Text File
===========================================================================
Advanced engine needed : None
Primary purpose : Single player
===========================================================================
Title : Doom 2 Reloaded
Filename : D2RELOAD.WAD
Release date : 11/10/09
Author : Andy Stewart
Email Address : eschdoom@whatisblueandfurry.com
Other Files By Author : None
Misc. Author Info : Old Doomer
Description : 32 Level Megawad for use with Doom2. Hopefully a
fun packed collection of mainly small to medium
sized maps.
Additional Credits to : id software of course
Pascal vd Heiden for DoomBuilder
Csabo for XWE
Simon Howard for Chocolate Doom
Creators of Skulltag
www.wadsinprogress.com
===========================================================================
* What is included *
New levels : 32
Sounds : Yes (Only one)
Music : No
Graphics : Yes
Dehacked/BEX Patch : Yes (DEHACKED lump)
Demos : Yes
Other : No
Other files required : Doom 2
* Play Information *
Game : DOOM2
Map # : 01-32
Single Player : Designed for
Cooperative 2-4 Player : Player starts and weapons (from deathmatch)
Deathmatch 2-4 Player : Player starts and weapons
Other game styles : 1 map has 'Run fast' another has 'Don't shoot'
Difficulty Settings : Yes
* Construction *
Base : 30 New, 2 Old but remade from scratch
Build Time : Approx 50 hours / map, the bigger maps took
longer
Editor(s) used : Doombuilder, XWE, ZDBSP, ZENNODE
Known Bugs : Some VPOs, HOMs and possibly misaligned textures
(detailed below)
May Not Run With : None
Tested With : Lots of source ports (detailed below)
Chocolate Doom used for single player testing
Skulltag used for multiplayer testing
* Copyright / Permissions *
Authors may NOT use the contents of this file as a base for
modification or reuse.
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. This file may not be used for any commercial purposes.
* Where to get the file that this text file describes *
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Background : The plan was to try and make a megawad for Doom2
that would look alright and be fun to play.
Hopefully this has been acheived.
The goals were:
1. Make something that would follow a similar
story to the original Doom / Doom 2 / Doom 3.
2. Skill level: Not too hard, to be more fun than
a challenge.
3. Make all maps playable from a pistol start.
4. Make all maps completable in under 10 minutes
UV Max 100% Secrets.
5. Should work with all source ports and original
Doom.
6. Try to maintain continuity between maps.
Notes:
There is no high detail due to limitations but
I've tried to make most areas aesthetically
pleasing while trying to avoid inducing HOMs or
VPOs.
Most of the maps are pretty linear, some of the
later maps are more non-linear.
Maps 17, 20, 25, 29, 32 break rule 4.
MAP30 may be of particular interest to nightmare
speed runners.
Please make sure you play MAP32 all the way to
the end (100% Secrets), try not to give up or
cheat.
A couple of maps MAP09 and MAP18 have slightly
different gameplay than normal.
The skill level on UV is hopefully comparable to
original Doom 2, if you found it too easy and
want more of a challenge try to get UV MAX under
par from pistol start.
All maps are playable using the original Doom 2
v1.9.
I recommend using a source port mainly due to the
increased graphic / sound quality but also
because it is possible to encounter visplane
overflows and hall of mirrors on some maps
(specific areas are detailed below).
All maps are designed with gl based ports in
mind, so none of the maps have special effects
(i.e. deep water, bridges) that may cause
problems with these.
There are 12 deathmatch starts on all maps except
MAP30 and MAP31 which have 4.
It seems to play OK as long as you have 12
players (4 on 30 and 31).
You can play in co-op mode but this was untested.
Co-op mode has the extra weapons intended for
deathmatch.
The included demos work with Doom2 v1.9 and
Chocolate Doom.
This wad is dedicated to absent friends and to
anyone who bothers to take the time to do this
type of thing (especially those listed below but
not just wads and source ports for Doom any
contribution).
Please enjoy.
Inspiration and ideas from the following:
Aliens TC
Scythe 1 and 2, One Bloody Night
Alien Vendetta
Hell Revealed 1 and 2
The Darkening 1 and 2
2002 A Doom Odyssey
Community Chest 1, 2 and 3
Memento Mori 1 and 2
Eternal, TNT, The Plutonia Experiment 1 and 2
The Master Levels
Batman TC
Vile Flesh
Town Infection
Tmp.wad for Doom
Demonfear
Deus Vult
Doom 64 Absolution
Wads by Dr.Sleep
Wads by id Software
Half Life 2
Doom 3
Ancient deathmatch sarge salute to:
Loki, The Shadow, Drax, Osiris, Zoser, Cranium,
Macca (King of Planets), Pete, Piano, Mulder,
Flare, Hunter, Woof, Bloodbiter, Doomgod, Danny,
Fluffy, Rob...
Testing : Doom 2 Reloaded has been tested with the
following versions / source ports:
Doom2 v1.9, Chocolate Doom, Skulltag, ZDoom,
GZDoom, Doomsday Engine, Vavoom, Edge, Risen3D,
ZDaemon, Odamex, Doom Legacy, PrBoom,
Eternity Engine.
There are a couple of problems in a couple of
ports. Most can be worked around using the
no clip cheat (see below for details).
===========================================================================
Story : You (a high ranking employee of UAC) are
stationed on mars. It's your job to retire
replicants that don't want to help with the
terraforming project.
Everything has been fine until recently.
Contact has been lost with a remote water
processing faclility.
The UAC want you to investigate...
There has been a lot of top secret activity
recently, you wonder if the incident may be
related.
Episode and Level # : MAP01
Title : Infestation
Description : Contact has been lost with a remote water
processing station on Mars. You are stationed at
a nearby outpost. Unusually UAC have requested
that you investigate. Possibly this is due to
your high security clearance...
Par Time : 6:00 UV MAX
Episode and Level # : MAP02
Title : Return to UAC
Description : You take the transport from the station back to
the outpost. The place is overrun. One of the
hyper-transports has been trashed. Get the backup
online and return to the UAC base on Phobos.
Par Time : 7:45 UV MAX
Episode and Level # : MAP03
Title : Phobos Overdrive
Description : The normally busy complex initially appears
deserted. Alpha Base is to the west and you will
need a key card to gain entry. The east side of
the facility is also locked. It may be possible
to find an alternative entrance via the waste
tunnels.
Par Time : 7:15 UV MAX
Episode and Level # : MAP04
Title : Alpha Base
Description : There is a Comms Station on the other side of the
facility. The door is locked but you should be
able to find a key card in one of the offices.
You vaguely recollect a nasty accident occurred
here in one of the power distribution conduits.
Par Time : 6:30 UV MAX
Episode and Level # : MAP05
Title : Lockdown
Description : Security has been activated. The base is locked
down. Looks like you are going to have to find a
different way in if you want to reach the Comms
Station.
Par Time : 7:15 UV MAX
Episode and Level # : MAP06
Title : Comms Station
Description : You've made it! Locate and raise the antenna to
contact Earth and warn them about the invasion,
then find a transport that will take you to the
main UAC base. Hopefully there may be someone
still alive.
Par Time : 8:30 UV MAX
Episode and Level # : MAP07
Title : Witch Space
Description : Your transport from the Comms Station has been
subverted and you find yourself in a weird but
strangely familiar place, possibly another
dimension. Retire all demons to proceed.
Par Time : 3:00 UV MAX
Episode and Level # : MAP08
Title : Waste Processing
Description : You awake as if from a dream. You are back on
Phobos. It looks like the underground nukage
processing facility which isn't too far from
where you wanted to be anyway. Get to the surface
and head for the UAC administration area.
Par Time : 9:00 UV MAX
Episode and Level # : MAP09
Title : Phobos Subversion
Description : It looks as though someone is still alive.
A terminal informs you that another invasion is
imminent but you can subvert the portal to the
crusher. Alas the reactor has been flooded so you
will have to drain it in order to restore power.
Par Time : 7:00 UV MAX
Episode and Level # : MAP10
Title : Administration
Description : You have finally reached the UAC administration
area but there is no trace of any survivors.
Have they evacuated? Proceed on through to the
laboratory. You believe there may be something
there that is your only chance for survival.
Par Time : 6:15 UV MAX
Episode and Level # : MAP11
Title : Phobos Lab
Description : The strange laboratory experiments may reveal a
clue as to the reason for your current
predicament. You hope the rumours about the long
range hyper-transport were true. If it exists you
may be able to use it to return directly to
earth.
Par Time : 7:00 UV MAX
Episode and Level # : MAP12
Title : Return to Earth
Description : You have made it back to earth. It looks like the
demons have been here a while. Get to the UAC HQ
and find out whats going on. Unfortunately it is
on the opposite side of the city. Head through
the tunnel, there is a subway system nearby.
Par Time : 4:45 UV MAX
Episode and Level # : MAP13
Title : Slime Falls
Description : The chaos of the conflict probably caused the
road to cave in. The only way forward is down
through the slime. There should be a pumping
station nearby so you should be able to access
the road from it.
Par Time : 6:45 UV MAX
Episode and Level # : MAP14
Title : Underground
Description : The entrance to the underground subway system is
nearby. You'll probably have to walk the
underground rather than ride it. Still, things
could be worse. Hopefully the tunnel hasn't caved
in.
Par Time : 6:00 UV MAX
Episode and Level # : MAP15
Title : South Central
Description : You're not sure where you are, maybe a building
belonging to one of the UACs defense contractors.
Get out of the building and follow the road to
the nearby UAC research facility which you can
pass through for a shortcut.
Par Time : 9:15 UV MAX
Episode and Level # : MAP16
Title : Research Facility
Description : The shortcut through the research facility will
save you some time. Once you get through this
you will have covered most of the journey to UAC
HQ. You have a growing suspicion that all of your
questions will be answered there.
Par Time : 7:30 UV MAX
Episode and Level # : MAP17
Title : Downtown
Description : Find a way out of the research facility and
continue through the city. There is a UAC
warehouse nearby. It's on the way and you should
be able to get some supplies there. You will have
to scale the back wall to get in though.
Par Time : 12:15 UV MAX
Episode and Level # : MAP18
Title : Warehous Siege
Description : A bunch of survivors are locked in and under
siege on the other side of the warehouse.
Their messages warn not to attack for fear of
alerting the sentinels. You will have to use
stealth until you can find a way to secure the
area.
Par Time : 7:00 UV MAX
Episode and Level # : MAP19
Title : Void Complex
Description : You leave the warehouse feeling deeply disturbed
by recent events. Your resolve to bring an end to
the carnage is intensified. The UAC HQ shouldn't
be too far away now.
Par Time : 8:30 UV MAX
Episode and Level # : MAP20
Title : Revelations
Description : The UAC HQ building is just around the corner.
The entrance will require some sort of security
card for access. The increased activity in the
area only serves to confirm your suspicions that
the building is some sort of gateway for them.
Par Time : 14:00 UV MAX
Episode and Level # : MAP21
Title : Limbo
Description : The UAC have succeeded in creating an
inter-dimensional hyper-transport. The drawback
is the destination appears to be Hell. You must
journey through Hell until you can locate the
source of the anomaly and close the gateway.
Par Time : 7:30 UV MAX
Episode and Level # : MAP22
Title : River Styx
Description : You find yourself in a castle at the shores of
the River Styx. Make your way down to the jetty
and take the boat across the river to the
Elysian Plains.
Par Time : 6:15 UV MAX
Episode and Level # : MAP23
Title : Elysian Plains
Description : A final resting place for the souls of the heroic
and virtuous. Be careful not to awaken them from
their slumber or they may summon demonic forms
and rise from their graves.
Par Time : 7:30 UV MAX
Episode and Level # : MAP24
Title : Necromanteion
Description : Navigate the simple labyrinth beneath the
ancient temple. Watch your back and beware of
traps that may have been set to catch out the
foolish. Seek out the gargoyles it is written in
legend that they conspire to keep a great secret.
Par Time : 7:45 UV MAX
Episode and Level # : MAP25
Title : Hell's Gate
Description : You have left the labyrinth and are now high
above it at the heart of the ancient temple. You
are at the door to Hades, the realm of the dead.
The only way is through...
Par Time : 12:15 UV MAX
Episode and Level # : MAP26
Title : Acheron
Description : You enter the Acropolis of Acheron, whose river
borders Hell. It is written that the newly-dead
are ferried across it by Charon in order to enter
the Underworld. Be sure to stay alert or you will
be joining them.
Par Time : 9:45 UV MAX
Episode and Level # : MAP27
Title : Phlegethon
Description : A place built on a river of blood that boils
souls. Here are punished those who committed
crimes of violence against their fellow men.
Par Time : 7:00 UV MAX
Episode and Level # : MAP28
Title : The Underworld
Description : Jaded, you struggle wearily onwards. You sense
your long journey is finally beginning to reach
a conclusion. Enter the fortress and find the
entrance to the Underworld.
