Text File
================================================================================
Archive Maintainer : Place in /levels/doom2/megawads
Primary purpose : Single player and cooperative play
================================================================================
Title : Arch-Vile Jump
Filename : AVJ.WAD
Release : December 24, 2010
Author : error aka termrork
Email Address : termrork@web.de
Other Files By Author : Various
Misc. Author Info : DooM-player since 1997
Description : You ever used the vertical boost of an
Arch-Vile-Attack? It doesn't matter if you are a
speedrunner or a from time to time player. With some
time getting into this, this will make fun for each
kind of player.
The aim of this wad is to complete the maps by
especially using Arch-Vile-Jumps, which describes the
vertical boost of an Arch-Vile-Attack, and
Rocket-Jumps without getting killed.
In map32 you also have to kill monsters because they
will distract you from jumping through the map.
Additional Credits to : IDsoftware for their wonderful game DooM2,
the Arch-Vile which made this WAD possible.
Special Credits to the main betatesters:
-The [XXX]-clan in ZDaemon:
Krawa, Manolo, Doomcleric.
-worst-vd-plas, firmar-vd-plas
-[FEAR]Tobi, Red-XIII, InsaneKid and [dp]Evolution
================================================================================
********************
* What is included *******
****************************************
New levels : 32 (full megawad)
Sounds : No (*)
Music : No (*)
Graphics : Yes (only interface stuff like STATUSBAR, no textures)
Dehacked/BEX Patch : Yes (level names, music, and intermission texts)
Demos : Yes (4 Doom v1.9f recordings)
Other : Yes (MAPINFO lump for some source ports)
Other files required : No (but see "Game" below)
*: DooM2 has simply the best one(s) imo
********************
* Play Information *******
****************************************
Game : DooM2
Map # : MAP01 to MAP32
Single Player : Designed for
Cooperative 2-4 Player : Designed for
Deathmatch 2-4 Player : Only map32
Other game styles : Survival
Difficulty Settings : Yes (for players of all skills, it is recommended to
start playing with skill=1 and -fast parameter,
because the WAD is quiet difficult)
****************
* Construction *******
************************************
Base : Some Maps from scratch, some inspired by DooM2
and 3 Maps with special parts of DooM2
Build Time : The final 32 maps were started 02.2010 and completed
12.2010 with 1 month long break
Editor(s) used : Doom Builder, XWE, The GIMP
Known Bugs : In Doom2 save game overflows might occur in map32
and a few HOMs may appear in some sections
May Not Run With : Should run with any Doom engine
Tested With : Doom2 v1.9, Chocolate-Doom 1.4, PrBoom v2.5,
PrBoom-Plus v2.5, ZDaemon 1.09,
ZDoom v2.1+ (different jump behavior, it is easier)
********
* Maps *******
****************************
General Inspiration: About 2 years ago I started to edit a copy of DooM2 to
put tricks with Arch-Vile Jumps (AVJ) in it. I made it for myself and I liked
it more and more. So after 1 year of collecting ideas for a whole selfmade WAD
I started to create this avj.wad.
The most important reason why I took doom2.wad as a mapping inspiration for
avj.wad is because I havn't found another wad which made so much fun for me.
Map01
Level name : The Start
Inspiration : DooM2 map01 start
Comments : In this map you should get a feeling for AVJs.
Map02
Level name : The Oasis
Inspiration : None specific
Comments : First selfmade AVJ-map.
Map03
Level name : The Irritation
Inspiration : None specific
Comments : This map should teach you the vertical height
of a AVJ.
Map04
Level name : Stone Pit
Inspiration : None specific
Comments : This map should teach you the horizontal lenght
of a AVJ.
Map05
Level name : Simple Compilation
Inspiration : DooM2 map01, map02, map03, map04, map06, map11
Comments : Simple DooM2 tricks.
Map06
Level name : The Storage
Inspiration : None specific
Comments :
Map07
Level name : No Panic
Inspiration : Basic idea from DooM2 map07
Comments :
Map08
Level name : Tricks only
Inspiration : DooM2 map08
Comments :
Map09
Level name : The Backyard
Inspiration : DooM2 map01
Comments :
Map10
Level name : The Rectangles
Inspiration : DooM2 map10
Comments :
Map11
Level name : Flame Sort
Inspiration : DooM2 map11
Comments :
Map12
Level name : New Challenge
Inspiration : None specific
Comments :
Map13
Level name : Downtown
Inspiration : None specific
Comments :
Map14
Level name : Two Ways
Inspiration : None specific
Comments :
Map15
Level name : Any Idea?
Inspiration : None specific
Comments : In this map I wanted to create smth. new and also
weird. I have not seen smth. like this before and I
also think that a common player does not solve
the trick in this map to reach the secret exit.
Map16
Level name : Periphery
Inspiration : Basic idea from DooM2 map16
Comments : Some unique little places like in DooM2 map16
Map17
Level name : Advanced Assembly
Inspiration : DooM2 map14, map19, map21, map26, map27, map29
Comments : 2nd map training DooM2 tricks, this time more
advanced.
Map18
Level name : Old Friend
Inspiration : DooM2 map02
Comments : Recycling the 2nd map of my first private avj.wad.
