Text File
===========================================================================
Advanced engine needed : ZDoom 2.50 or Chocolate Doom 1.6.0
Primary purpose : Single player
===========================================================================
Title : Sandy DooM I: Entryway to Homogeneity
Filename : SANDYD1.WAD
Release date : 12 December 2011
Author : Sandy Claws, aka You know who -_O
Email Address : sandy_claws_is_coming@hotmail.com
Other Files By Author : SANDYD1.TXT
Misc. Author Info : You know my name! Really, you do.
Description : All hail Sandy Petersen!
Additional Credits to : No one. It's all me, bitches!
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* What is included *
New levels : 1
Sounds : No
Music : No
Graphics : No
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required : None
* Play Information *
Game : DOOM2
Map # : MAP01
Single Player : Yes.
Cooperative 2-4 Player : Nope.
Deathmatch 2-4 Player : Nothing here either.
Other game styles : None for you.
Difficulty Settings : Hell no. Wimps are not welcome.
* Construction *
Base : From scratch.
Build Time : 12 hours.
Editor(s) used : Doom Builder.
Known Bugs : Few vis leaks that show up in Chocolate Doom but not
ZDoom (and perhaps any limit removing source port).
May Not Run With : Scissors in hands
Tested With : ZDoom 2.50 and Chocolate Doom 1.6.0. It should even
run with Vanilla 1.9.
* Story *
One day, while playing an all-together better constructed WAD with a proper
difficulty curve and modern features, a wild Cockodemon appeared out of nowhere
and slapped you in the face, knocking you out.
Gagged, bound, and being dragged by a pinkie (who'da thunk those piggly little
arms were so strong?), you overhear a conversation.
"Back in my day, kids didn't draw cocks on me and they certainly didn't care
about geometric detail."
"Oh, tell me about it. I long for the days that Sandy Petersen made our domain.
You know, back when maps were done quickly and looked rubbish but played well
and were sold for a profit."
"Hey, now that you mention it, I heard about this kid called Sandy Claws."
"Oh?"
"Yeah, apparently he's made a new domain for us to play around in. Says he
blatantly ignored all that modern crap solely to work his way in to Sandy's
good books."
"I don't think it quite works like that."
"Who cares? If it's half as good as a Sandy map, it'll be a blast."
"Yeah, I love having those players on edge, thinking it's through sheer skill
and luck that they survive an encounter. It's what's kept me going all these
years, knowing that kids will play Inferno on their Playstations and complain
that it's more difficult than their Call of Duties."
"Hey, here's the teleport to the domain. Let's throw the scrub in there!"
"But didn't the boss want him for?-"
"Do you want to feel alive again?"
"...Yeah, I guess I do."
"Throw him in!"
A quick teleport effect and -file command line parameter later, and you're
confronted with a pistol start.
* Author's note *
It's me, bitches! Sandy Claws! With Doom now legally considered an adult, I
figured it was time to launch myself on to the mapping community. Now that
we're all adults, we should all be able to appreciate not only the hard work
of mappers that are pushing the limits of what Doom is capable of but also the
nonces who can't make good looking maps for jack but just want to kill some
demons until they're dead and have a good time while doing it. Just like Sandy
Peterson!
This, being the first of the Sandy DooM series, has been designed to leave you
short on ammo and just the bare essentials in terms of weaponry, and just to
tease there's also some really nasty secrets included within. Newer maps in the
series will be designed to play in order, eventually forming a new DooM megawad
of awesome Sandy-worshipping, and include even more barely-balanced battles
that will leave you scrambling for ammo and resorting to the chainsaw more than
you may be comfortable with.
And above all, any map that takes longer than 21 hours to complete will be
trashed and not released. Sandy was at id for 10 weeks before the release of
Doom, and in that time finished or completed 19 maps. Assuming a 40 hour work
week, that's just over 21 hours per map. Pick apart my math all you want,
but that's the time limit and I'm sticking to it.
Also, because they stole my idea before I thought of it: I am not affiliated
with Doom The Way Id Did.
* Copyright / Permissions *
Authors MAY 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. I have received permission from the original authors of any
modified or included content in this file to allow further distribution.
* Where to get the file that this text file describes *
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors