=========================================================================== Advanced engine needed : no Primary purpose : Single player =========================================================================== Title : Erkattäññe: 11 maps, 2 flavors. Filename : erkatane.wad Release date : 08/23/2015 Author : Nicolas Monti Email Address : nicolasmonti83@gmail.com Other Files By Author : deiminma.wad (Deimos Immaculated) eviltecc.wad (Eviltech) favie112.wad (favillesco - episode 1) favie211.wad (favillesco - episode 2) reticue1.wad (reticula - episode 1) faviae10.wad (favillesco alpha - episode 1) faviae21.wad (favillesco alpha - episode 2) Misc. Author Info : I'm a 32 years old doomer, I make maps when it's possible for me because most of the time I'm busy with other stuff. beyond that I keep interested on everything related to doom, I believe mapping is a true art which requires lots of effort, motivation and skills. Description : The main goal was to create a vanilla classic episode themed on Doom2 techbases. I was as well influenced by d2twid and 1994-1996 maps regarding to the very raw detailing employed. The maps are small to mid in size and the average enemy count is around 100 per map. There is virtually no texture alignment except for some doors and switches, taking advantage of the sector height sometimes for that work, and I made no use of support2/3 to separate different textures, using just angles as in some iwad maps. On the other hand I wanted very consistent themes so I used just 40 different textures per map as a constraint, including those for doors and keymarks as I realised some iwad maps use very few textures too. This Wad additionally comes with erkaknee.wad a complete conversion of the main episode to the "knee deep in the dead" theme. I used just the shareware flats and textures, just as I did with the favillesco episode 1, so no crates, compohso, gray, support3 or other textures we often see in E1 styled maps, nothing wrong with that, but I wanted to keep the vibe as close as possible to the original episode, although theese layouts weren't conceived as E1 maps. The conversion process was painfully surgical, I replaced all the flats and textures manually -not by a software 1 to 1 replace tool- because I had to rethink from scratch what E1 textures and flats would suit the preexisting rooms. Additional Credits to : srk:. Firedust Glaice Louigi Verona Grazza SavageCorona skepticist (for changes in updated version) Scifista42 (for changes in updated version) Deadwing kraflab Salt-Man Z Rampancy yakfak For playtesting, pointing out bugs, giving support and valuable criticism, helping to a more polished final version. Changes made for this version (6th sept 2015): Map02: computer map no longer strafe-runnable Map06: Hell knight no longer stuck in N Area Map09: 1 cell pack replaced with armor bonus and 1 cell pack replaced with shotgun shells Map10: 1 cell pack replaced with rocket Map11: blue door now requires blue key *_* =========================================================================== * What is included * New levels : Map01: 1st Matters Map02: The Scorpion Map03: The Islet Map04: Urinals Map05: Camara Obscura Map06: Dead Signal Map07: The Fountain Map08: Peri Physeos Map09: Abudhnas Map10: High Voltage Map11: Erkattanne Sounds : No Music : Yes Graphics : No Dehacked/BEX Patch : Yes Demos : No Other : No Other files required : No * Play Information * Game : Doom2 Map # : Map01 to Map11 Single Player : Designed for Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Other game styles : No Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : 1.5 months, on and off (from 7/4/2015 to 8/8/2015 for the main episode and 2 weeks more for testing and the E1 remake) Editor(s) used : Doombuilder, Slade, Doomword. Known Bugs : Map09 may crash on vanilla when crossing some linedefs due to very tall sectors. I'd recommend saving before taking big jumps, otherwise it's fully compatible. May Not Run With : - Tested With : Chocolate doom (if something is broken using another port, blame that port, because this is a vanilla wad ;) ). * 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