Credits
* Adam Williamson, who tested... tested... dammit, I wonder if he didn't spend more time testing than I did building.
* Arioch, for generously testing, suggesting and commenting, plus webcasting it and, of course, promoting it on Doomworld.
* Chrozoron, who tested, tested, tested, tested some more and finally tested it again, and also gave me a lot of comments, ideas and suggestions.
* Tarin, who tested, tested, complained, complained and further - complained. At least it was constructive. * Wim Vanrie, testing and testing and, umm, telling me how perfect the design was :)
* ... and everybody else who tested it :P I should quit doing those mass-DCC:s. Kissing my ass seems to work far too good.
* id Software for Doom
* TeamTNT for Boom
* SBSoftware for DeepSea
* Creator of WinTex
* Randy Heit for ZDoom
* Whoever composed the music
* Newdoom.com for hosting & stuff
* Doomworld for being a great news site
* All you who told me how amazing you thought the screenshots looked. Without the great interest in this project, I would maybe have given up! :)
* You who download it and play it!
Text File
-UPDATE-----------------------------------------------------------------------
This is a re-release of Vrack 2. This version contains the following fixes:
* People complained that I hadn't built a REJECT table, so their
computers went slow with the level. Here you go, a brand spanking
REJECT table. Built with Zennode, as RMB crashed with a runtime
error after 0.2 seconds.
* Skies fixed. They are all truly double and authentic now. There are
Vrack(1)-style streaks visible if you look close, but you don't see
them unless you really look for them. I might add that these streaks
will NOT be present in Vrack 3, I was just too lazy to remove them
for a crappy re-release like this.
* Added deathmatch starts. Dunno why, I think it could be fun somehow.
I might try myself some day.
* Updated this text file with appropriate fixes (new file, site,
e-mail addresses, changes, etc.
Otherwise, this is the same map as vrack2.wad.
I did NOT modify gameplay anything. You people who complained about this map
being too hard: Don't play it on UV unless you ARE a mad maniac. It's enjoyable
on skill levels 1-3.
Note to archive maintainer: As this build definitely causes previously recorded
demos to desync, this release is NOT intended to replace vrack2.zip.
---------------------------------------------------------------END OF UPDATE-
\ / _ \ \ ___| | / _____ \ (C)
\ / | | / \ / | / |
\ / | ( / \ | _ ( _____ /
\ / _ \ ____ \ | | \ (
_/ _| _\ _/ _\ \___| __| _\ ______|
--+ VRACK 2 +--
The second battle
-----------------------------------------------------------------------------
File and author info
-----------------------------------------------------------------------------
TITLE : Vrack 2
FILENAME : vrack2b.zip
Contains: vrack2b.wad and vrack2b.txt
Original version: vrack2.zip
v1.1 VERSION : 1.1 *FIXED VERSION*
RELEASE DATE : 3/24/2001
Re-released with fixes 12/24/2001
AUTHOR : Fredrik Johansson
EMAIL ADDRESSES : fredrik@doom.tc or fred@frad.org
ON THE INTERNET : www.doomworld.com/fredrik
Fan sites welcome :)
MISC. AUTHOR INFO : Swedish Doomer.
16 Years old.
Blah.
#doom.
Something.
OTHER WORKS BY AUTHOR : * Vrack
* PAIN (Not released)
* Doom 3057 (Not released)
* and more...
ADDITIONAL CREDITS : * Adam Williamson, who tested... tested...
dammit, I wonder if he didn't spend more
time testing than I did building.
* Arioch, for generously testing, suggesting
and commenting, plus webcasting it and, of
course, promoting it on Doomworld.
* Chrozoron, who tested, tested, tested,
tested some more and finally tested it
again, and also gave me a lot of
comments, ideas and suggestions.
* Tarin, who tested, tested, complained,
complained and further - complained.
At least it was constructive.
* Wim Vanrie, testing and testing and, umm,
telling me how perfect the design was :)
* ... and everybody else who tested it :P
I should quit doing those mass-DCC:s.
Kissing my ass seems to work far too good.
* id Software for Doom
* TeamTNT for Boom
* SBSoftware for DeepSea
* Creator of WinTex
* Randy Heit for ZDoom
* Whoever composed the music
* Newdoom.com for hosting & stuff
* Doomworld for being a great news site
* All you who told me how amazing you thought
the screenshots looked. Without the great
interest in this project, I would maybe have
given up! :)
* You who download it and play it!
-----------------------------------------------------------------------------
Description
-----------------------------------------------------------------------------
DESCRIPTION : This is a giant space station in the gray and
tech theme. It is crumbling with hellspawn and
filled with deadly traps.
