1.1 (used to print hardcopy to aid in debugging) * BSP 1.1x by Colin Reed * REJECT 1.0 by L.W. Witek Known Bugs : In the large "dining room" style area in the southwest corner of the map, there tends to be a little slowdown and an occasional sliver of a clipping error. But that's the node-builder's job, not mine. Comments : Mission 1 (E2M5) was built from a Spear of Destiny level, designed by Bryan Baker. I preserved (for the most part) the 64x64, 90-degree-angles construction of it, with a dash of varying heights and depths here and there. I think you'll enjoy it anyway, as I use some neat effects with lighting that really give the level that "realistic feel". Also, don't expect to find any misaligned wall textures anywhere on this level. There might be a little one somewhere, but for the most part every- thing is as it should be. You Trekkers should like the secret level! I recently recieved some more of Bryan's old levels and am in the process of converting yet another one into Doom. If you liked this one, let me know and I'll keep working! * Credits * * Bryan Baker for the original Spear of Destiny level design (E2M6). * Id Software for DOOM itself. * Raphael Quinet, Brendon Wyber, and others for DEU. * Colin Reed for BSP v1.1x. * L.W. Witek for Reject 1.0. * Bill Nesius for DMAUD and all his other utilities. * Leo Martin Lim for that neato idea on the invisible sectors that the player can walk on (UAC_DEAD.WAD). * Whoever originally came up with the idea for that "flickering light around the torches" thing, I credit them. I believe it may have been Scott Armspoker (OPOST21.WAD, my favorite Doom level). * Scott Armspoker for his very helpful file, "Managing Textures and the 'Unpegged' Attribute". This guy really seems to know what he's doing! * Copyright / Permissions * Authors MAY use any of these levels 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 the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors =========================================================================== * SPEAR OF DESTINY to DOOM * - Conversion Chart - Anybody else got a nice Wolf3D or Spear level they would like to play in Doom but aren't sure how to go about making it? Redrawing the map data (walls, doors, etc.) is easy, since Wolf3D and Spear is limited to 64x64 dimensions and Doom is not. But the theme of the game is different, so the objects and actors are different, as well. And what about those textures? Well, here's my conversion chart for these things: SPEAR / WOLF3D DOOM ====================================================== Actors | Brown guard | Trooper SS | Sargeant Officer | Imp Mutant | Specter / Demon Dog | Lost Soul ------------------------------------------------------ Objects | Treasure | Health / Armor bonuses / more | weapons or ammo 1-Up (extra life) | Soul Sphere Machine Gun | Shotgun Ceiling light | Equivalent in recessed overhead | lamp texture Food / Dog Food | Stim pack Bones / Water / etc. | Dead bodies / splattered guts Tables / Plants / etc. | Columns / Torches / etc. Barrels or Drums | Nukage barrels (and these are | more fun!) ------------------------------------------------------ Textures | Gray Stone | STONE, STONE2, STONE3 Blue Stone | BROWNGRN / BRNPOIS Gray Brick | PIPE, PIPE6 Gray Stone w/Slime | ICKWALL (assorted) Wood | WOOD1, WOODSKUL, WOODGARG ======================================================