=========================================================================== Title : Destroy Hell Filename : desth.wad Primary purpose : Single Game : Doom II =========================================================================== Author : Matthias (AKA enkeli33) Web site : https://liquiddoom.net/ Email Address : enkeli33@gmail.com =========================================================================== * About * =========================================================================== Maybe you're asking - why did I upload such a shitty megawad on /idgames? Let me explain the story behind this one: When I was in elementary school, I made my very first Doom megawad (two actually) in WadAuthor. Of course, the maps were poor quality (nothing much changed since then, lol) because I was —ahem— a child and had no experience with level design and I barely understood the Doom engine and the editor. I have never uploaded my first maps on /idgames nor showed it to the world. The only place I uploaded it was a rather less known website that was owned by my friend Kelvin. The website doesn't exist anymore. But for some reason, the megawad was later uploaded to https://www.wad-archive.com (not by me, no idea who uploaded it there). Later on, someone sent me an email telling me he likes the megawad. I didn't speak English back then, but I put together something and sent it. Recently, I did a little research and I realized the person was Jean-Yves Delpech aka Jive. His wiki page: https://doomwiki.org/wiki/Jean-Yves_Delpech_(jive) Unfortunately he died of cancer in 2011. Too bad. He also added couple of his edits and comments in the .txt file. Let me copypaste them here: *** - I made the Bex file for GZW on 6 sept, 2006 - I made the picture "CWILV21.bmp" which was forgotten - Map31: the last bridge was wrongly designed and gave an OpenGl artefact which was horrible. - Map25: some walls were using the unknown texture "REDWALL1". I replaced it with "REDWALL" some walls were using the unknown texture "LITESTON". I replaced it with "LITE3" Many others were in the same case... Obviously, a set of customized textures was forgotten... What is strange is that it's the only one map using customized textures!!! - Map28: the bridge was wrongly designed and gave an OpenGl artefact which was horrible. *** Anyway, the megawad disappeared from https://www.wad-archive.com. The only trace of it is a message, which reads: “Sorry, downloads for destroy-hell.wad cannot be provided as there are no links available or it is a commercial WAD.” I was glad, because the megawad is a huge cringefest and should be forgotten forever. Or not? For some reason, I have received a couple of emails during the last decade from people looking for it. Well, if they want it, I’ll send it! I also tried to Google “Destroy hell” and I realized it was mentioned couple of times on many places, including Doomworld. Eventually, I decided to publish it. You know, just to preserve the history. Just to make my body of work complete. I also fixed couple of (very serious) bugs and made a couple of changes, but not much. Not only because I am too lazy to do some bigger rework, but also because I want to keep the megawad as it originally was. So this is Destroy Hell. Now here is a list of things I didn't fully understand as a child, so that's why the megawad is so weird: 1) I didn't understand that I can set any actor "deaf" for a couple of the first maps, so that's why I put blocking barrels on some places to stop enemies from chasing the player from the very beginning. 2) I didn't understand the floor/ceiling texture stereometry, so that's why I was using black squares as teleporters first. 3) I didn't understand "pistol start" philosophy, so none of the maps are made with this philosophy in mind. So that's why there could be many weapons missing in many maps. 4) Couple of map exits look like random shapes on the floor with skybox texture. I was convinced it would look great, but it doesn't! :/ 5) Many places are extremely huge, because WadAuthor didn't have 3D Preview and I didn't know how it would look when I was drawing the linedefs. I didn't understand blockmaps either. =========================================================================== * Maps * =========================================================================== 01: The First Base 02: Alpha Labs 03: The Dark Castle 04: The Graveyard 05: Beta Labs 06: The Island 07: Temple of Blood 08: Temple of Pain 09: The Turbine 10: Cyberdemon's Castle 11: The Second Base 12: The Hellhole 13: The Bridge 14: Heretic 15: The Palace 16: The Circle (DH version) 17: The Land of Demons 18: The Hell City 19: The Abyss 20: Meat Entryway 21: The Third Base 22: The Labyrinth 23: The Fortress 24: The Library 25: :-) 26: The Fortification 27: The Massacre 28: Tides of Evil 29: Brutal 30: The Final Battle 31: The Secret Dungeon 32: The Colosseum Now, let's comment couple of maps: 01: The First Base 11: The Second Base 21: The Third Base I had the idea to start each episode with visiting the same base, but with a couple of differences. Ok, maybe it wasn't as good of an idea as I pictured it in my mind. 02: Alpha Labs 05: Beta Labs Oh, back in 2005 I was obssesed with Doom 3. It inspired me to use a couple of UAC labs ideas. 14: Heretic I decided to put one Heretic map in my megawad, because Kama Sutra did the same and I was like "Maybe I should, too!" Ok, maybe it wasn't a good idea at all. 15: The Palace I always had the idea of a map where there is a castle or palace, but the main entrance is not accessible, so you have to use sewers to get inside. Oh, also MAP 28 in Czechbox megawad is remake of this one. :) 16: The Circle (DH version) This is actually one of my very first maps. I always wanted to make some sewer levels with lots of toxic green waters. MAP 17 in Zones of Fear is a remake of this one (that's why I put DH - Destroy Hell - version here). 17: The Land of Demons I was kinda inspired by Habitat map from TNT. It was so weird map. I wanted to try to copy its weirdness in my map. 18: The Hell City I've seen a megawad as a kid with realistically made streets and roads and sidewalks, so I wanted to try it too. That's how The Hell City was born. 20: Meat Entryway My very first map I have ever made. Actually, I didn't make it. I just took Entryway and changed brightness and textures and couple of things. I was just curious what map editor can do and so on. Why did I even put this one in the set? 22: The Labyrinth I drew a maze at school when I was bored and then I decided to make a Doom map based on the maze. Well, probably the most frustrating map in the Doom history. :) You will hate it. You just will. I mean if you actually plan to play this megawad. 25: :-) The very first map I have ever made (when you don't count Meat Entryway). I made the first sector, then I put the door there, then another and another and a couple of other things... And then :-) was born. 26: The Fortification I always loved the idea that you have to go deeper and deeper in the underground and then you find a temple with a teleport. Something like Land of the Damned in The Serious Sam The Second Encounter. I used similar idea in MAP 27 in Zones of Fear. 29: Brutal Well, my first attempt to make a slaughter type map. 32: The Colosseum I used a similar idea later in Zones of Fear (MAP25 to be exact). =========================================================================== * Engines, ports and everything * =========================================================================== Vanilla/Chocolate The megawad is suprisingly vanilla/chocolate compatible, because I was making it just in pure Doom 2 format. And the vast majority of maps work without any issue. Here are couple of exteptions: Map 18 - This map works in Vanilla/Chocolate, however due to exceeding the visplane limit, the game crashes. It's possible to play this map in Vanilla/Chocolate if you try to see as little visplanes at the same time, as possible. So if you are outside in the streets in the city, don't look around too much and try to keep the vision only on the buildings and walls. I managed to beat this map that way in Chocolate Doom! :D Map 29 and 32 - They are possible to play in Vanilla/Chocolate, but it's not possible to Save Game. It's probably because the number of monsters is too high to be stored in the memory of the game. Map 31, 22, 24, 26, 27, 28, 29 - They work, but there are so many monsters that it skips rendering monsters/objects/items in random moments, so that makes certain things invisible. Oopsie. Crispy Crispy port works like a charm. No issue found. Zdoom/Gzdoom/Qzdoom/Zdoom Legacy/Zandronum/Skulltag ports etc All these should work without any issue. Doomsday port This one suprisingly work well too. Brutal Doom mod The megawad works with Brutal Doom, except it's pretty difficult. Map 31 however is problematic. There are so many monsters, the FPS starts dropping quickly. Also, a couple of Nazi Soldiers are replaced with some sort of huge boss monsters randomly and they are almost impposible to beat, especially with FPS drops. Ok, no other port or mod I tried, so that's it. =========================================================================== * Many thanks to * =========================================================================== ID software for creating the game. The creators of Doom Builder 2, Gzdoom Builder and Slade 3 and other tools. Of course thanks to all players! =========================================================================== * About me * =========================================================================== Here are other pwads I made or I was part of the team that made them: Idoom mapping contest #1: Quake World (Map 03) https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/idmqwcon Zones of Fear (Maps 01,02, 04, 07, 10, 12, 14, 16, 17, 18, 19, 21, 23, 25, 27, 29) https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/zof Fucking Hexen https://www.doomworld.com/idgames/levels/hexen/d-f/fh Energy Flux https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/flux Czechbox (Maps 02, 07, 10, 12, 18, 21, 23, 24, 26, 28, 32) https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/czechbox I'ts Real And It Kills (AKA Everything Sucks) https://www.doomworld.com/idgames/levels/heretic/Ports/iraik Penumbra https://www.doomworld.com/idgames/levels/hexen/p-r/penumbra =========================================================================== New levels : 32 Sounds : No Music : No Graphics : Only few things Dehacked Patch : Yes, some of data edited inside wad Demos : No Other : No Other files required : DOOM2.WAD =========================================================================== * Play Information * =========================================================================== Game : DOOM II Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : No Difficulty Settings : No Port : See above =========================================================================== * Construction * =========================================================================== Base : Slightly edited megawad I made as a child Playtesters : none Known Bugs : A lot Build Time : Couple of years betwen 2003 to 2005 Editor(s) used : Doom Builder 2, Ultimate Gzdoom Builder, Gimp, MS Paint, Pixlr, Slade 3, WadAuthor, XWE, WinTex, NWT Tested With : See above May Not Run With... : See above =========================================================================== * Copyright / Permissions * =========================================================================== I don't belive in copyright. IMO you can't own information.