Date Completed : Jan. 16, 2003 Title : Zort 9 Filename : zort09.wad Other Works : http://doom.vect.org:8080/ Author : Cyb Email Address : cyb@vect.org Description : Really (really) dark hellish brick caves sorta map. It's really dark, so you may want to adjust the gamma. Ammo may be scarce at times, but remember that the chainsaw is more powerful for reasons you'll find out. It's very good at taking out things it could never before. Notes/Credits : This map will work with ZDoom 1.23 b33 and you can complete it, but a few things will be broken and there will be a few errors. For the full effect I recommend using ZDoom 2.0's latest beta (36.cab as of this writing). If you don't have it then go grab the latest .cab file from http://zdoom.notgod.com/lars and enjoy. If you absolutly MUST use 1.23 please don't email me about errors in it as this was not made for 1.23. - Thanks to Ling, Isle, Rimmer, arioch and msquid for testing and feedback. - Thanks to Daniel "Tormentor667" Gimmer for tnt2.wad which was where I got the design for the skybox in this map - Thanks to Randy and all the folks on the ZDoom and Doomworld editing forums =============================================================== * Play Information * Game : zdoom.exe with doom2.wad (ZDoom 2.0) Level # : map01 Single Player : Yes Cooperative 2-4 Player : Yes, but untested Deathmatch 2-4 Player : No Difficulty Settings : Yes New Sounds : Yes, for the polyobjects and ambient sounds. Thanks to Q1, Q2 and HL. New Graphics : A modified flat was used for the skybox and a few other misc things like Hexen candles. New Music : Yes, Julian was nice enough to make me a custom track, though I had to knock down the quality a bit in the interest of file sizes. * Construction * Base : Scratch Editor(s) used : WadAuthor, Warm, Wintex, PSP, various text editors, Dehacked, ZDoom's internal nodes builder used for the final build (after a lot of effort and borking the entire map). Build time : Amazingly, only like a week, but I'm jobless and on vacation from school, so I had nothing better to do. Known Bugs : Sometimes the moving sectors in the final area behave weirdly due to the monsters. I've done my best to minimize it, but for the most part it's out of my control There's also a few minor polyobject issues. If you want to remove them all, open the level up in an editor, move a linedef or vertex around slightly and then open it in ZDoom. That way ZDoom 2.0 will use it's internal nodes builder on the map and remove any polyobject bleeding. * Copyright / Permissions * Authors may NOT use this level as a base to build additional levels. You may distrubute this file in any format (CD ROM, BBS, whatever) provided that you include all files included in your distribution (as in, this text file).