=========================================================================== Advanced engine needed : Boom Primary purpose : Deathmatch =========================================================================== Title : 32 in 24 5 Filename : 32in24-5.wad Release date : 09/20/2007 Author : The 32in24 team! Email Address : Shaikoten : shaikoten@hotmail.com Other Files By Author : 32in24.wad (FFA), 32in24sp.wad, 32in24-3.wad (DUEL CORE EDITION,) 32in24-4.wad (CTF) Misc. Author Info : #32in24 on IRC, look for more from us! http://rednexus.net/32in24/ Description : Another FFA 32in24, except with a unique app- roach: one person creates a layout, and another mapper focuses on detailing the layout heavily and overall refining the map to perfection. All layouts were completed in 24 hours, within 48 hours almost all were detailed, and in the next two days, the wad was compiled and released. Here, have a maplist! 01 Shaikoten/Esselfortium - Mongolesium 02 Shai/Ajapted/Essel - Court of the Crimson Schwing 03 Shaikoten/mid - Microwaved Uterogestation 04 Fisk/Esselfortium - Proving Grounds 05 Tango/Brinks - Phrenetic Chainsaw Slaughter of a Crippled Infant 06 Ajapted/RottKing - Compound of Dripping Filth 07 ClonedPickle/doom2day - Suspenders at Dusk 08 Mephisto/DD_133 - Technical Hazard 09 daimonreloaded/RottKing - Tower of Total Crapness 10 Leileilol/Bucket - Dana Ken 11 Shaikoten/Killingblair - The Blair Shai Project 12 Catoptromancy/Worst - Deja Vu 13 Leileilol/RottKing - HEY FACK YOU MAN 14 RottKing/Esselfortium - Rectum? Darn Near Killed'em! 15 Ajapted/Esselfortium - Frozen Maiden 16 Bucket/Cybershark - Tower of Tor 17 ClonedPickle/mid - RB Takes Over 32in24 18 Shaikoten/Killingblair - Pewter City Gym 19 Kassman/mid - Hemoglobin Rig 20 Shaikoten/Esselfortium - Virtual Sea of Pizza 21 Esselfortium/Mephisto - Jungle Fever 22 Catoptromancy/Tango - Rolling Stones Collect No Moss 23 Mephisto/joe_ - Mucupurulent Offal Grinder 24 Shaikoten/Nes/RottKing - Spacious Fields of Anal Justice 25 RottKing/DD_133 - Octagon of Madness 26 Fisk/Killingblair - Argon 27 RottKing/Esselfortium - I'm Gonna Blow Ya Up! 28 Shai/Asspants/DD_133/Esselfortium - The Power to Believe 29 Fisk/Mechadon - Satyr's Delirium 30 Esselfortium/Tango - NiGHTMAREs Into Dreams 31 Worst/DaimonReloaded/Esselfortium - A Pocketful of Octopuses 32 Bucket/Kassman - Volcanic Panic Additional Credits to : Esselfortium cheifly for putting in way too many hours in mapping, detailing, refining, tweaking, compiling, putting together the texture wad, editing posts, and never losing his head like A CERTAIN CO-LEADER OF THE 32IN24 PROJECT. On that note, deathz0r for not only not contrib- uting, but also fucking up the release of 32in24-4.wad (CTF.) If you ever wondered why getwad downloads this wad, and then your client of choice tells you it's the wrong file, wonder no more. Turnabout is fair play! DD_133 for initially compiling the wad! Ajapted for finding a ton of bugs! Tom_D for the map03 music! Bobby Prince, Raven Software, Apocalyptica, and some other people for the rest of it! All the people whose textures we used: Gothic Resource Wad, Nick Baker's Greatest Hits Collection, Raven Software, id Software, SargeBaldy, Skulltag, Espi, RuinBros, Esselfortium, and anyone else we forgot to list. Agent Spork for permission to use the Simplicity palette :) and for disappearing after the first night of mapping with a half done wad :( And finally myself (Shaikoten) for coming up with the idea, organization, and making the interpic. BONUS RANTING : Besides producing a very high quality map pack, the goal of this project for me, personally, was to experiment with new ways to put together Doom megawads. I would like to write a manifesto, if you will, about my current thoughts on project compilation, and I hope someone finds them helpful or inspiring. 