Par Time : 15:00 UV MAX
Episode and Level # : MAP29
Title : Cocytus
Description : You are about to breach the very center of Hell.
Tread carefully in this hostile environment. The
way to the portal is guarded by many. Many have
tried before you and failed. You are mankinds
last hope.
Par Time : 21:45 UV MAX
Episode and Level # : MAP30
Title : The Final Conflict
Description : It sensed your presence as you arrived but it
doesn't appear to be too concerned.
Overconfidence could prove to be it's downfall.
If you can get to the inner sanctum you may catch
it off guard. Only your fate will decide the
outcome now.
Par Time : 5:45 UV SPEED
Episode and Level # : MAP31
Title : Entryway Reloaded
Description : You had better hurry if you want to unlock this
maps secret. Looks like it's been built by
demons, rather than humans. You wonder who the
inmates of this corner of hell will be.
Par Time : 2:00 UV MAX
Episode and Level # : MAP32
Title : The Super Secret Level
Description : Your efforts will be rewarded if you can complete
this map with 100% secrets. Everyone fails the
first time. If you never know failure, how can
you know success?
Par Time : 19:30 UV MAX
===========================================================================
Note on Par Times : All par times are rounded up to the next multiple
of 15 seconds but if that value was within 5
seconds of the time another 15 seconds was added.
All par times are UV MAX except for MAP30 which
is UV SPEED. MAP15 and 31 par times include
taking the secret exits. I'm not too fast so most
speed runners will probably find the par times
easy to beat.
Gameplay Tips : In total there are 170 secrets littered
throughout the 32 maps. (Approx 5 per map, 32
on MAP32). Please try to find them all as they
will aid your journey greatly.
They all have some clue as to where they are you
just need to be observant or make an educated
guess.
If you are stuck on the following maps these tips
may be of some help:
MAP09 : You only have a short time until the invasion
starts. The easier the skill level the more time
you have. Drain the reactor and redirect the
portal to the crusher as fast as possible. Close
the doors surrounding the crusher for the best
results. If you use original Doom2 on UV you may
have a hard time as there are some arch viles.
MAP18 : Don't shoot anything until you have activated the
security grid. There are a couple of clues left
around that will guide you. There are a couple of
areas that you can make safe if you really want
to take out something that's been chasing you,
but it may be easier just to lock them out and
take them out later. There is always some way to
avoid the demons, you just need to figure it out.
It should be safe to shoot about 10 seconds after
activating the security grid.
MAP32 : You will need your wits about you to complete
this level with 100% secrets. One of the earlier
secrets is on a time delay, make sure you get to
it within 30 seconds.
If you can't make the time delay door have a
think because there is another way to do it that
requires less effort though it could take a bit
longer if you were concerned about the time.
Specific Problems : When played with the original Doom 2 v1.9 the
following problems can occur:
MAP01 - The health potions at the 2nd secret can
jump into the air if the secret is
activated before they are picked up, this
is due to the way Doom moves things.
MAP03 - Be careful When looking in from yellow
door area as you can get a Visplane
overflow .
MAP07 - It is possible to get trapped (no exit)
if you keep killing resurrected demons.
You can get a visplane overflow when
the whole level is open and looking in
from the outside area.
MAP11 - In the warehouse you can get a hall of
mirrors when stand by the big closed
doors and look inward.
MAP20 - There may a couple of barely noticeable
Halls of Mirrors at various points.
MAP22 - At start area when up on the right (you
get there later on) it is possible to get
a visplane overflow when looking towards
the shotgun.
MAP26 - When entering the super shotgun area just
before the red key you can get a visplane
overflow if you are looking straight
ahead.
Source Port Details : D2RELOAD.WAD builds with glBSP 2.05, 2.10c, 2.20
and 2.24 and reports 0 serious warnings,
0 minor warnings.
Chocolate Doom 1.2.1
As listed above for original Doom 2.
PrBoom 2.4.7
No gameplay problems.
DEMO2 desyncs very slightly at the end.
ZDoom v2.1.7
No gameplay problems.
Demos not supported.
GZDoom v1.2.0
No gameplay problems.
Demos not supported.
Skulltag 0.97d5
No gameplay problems.
Demos not supported.
If you are using the nashgore mod with zdoom
based ports you may experience an extreme
slowdown on MAP18 after activating the security
grid. Please be patient because the game does
return to normal eventually.
Doomsday 1.9 beta 6.7
A shame so many problems because it looks so
great.
