=========================================================================== Primary purpose : Single play =========================================================================== Title : Doom the Way id Did Filename : DTWID.WAD Release date : 12/10/11 Version : 1.1a (revised 2/5/12) Author : Various Email Address : doom.the.way.id.did@gmail.com Description : "At some point in time I got the idea that it would be really fun if John Romero dusted off the ol' doom editor and made another map for Doom episode 1 for old time's sake. He once replied to an email saying 'maybe I will!' but never did get around to it as far as I know. This project asks the contributors to carefully study the original maps and try to make them as John Romero and Sandy Petersen did. The guiding principle in the project is to pretend that id Software initially intended to release Doom as a three episode, 30 level game, but somehow lost three levels; one from each episode. The mappers for the project are trying to create those lost tenth levels, except we are extending this concept to be a full 3 episode replacement. Our goal is to make the 'lost' maps as authentically as possible to be convincingly mistaken for original levels from the game, to recreate Doom the Way id Did." -Hellbent Additional Credits to : Founder: Hellbent Project Managers: Hellbent, Xaser, ellmo Artist: Kracov Mappers: Alfonzo, Captain Toenail, Daimon, ellmo, Esselfortium, Hobomaster, Icytux, iori, Lutz, Marcaek, Megalyth, Pcorf, Phobus, Processingcontrol, Stewboy, Use3d, Xaser Other contributors: 40oz, Bruce, Bucket, C3ON9, Mr. Chris, Cyberturtle, Dannebubinga, Doomhero85, Dragonsbretheren, Foodles, Mr. Freeze, Lawstiker, Matt534dog, Megasphere, Memfis, MithranDenizen, NaturalTvventy, Nuxius, Phobosdeimos1, RDmonkey, Shadesmaster, UltimateCarl, UltimateLorenzo, Vaporizer, XenoNemesis Special Thanks: Balames87, Chubz, Marnetmar, The Odamex crowd for lots of DM testing, especially Ralphis, HeX9109, RjY, and Minigunner (for hosting, support, and showing up at nearly every session). The ZDaemon crowd for co-op testing and some frantic Nightmare Survival action. Mapping Advice: John Romero Dedicated to: Our friend Engineer, who was mapping for this project, died on September 26th, 2011 at the age of 23. May he rest in peace. Special Note : .rehtie ,aedi dab a eb yltcaxe t'ndluow oremoR nhoJ gnillik tub NRGNRB dna LLAWKET fo stnuoma larebil esu tsum uoy ,emag eht niw oT =========================================================================== * What is included * New levels : 27 Sounds : No Music : No Graphics : Yes Dehacked/BEX Patch : Yes Demos : Yes Other : No Other files required : None * Play Information * Game : Doom Map # : E1M1-E3M9 Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : Designed for Other game styles : None Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : 1 year (over 3 years if you count the project's unofficial start in '08!) Editor(s) used : Various May Not Run With... : Versions of Doom prior to 1.9 * Map Credits * E1M1: "Communications Bridge" by Esselfortium E1M2: "Military Bunker" by Hobomaster E1M3: "Fuel Synthesis" by Esselfortium E1M4: "Treatment Plant" by Hellbent E1M5: "Engineering Bay" by ellmo E1M6: "Reactor Complex" by Hobomaster E1M7: "Logic Core" by iori E1M8: "Transport Facility" by ellmo E1M9: "Excavation Site" by Stewboy (Forty-Two) E2M1: "Receiving Station" by Xaser E2M2: "Filtration Compound" by Esselfortium + Xaser E2M3: "Rec Facility" by Captain Toenail E2M4: "Mental Ward" by ellmo E2M5: "Deimos Command" by Use3D E2M6: "Foundry" by st. alfonzo E2M7: "Ore Processing" by Megalyth E2M8: "Vault" by Marcaek + Esselfortium E2M9: "Nebulous Origins" by iori E3M1: 'Abyssal Stronghold" by ellmo E3M2: "City of Corpses" by Daimon (Walter Confalonieri) + ellmo E3M3: "Malebolge" by Icytux E3M4: "Torture Chambers" by Captain Toenail + Hellbent E3M5: "Chapel of Scorn" by Paul Corfiatis E3M6: "Depths" by Phobus E3M7: "Inner Sanctum" by ellmo E3M8: "Core" by ProcessingControl E3M9: "Lake of Fire" by Chris Lutz * Par Times * Rules of Determination: - Rounded down to nearest 15sec then +30sec - Pistol start - HMP difficulty - 4 runs per map (mean average is used) NOTE from St. Alfonzo: "I took the fastest available route for each map, killing only those monsters that got in my way or proved too great a threat to ignore. If I became low on health, ammo or armor I would seek out items only if they were immediately accessible. I ignored all secrets - including those most convenient - and did not exploit design flaws that would aid in improving my time. E1M1 - 0:30 E1M2 - 1:00 E1M3 - 1:45 E1M4 - 1:30 E1M5 - 2:00 E1M6 - 3:30 E1M7 - 4:00 E1M8 - 2:00 E1M9 - 2:30 E2M1 - 0:45 E2M2 - 2:30 E2M3 - 1:00 E2M4 - 3:00 E2M5 - 2:45 E2M6 - 1:30 E2M7 - 3:15 E2M8 - 2:00 E2M9 - 3:30 E3M1 - 1:15 E3M2 - 2:00 E3M3 - 1:15 E3M4 - 1:30 E3M5 - 3:30 E3M6 - 1:30 E3M7 - 1:45 E3M8 - 1:15 E3M9 - 1:30 * 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 Web sites: http://dtwid.herokuapp.com/