Text File
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Archive Maintainer : (no special instructions)
Update to : (NA)
Advanced engine needed : Should work with everything
Primary purpose : Single Play
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Title : Enjay Toss Off
(map I just tossed off one afternoon because I had
some spare time).
Filename : NJTOSS17.WAD
Release date :
Author : Nigel Rowand (Enjay)
Email Address : enjay001@hotmail.com
Other Files By Author : Literally hundreds, most not released.
Misc. Author Info : Home Page http://www.btinternet.com/~Enjay001/
Description : A single level inspired by E1M7 of Doom1.
Fairly Episode 1 in feel. Plays on MAP01 of
Doom2.
Additional Credits to : Id Software for, well, you know
Jack Vermeulen for DeePsea
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* What is included *
New levels : MAP01
Sounds : No
Music : Yes. Something more appropriate than D_RUNNIN
Graphics : Yes. Replacement sky - "sunset on Phobos" :-)
Made by combining 2 familiar skies.
Dehacked/BEX Patch : No.
Demos : No.
Other : No.
Other files required : None
* Play Information *
Game : DOOM2
Map # : Map01
Single Player : Designed for
Cooperative 2-4 Player : Starts are there. Not tested. May or may not work.
Deathmatch 2-4 Player : Starts are there, but even less likely to be suitable.
(too big for DM).
Other game styles : None
Difficulty Settings : Yes Easy is Very easy. UV ain't that tough either.
* Construction *
Base : Scratch level (Inspired by E1M7 - nothing copied though).
Build Time : About 6-7 hours
Editor(s) used : DeePsea, and PSP for the sky.
Known Bugs : None
May Not Run With... : Should be OK with everything. Even Doom2,exe
although I would use a port just in case it is possible
to get a visplane overflow. The map isn't too complex
though. I tried it with Zdoom, PRBoom, JDoom, Legacy
and Doom2.exe and was able to complete the level each
time.
Full Description:
Well, this weekend I found myself in the very rare situation of having a bit of
spare time. So I decided to turn back the clock and make a simple, no port
specific map. I just started "doodling" stuff with DeePsea, trying to catch
some of what I like about E1M7, and about 4-5 hours later I had a map in front
of me. Up until then I hadn't even tried running it, but after play testing,
I decided it was worth spending a bit of time texturing it properly, and
working a bit on item placement. Voila, one (longish) afternoon's work later
a map.
For those Episode1 purists, there are bound to be some things you won't like
but this wasn't a serious attempt at an exclusively Ep1 map. It was just
something I did to amuse myself. In saying that, I stuck fairly closely to the
Doom1 textures that are available in Doom2 (which is a limited set compared to
Doom1 proper) and I didn't use any non Ep1 monsters (which maybe makes it a bit
easy). In addition, I didn't use any "fancy" architecture or port specific
line types. Stopping myself from making little complex, eye candy areas, was
the hardest part actually. I also tried to avoid linetypes that weren't
available before Doom2 came out, but a few did sneak in ;-).
* Copyright / Permissions *
Authors MAY use the contents of this file as a base for
modification or reuse. All I ask is a name check.
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.
* Where to get the file that this text file describes *
The Usual: ftp://3darchives.in-span.net/pub/idgames/
find it with: http://www.doomsearch.com/
Web sites: http://www.btinternet.com/~Enjay001/