Text File
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Title : NJCHLLNJ.WAD
Author : Nigel "Enjay" Rowand
Email Address : enjay001@hotmail.com
Misc. Author Info :
Description : Remix of CHALLENJ.WAD by Josh Schultz
that I did one afternoon because I was
bored.
Credits to : Josh Schultz for the original WAD.
Wills for making me notice the WAD.
The Zdoom forummers for feedback.
GhostlyDeath for a modified version
of Chocolate Doom that can detect
visplane overflows.
Esselfortium for providing me with a
copy of the above port.
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* Play Information *
Engine required : Should work on all ports
Episode and Level # : MAP01 Doom2
Single Player : Yes
Cooperative 2-4 Player : Starts present, not tested
Deathmatch 2-4 Player : Starts present, not tested
Difficulty Settings : Yes
New Sounds : No
New Graphics : ICKDOOR1 from Doom
New Music : D_E1M5 from Doom
Dehacked patch : No
Demos Replaced : No
* Construction *
Base : CHALLENJ.WAD by Josh Schultz
Build Time : 4 maybe 5 hours
Editor(s) used : DeePsea
Known Bugs : A few slime tails, otherwise none
known, but there are bound to be
some because this WAD was done
in a short space of time.
* Additional Info *
Jumping and crouching are not required, neither should
they cause any problems.
The WAD that this is based on was reviewed recently on
Doomworld and the review started off
"This is the worst level I have ever played".
Whilst that may have been a little too harsh, the WAD
certainly wasn't good. However, something about it
was bugging me. I kind of liked the basic layout of
the map - or something.
So, on a cold, wet December Sunday afternoon I decided
to sit down and just play around with it in my editor.
This wasn't an attempt to "fix" the map or anything
pretentious like that. I just sort of set myself a time
limit of 4 hours (which I over ran slightly) to do what
I could in a limited time. So, it was kind of like a bit
of self imposed speed mapping. Seeing as how it turned
out OK I thought I'd make the results public. I got a
few recommendations for changes, spent an hour or so
applying them, and that's it.
Don't expect any KIDZD detail or anything. This was a
pretty quick "tart up" of a level done just to amuse
myself. It's still quite basic and simple.
I tried to keep it feeling a bit quite like the original - so,
although I converted it to Doom2 (the original was for Doom)
I kept mainly to Doom textures and enemies, although I did
let a few Doom2 features creep in.
I deliberately stuck with Doom line types and didn't use
any modern port features. So, it *should* run on any
source port. I tested it on the following ports and
didn't notice any problems:
Zdoom
GZdoom
Risen3D
PRBOOM
EDGE
Legacy
PRBoom+
Doomsday
Skulltag
Chocolate
Vanilla
Also
Vavoom (engine, not map, minor cosmetic bugs)
As far as possible, I tried to keep the layout as faithful
to the original as possible. However, after working on one
area, I had introduced a visplane overflow. I could have
just specified that it required a limit removing port but
I prefered to try and fix the overflow because making an
old '94 WAD like this incompatible with Vanilla seemed
wrong. So that area (the bar) ended up being changed more
than I had originally planned. However, it worked out OK
so I'm happy enough with that decision.
Josh Schultz was kind enough to use the "Authors MAY use
this level as a base" clause of the permissions, so I'm
making my effort publicly available. I hope someone
enjoys it. :)
The original file by Josh Schultz can be found here:
http://www.doomworld.com/idgames/?id=15481
The text for the original has been included in this zip file.
* Copyright / Permissions *
Authors MAY use this level as a base to build additional
levels.
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.