Problems:
Demos not supported.
MAP01 It is possible to go through a wall and
out of the map in the box room.
MAP13 The earthquake ;) at the exit lowers to
far and prevents the player exiting but if
you are quick you can make it otherwise
use noclip.
MAP26 The Cyberdemon and Spiderdemon area
doesn't lower correctly and prevents
access to the yellow key. It is also
possible to run through one of the walls
in this area. Use no clip to get the
yellow key.
This port draws some transparent textures
incorrectly. This causes problems because
transparent textures are used quite a lot for
barriers etc. Sometimes the barriers aren't
visible at all which will cause a lot of
confusion for the player.
Draws some lower textures incorrectly (if you
have a lift which has a window at the bottom,
the lower texture alignment sometimes looks
wrong).
Enemies can see you when they shouldn't i.e. if
you are on the top of a lift and they are at the
bottom or vice versa and there is no line of
sight they can still see you and you can hear
them shooting at you.
It is possible to get stuck in enemies and for
them to get stuck in each other.
Whether the rendering problems are related to my
ATI graphics card or not I am not sure.
Risen3D v2.2.0.4:
Problems:
Demos not supported.
MAP06 Half way up the comms tower an invisible
wall blocks the rest of the way up, use
no clip as a workaround.
MAP18 In one part of the map the idea is to get
the monsters to fight each other so that
you can sneak passed but this doesn't work
in Risen3D (but you can just run passed
anyway).
MAP22 Has problems rendering the RL room. (parts
of the floor are invisible).
Texture drawing problem in BFG secret area
(middle texture not clipped).
MAP28 Has problems rendering the area near the
exit (floor is invisible).
Other When a floor is raised and becomes a lift,
the lift makes the floor raising sound
when it is activated as well as the lift
sound.
When the player closes a switched door
that is open the door open sound plays.
Edge v1.31 Win32
Problems:
Demos not supported.
MAP30 The auto aim prevents shooting the boss
brain but there is an option to turn it
off or use mlook.
MAP32 The music for MAP31 plays.
Secret 22 is inaccessible, the barrel
doesn't seem to activate the trigger.
Secret 26 is inaccessible because the
stairs to and from it don't build.
On one playthrough the door at secret 04
locked but I have not been able to
recreate this.
Some switch textures appear opposite (pressed
instead of unpressed and vice versa).
The built in GLBSP reports 2 minor warnings.
The raise and change texture trigger works
differently (sets texture to sector rather than
trigger) which can make the floors look odd.
When you teleport the player doesn't always face
the same way as the teleport destination thing.
Music seems to sound off key (using System
option).
Vavoom 1.30 for Windows
Problems:
Demos not supported.
MAP21 There was a problem with the monsters
activating early from sound in one of the
areas but I've modified the map to get
around it.
MAP29 Vavoom crashed a couple of times while
playing this map, not sure why.
Automap shows secret areas that would normally
be hidden.
ZDaemon 1.08.08
Problems:
Demos not supported.
MAP21 Had a similar problem to Vavoom with
sound, modified map to compensate.
MAP32 Secret 22 is inaccessible, the barrel
doesn't seem to activate the trigger.
Gameplay is slightly different because the
monsters behave differently (they can open
turbo doors).
Eternity Engine v3.35.92
Problems:
MAP20 Eternity crashed a couple of times.
DEMO1 and DEMO2 dsync slightly at the end.
Odamex win32 0.4.3
Problems:
MAP30 Boss sight sound fades as you move away
from it so you have to wait for it to finish if
you want to hear it.
The helper demo HELP18 goes out of sync, but
then works for quite a while before going
completely out of sync (in console type
'playdemo HELP18').
Map names displayed in automap are off by one
i.e. MAP02 displays description for MAP01.
On some maps (19, 20) the flats are drawn
misaligned.
MAP25 Crashed once with unhandled exception.
Doom Legacy 1.42 Win32
Problems:
MAP02 The third secret is inaccessible because
the door drops immediately when triggered.
Use no clip to get in.
MAP08, 09, 20 There is a problem drawing the
patches / textures for the ends of the
bridge.
MAP32 One of the secrets requires you to rocket
jump but I can't seem to do it.
Demos DEMO1, DEMO2 and DEMO3 play but go out of
sync.
The helper demo HELP18 goes out of sync similar
to Odamex but strangely seems to play a bit
longer than Odamex.