Map19
Level name : Let help you!
Inspiration : None specific
Comments : This map should only train you to handle the
Arch-Viles as friend :).
Map20
Level name : Increasing Distance
Inspiration : None specific
Comments :
Map21
Level name : Geometry
Inspiration : None specific
Comments :
Map22
Level name : The Pillar
Inspiration : None specific
Comments :
Map23
Level name : Timing
Inspiration : None specific
Comments :
Map24
Level name : Well Balanced?
Inspiration : DooM2 map24
Comments :
Map25
Level name : The Grouser
Inspiration : DooM2 map24
Comments :
Map26
Level name : Arduous Composition
Inspiration : DooM2 map05, map07, map12, map15, map23, map24, map29
Comments : The hardest tricks I have chosen from DooM2 with quite
difficult RJumps.
Map27
Level name : Chaotic Library
Inspiration : DooM2 map27
Comments : Started from the basic idea of a library it was ment
to be quite chaotic which forces the player to think
about a possible route.
Map28
Level name : Provocation
Inspiration : None specific
Comments : Also smth. really new (at least for me), I don't want
to give any further hints for solving this map. Just
this one: It is possible :).
Map29
Level name : Stamina
Inspiration : None specific
Comments : Nothing special, just sth. tough because of the
length.
Map30
Level name : Endless Frustration
Inspiration : DooM2 map30
Comments : The idea for this map came because of the possibility
to hit John Romero in DooM2 map30 with a double AVJ
at the highest level.
Map31
Level name : Entrance to Heaven
Inspiration : None specific
Comments : Only used "newer" features of the DooM2 engine like
OS bridge in map31 and 32 because they are optional
to play through the wad.
Map32
Level name : Masterpiece
Inspiration : None specific
Comments : Map32, Masterpiece, I called this map Masterpiece
because I am convinced that this map is the best one
I have ever made and I will not create a better one.
This map is the one which took by far the most effort
I put into. The Build-Time is 4 months.
So it took about the half of this whole wad, well,
it even has more sectors than all the other maps
together :). The basic idea was to create 31 small
maps and one really big, which is also more detailed.
The reason for this idea is that I am not able to
create 32 such big maps, so I reduced it to a single
one.
At the beginning of creating this map I was
developing the Double-Ceiling-Trick which I call the
feature of the doom2-engine which allows the
appearance of a sector to have two ceilings.
After knowing a lot pros and cons of this method I
started to build the outside of the main building
with this Double-Ceiling-Trick. After hours of
mapping I recognized that the limitations of doom2.exe
forces me to reduce details in big areas, especially
in outside regions.
After getting this runnable with doom2.exe I planned
the whole map. After that I started with the start,
continued with the main building (first yel key)
and finished it with the two outside areas at the
back of the building.
After that I decidet to design the following parts
earthy and dark with several bright areas. I continued
this concept till the end, where I put a huge open
area for the final chellange of this map.
During the whole map I tried to make it very varied,
so you have to do a lot of AVJs an RJs combined with
several parts in which you have to think how you could
continue. For example the the big tower in the left
area at the back of the building was designed to let
the player think, which route he can and should take
to solve this part. Especially this little part shows
another aspect which was important for me. The fact
that the player can choose a way how he will pass this
map. There is always not only one way to go on, there
are a lot of routes through this map, some are more
obvious and some are less abvious.
This map is and was always at the limitation of
doom2.exe. During the development of this map I had
to deleat about 500 sectors that it was playable with
doom2.exe. There were always parts in which you can
see too much lines for the original engine, so I had
to reduce them.
In general I also recognized that doom2.exe has a
overall limitation of "stuff" in the map like things
and sectors. This limitation was reached with about
2000 sectors and appeared with e.g. impassable lines
through which the player was able to go, just like
with "idclip".
After solving all those limiltation problems I tested
the map a lot in Single Player and Multiplayer
(MP with ZDaemon). Whit those tests I fixed about 500
"bugs" which I and the betatesters thought that should
be changed.
You might think now why I have not just made the map
much smaller, so I have not all those limitation
problems. You also might think that why it is so
important that this wad/map is runnable with doom2,
all other source ports of doom2 will not have any
problems launching this map.
Well, first I want to clarify that I usually use
doom2.exe when I play Singe Player. I could not get
detached from it. Also I like speedrunning maps with
doom2.exe, some really cool doom2-features like
glinches through 32-gabs are not possible with
a lot of source ports. The reason why I did not want
to make the map smaller is that I wanted to have a
very long map in this wad, so that there is the
kind of speedrunning which has not the aim to run
the map perfectly, but to survive, the time does not
matter at the first times. Well, with doom2.exe you
also do not see your time at the end when you need
more than 1 hour, it will just say you suck ;), but
you don't :). Just watch the demo with for example
prboom-plus, there you also can leap the whole demo
and you can see your actual time.
Have fun playing and running it :D!
**************
* Statistics *******
**********************************
Mapinformation
+==============================================================================+
* Sectors Secrets Things Monsters AVs* Hlt/Arm Inv** *
+------------------------------------------------------------------------------+
* MAP01 50 0 36 4 100% 1400/ 500 0 *
* MAP02 50 0 38 3 100% 2600/2600 2 *
* MAP03 50 0 35 3 100% 1800/1200 0 *
* MAP04 50 0 45 5 100% 2900/2200 0 *
* MAP05 50 0 87 1 100% 1050/ 0 0 *
* MAP06 50 0 80 8 100% 3500/2500 0 *
* MAP07 50 0 60 13 100% 1000/1000 4 *
* MAP08 50 0 45 2 100% 3200/3200 2 *
* MAP09 50 0 56 2 100% 4500/3600 2 *
* MAP10 50 0 36 3 100% 2600/2200 3 *
* MAP11 50 0 51 3 100% 4400/4400 2 *
* MAP12 50 0 31 0 100% 1400/1400 0 *
* MAP13 50 0 40 2 100% 2400/2400 4 *
* MAP14 50 0 34 2 100% 1200/1200 3 *
* MAP15 50 0 24 2 100% 100 / 0 0 *
* MAP16 50 0 33 1 100% 2200/2200 0 *
* MAP17 50 0 40 1 100% 1600/1600 0 *
* MAP18 50 0 48 2 100% 3450/2800 2 *
* MAP19 50 0 48 2 100% 700 / 400 0 *
* MAP20 50 0 69 10 100% 3600/3600 15 *
* MAP21 50 0 45 0 100% 2750/2000 3 *
* MAP22 50 0 55 6 100% 0 / 0 11 *
* MAP23 50 0 39 5 100% 2000/1400 1 *
* MAP24 50 0 45 2 100% 3700/3600 1 *
* MAP25 50 0 54 2 100% 4000/4000 11 *
* MAP26 50 0 139 0 100% 460 / 465 5 *
* MAP27 50 0 71 1 100% 4000/4000 2 *
* MAP28 50 0 79 13 0% 275 / 100 0 *
* MAP29 50 0 44 6 100% 400 / 400 17 *
* MAP30 50 0 129 2 100% 3600/ 360 8 *
* *
* MAP31 50 0 49 7 100% 200 / 200 12 *
* MAP32 1913 7 1264 395 10% 31556/32404 12 *
* *
* *
* EP1 50 0 518 44 100% 24550/19000 13 *
* EP2 50 0 418 25 100% 21050/20000 26 *
* EP3 50 0 700 37 65% 27800/24600 59 *
* *
* FULL 3463 7 2900 508 30% 105156/96254 122 *
* *
+------------------------------------------------------------------------------+
* *
* * : percentage of monsters which are Arch-Viles *
* ** : how much energie and armor is included in the map *
* with e.g. stimpacks or megaspheres (all skills together) *
* *
+==============================================================================+
Possibility of speedruns in each map
+==============================================================================+
* UV UV NM NM UV UV UV *
* Speed Max Speed 100S Fast Pacific Tyson *
+------------------------------------------------------------------------------+
* MAP01 X X X - X X X *
* MAP02 X X X - X X X *
* MAP03 X X X - X X X *
* MAP04 X X X - X X X *
* MAP05 X X X - X X X *
* MAP06 X X X - X X X *
* MAP07 X X XX - XX X X *
* MAP08 X X X - X X X *
* MAP09 X X X - X X X *
* MAP10 X X X - X X X *
* MAP11 X X X - X X X *
* MAP12 X - X - X X - *
* MAP13 X X X - X X X *
* MAP14 X X X - X X X *
* MAP15 X - X - X X - *
* MAP15s XX - XX - XX XX - *
* MAP16 X X X - X X X *
* MAP17 X X X - X X X *
* MAP18 X X X - X X X *
* MAP19 X X X - X X X *
* MAP20 XX XX XX - XX XX XX *
* MAP21 XX - XX - XX XX - *
* MAP22 XX XX XX - XX XX XX *
* MAP23 XX XX XX - XX XX XX *
* MAP24 XX XX XX - XX XX XX *
* MAP25 XX XX XX - XX XX XX *
* MAP26 XX - XX - XX XX - *
* MAP27 XX XX XX - XX XX XX *
* MAP28 XXX XXX XXX - ? ? ? *
* MAP29 XX XX XX - XX XX XXX *
* MAP30 XXX XXX XXX - XXX XXX XXX *
* *
* MAP31 X X X - X X X *
* MAP31s XXX XXX XX - XX XXX XXX *
* MAP32 XXX XXX XXXX XXXX XXXX XXXX XXXX *
* *
* *
* EP1 X X X - X X X *
* EP2 XXX XXX XXX - XXX XXX XXX *
* EP3 XXXX XXXX XXXX - XXXX XXXX XXXX *
* *
* FULL XXXX - XXXX - ? ? - *
* *
+------------------------------------------------------------------------------+
* *
* X = doable *
* XX = quite difficult *
* XXX = good luck :) *
* XXXX = have not made it yet, but possible *
* - = not possible (imo) *
* ? = not sure if it is possible *
* *
+==============================================================================+
***************************
* 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.
here you can get this file: http://www.doomworld.com/idgames/ (search for AVJ)