This is a little more like I wanted to have the
original Vrack. More detail, more metal, more big
enemies, less linear. I have spent a LOT of time
with this level, so I hope it gets better than
its precursor.
But it was a very hard mission. Vrack was believed
by many to be one of the best levels ever created.
In most aspects, I think Vrack 2 improves over
Vrack. But there are some things, such as the caco
intro in Vrack, that in my opinion were perfect -
and really hard to substitute :| ...
Still, I hope you will find this level enjoyable!
STORY : This level takes action a few minutes after the
chaotic exit of the first Vrack level. You have
now arrived with the evacuation shuttle to the
second base of the UAC's V.r.a.c.k space station
system somewhere in space. The mission is to
clean out the base and exit alive! Mewse is still
there to get you if you fail! Well, seriously, I
wonder who actually plays Doom levels for the
story...
-----------------------------------------------------------------------------
Play info
-----------------------------------------------------------------------------
First of all, I would like to point out a few
things. PLEASE read all these notes and consider
them.
* Vrack 2 is Boom-only and will ONLY run with
Boom 2.02 or a compatible port (Zdoom, MBF etc)
* Several Boom features are used, for example
the new locked doors. This means that a red
SKULL key will NOT open a red CARD door (and
vice versa.)
* This level is very big and very detailed.
Speed could be a problem. It runs fine on my
PII/300 (playing with Boom). Zdoom works fine,
and Zdoom 1.23 seems to be more stable than
1.22. MBF is recommended for demo recording.
* Please use brightness level zero (1.0). There
are some dark areas, but for the aesthetics,
don't use too high brightness level. It sucks.
Playing with high brightness may also reveal
a few visual bugs (that I actually can't fix.)
* If you get lost in the map, don't cheat. Never
cheat by the way, it's lame - look at me for
example :P. If you get lost, try to use the
automap. If still no progress, watch a demo
of it. I don't know why I wrote this, because
I never get lost myself and neither should you.
* Vrack 2 will NOT run correctly with Legacy.
You will get stuck at a point. Sorry :|
MAP # : Map01
SINGLE PLAYER? : Yes, definitely. Are you slow or what?
COOPERATIVE 2-8 PLAYERS : Yes. Eight starts are in the map. I don't expect
someone to actually try, but this could be an
interesting coop level. Maybe.
DEATHMATCH 2-8 PLAYERS : >No, it's WAY too big to even make a chase & hunt
>level. I've thought about a Vrack DM, stay tuned.
v1.1 ADDED THESE!
DIFFICULTY SETTINGS : Yes, of course :)
NEW SOUNDS : No
NEW MUSIC : Yes, from Descent
NEW GRAPHICS : Maybe? :P
DEMOS REPLACED : None
SOURCE PORT NEEDED : Anything compatible with Boom, but not Legacy.
Read the notes above.
-----------------------------------------------------------------------------
Construction
-----------------------------------------------------------------------------
BASE : Yes, of course it's a base. (j/k :) planned and
built from scratch. A few sectors copied from
Vrack, but it's all original.
INSPIRATION : Not any direct sources, but probably indirectly.
Maybe Dark Forces?
BUILD TIME : I checked and found that the file was created
December 13, 2000. That means a build time of
3 months. That makes an average of 200
sidedefs/day! In hours, it couldn't be more than
200 or so, I _have_ been doing other stuff during
this period (though the nights by the computer
got late sometimes ;)
LEVEL STATS : Dammit, over 21000 sidedefs and 700 monsters!
EDITORS USED : * DeepSea by SBSoftware. This is really a great
editor which I strongly recommend. It gets
terribly slow with big maps, but you won't notice
before 8000 sidedefs :)
* WinTex for WAD stuff
v1.1 * Zennode
I didn't remove the wasted textures from the WAD.
I'm just too lazy, and it doesn't really matter
since the map itself is several times bigger :)
KNOWN BUGS : >Yes :(
>Most of the bugs are concerning the skies. Weird
>stuff happens. Just don't go for finding the bugs.
>Note that you get stuck with Legacy at a point.
>It is possible that I release an updated version
>to fix eventual disasters.
v1.1 HAH! FIXED!
=D
-----------------------------------------------------------------------------
Copyrights/Permissions
-----------------------------------------------------------------------------
Authors may NOT use this level as a base to build additional levels.
You may however use the textures in any way that you wish to.
You MAY distribute this WAD, provided you include this 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.
Where to get this WAD:
My site, www.doomworld.com/fredrik
Ftp, 3darchives.in-span.net, mirrors...