32in24 basically started as a joke. I was on IRC, and most of the people in #unidoom were bored, so I said "Let's make a 32 map megawad in 24 hours!" sarcastically. People started responding enthusiastically, so deathz0r and I actually put the project together. Amazingly, we completed all 32 maps before the deadline and had a playable, rough around the edges DM megawad. This got me thinking though. If we can complete a functional, if ugly megawad in a day, with no project advertisement beforehand in 24 hours, imagine what else we could accomplish? With a group of faithful mappers, we started going down the list of game modes, with each wad more and more polished, culminating in 32in24-4, a couple of weeks ago. Still, there were some naysayers within the Doom community who called our maps low quality, simply on the basis that they were ugly. So our maps are ugly. Some people are refusing to participate in the event or play the wads because of it. How do you speedmap something that just screams quality, though? The answer turned out to be simple. Some people have trouble making layouts, and take forever, while others have the same problem with details. So why not have one team do what they're good at, and the other do what they're good at? We did, and I'm pleased with the results. In just a few days, we took maps that looked like turds and polished them into gems, and presented an overall very high quality wad. But there are other benefits to this system of mapping that a lot of people have voiced to me, which were completely unexpected. For example, I had one mapper tell me that he wasn't feeling very confident or having a lot of fun with mapping on his own, but after he participated in a few 32in24s, he found his output greatly increased, his maps looking and playing better than ever, and his desire to map also increased. Why was this? Well we discussed it, and the reason seemed to be the condensed time and the close community in 32in24. You can upload your map in this project and get constructive criti- cism almost instantly, and if you can't do some- thing, another mapper will do it for you and give you the wad back so you can learn how to. It also adds a sense of both urgency, and comradarie to what's usually just sitting in a chair and clicking in your favorite editor for a few hours. I overheard another mapper talking to a project lead of a different DM map project say, "we should do _____ like 32in24!" At first I was flattered, and then I really thought about it. They SHOULD do their project like 32in24. I can think of certain instances where the setup would not flow smoothly, but for a DM or CTF megawad? It's the perfect way to create a map pack with the least effort and hassle, and to produce the best final result, as I see it. So I encourage other mappers to use what we have learned with these past five projects, to focus on what we will learn in future projects, and apply it to the construction of their wads. I also encourage mappers of any skill level to participate in 32in24 projects coming in the future. It's a good experience for mappers of any skill level or discipline. Thanks for reading through this, and if you made it this far, by golly, you've earned yourself a cookie. =========================================================================== * What is included * New levels : 32 Sounds : No Music : Yes Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : No Other files required : No * Play Information * Game : DOOM2 (BOOM compat) Single Player : No Cooperative 2-4 Player : No Deathmatch 2-8 Player : Yes Other game styles : None Difficulty Settings : Not implemented * Construction * Base : New from scratch Build Time : 24 hours for layouts, a few days for details Editor(s) used : Doom Builder, SLADE, WadAuthor, XWE, SlumpED, DCK Known Bugs : Should be tested to near perfection May Not Run With... : jumping allowed (or at least correctly) * 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. * DISCLAIMER * This PWAD contains select texture(s) and flat(s) that can originally be foundin GothicDM or Gothic2. Credit and thanks go out to the artist(s) of said flat(s) and texture(s) and also to the rest of the Gothic Crew (1997/98). The ORIGINAL GothicDM(2).ZIP can be found in the IDGAMES archive. Each said ZIP archive contains thirty-two "professional quality" levels and music. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Web sites: FTP sites: