Text File
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Primary purpose : Single + coop play
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Title : Absolute Dishonor
Filename : ABSOLDIS.WAD
Release date : 09/10/16
Author : Michael Jan Krizik (valkiriforce) & Jon "40oz" Vail
Email Address : [redacted]
Other Files By Author : Various - see author info.
Misc. Author Info : Just some old school Doomers who enjoy having a
good time.
Description : Absolute Dishonor is a brand-new 8-level WAD
created between Michael Jan "valkiriforce" Krizik
and Jon "40oz" Vail - four maps from each map
author. The levels are inspired from old-school
Doom WADs from the 90's such as Memento Mori and
The Plutonia Experiment. Compatible with the
original vanilla doom2.exe.
Additional Credits to : All the playtesters & FDA recorders + Id Software
for Doom stuff.
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* What is included *
New levels : 8
Sounds : No
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required : None
* Play Information *
Game : Doom 2
Map # : 01-08
Single Player : Designed for
Cooperative 2-4 Player : Designed for
Deathmatch 2-4 Player : Designed for
Other game styles : None
Difficulty Settings : Yes
* Construction *
Base : New from scratch.
Build Time : Roughly 6 months on and off.
Editor(s) used : Doom Builder 2, XWE, MS Paint
Known Bugs : Possible slime trails + MAP08 might have some HOMs
in bigger areas.
May Not Run With : Should work under any port.
Tested With : Chocolate Doom, PrBoom+
===========================
-----------Info------------
===========================
The idea behind Absolute Dishonor began when I was reading an old interview with Dario Casali over Doomworld's 5 years
of Doom, and he mentioned having put together an 8-level WAD with his brother Milo and having it sent to Id Software so
they could see what they were capable of. I thought the idea of an 8-level WAD from the authors of Plutonia sounded like
fun, so I thought it might be interesting to make something of a similar length and do it with someone who was not only
willing to work with me but also to work under the original limits of Doom. The idea of making 4 levels each sounded
like a reachable goal, and I had my warm-up period with finishing Vispire with maps 14-17, so I felt I was capable
enough to give it a shot. Since I've been away from Doomworld for so long, I thought to look through some old private
messages I had and I found some old conversations I had with 40oz. We had talked a lot about how we can appreciate a
lot of the same things in Doom, so I thought to ask him about where he was with Doom and it turned out he was in roughly
the same situation; we had both been inactive for some time and we were both sort of getting back into Doom and even
willing to try and make some maps again. I'm very satisfied that we were able to pull this project off together, and I
feel that's what made it more fun than most anything else I've done before.
Random bit of trivia: when the project was started originally, I had to come up with a filename so I could send it to
40oz but I couldn't think of anything, so I came up with D2BEGIN.WAD (Doom 2 Begins) as a way of beginning our project
for Doom 2. We later sort of played around and came up with titles for it like The Invasion Begins, The Destruction
Begins, The Revival Begins, The Dispersion Begins...we played around with it for quite a while until we decided to
settle for something else altogether.
Anyway, I had a lot of fun working on this with 40oz over the months...I have to say it's a lot more fun than working
on solo projects so I hope I can do something like this again someday maybe on a larger scale. ;) So thanks for the
fun times 40oz!
We also want to give a big thanks to Breezeep, gaspe, Seele00TextOnly, Paul977 & Killer5 for the feedback/FDAs in the
project thread; you guys rule.
===========================
---------Map Info----------
===========================
MAP01: Playground of Destruction
Author: Michael Jan Krizik
Build Time: 3-4 hours
Inspiration: Memento Mori MAP01: The Teleporter
I recall talking to a friend through Skype while working on this level; I knew in my mind I wanted to do something
inspired from Memento Mori's opening level The Teleporter because I like how that one jumpstarts the action. I'd also
remembered about how Reverie's MAP01 ended up being an Entryway knockoff somewhat, and how I'd preferred to make all-
new original maps at the time...but that one slipped through. I was just glad to finally do something a little more
original this time around when it comes to opening maps. I also added some deathmatch area that opens up the map much
more so hopefully it plays all right there as well.
MAP02: The Ravine
Author: Jon Vail
Build Time: 3 hours
Inspiration: Memento Mori MAP02: The Bridge, The Master Levels, CATWALK.WAD
I put this map together pretty quickly, after drawing a quick pencil sketch. All I knew for sure when I started the
map was that I wanted to make some sort of a bridge that you raise over a pit, and that the switch that raised the
bridge had a good view of the bridge as it rose. The dried canyon on the east side and the techbase on the west were
mostly improvised. There's some pretty cool speed running tricks that can make the map take less than a minute to beat.
I found them by accident and decided it would be cooler to leave them in. :)
MAP03: Death Depot
Author: Michael Jan Krizik
Build Time: 1 month
Inspireation: Memento Mori MAP09: High-Tech Grave
Getting back into Doom mapping after years of inactivity was certainly interesting and unexpected on my part; this was
actually the last level I finished for this project: a very large non-linear techbase with loads of monsters, secrets
and ammunition. I was inspired from High-Tech Grave from Memento Mori, since this time around I've been feeling more
inspired from the Moeller brothers as well as higher-quality WADs in general such as Plutonia 2 and Alien Vendetta. I
worked on this one on and off for roughly a month's time and I did it willfully, as I wasn't in any kind of rush to
meet any kind of deadline or anything else. Back when I was mostly active I was making maps more quickly and trying to
finish up a couple different megawads, but lately I've been feeling that taking my time with levels has been a rather
interesting experience...mostly in that it's inspired me to invest more time into making certain areas and getting a
better idea for a map layout in the process. I try to keep it clean and well-detailed under vanilla's limits but it
also came out much bigger than I had intended, as I originally wanted this to be more of a medium-sized map. Either
way, I'm very happy with the end result of investing more time in these maps and how differently my mapping style has
evolved since then. I'm hoping lots of monster closets and route possibilities will help maps like these to last longer
over time.
MAP04: Raiden's Key
Author: Jon Vail
Build Time: 10 hours
Inspiration: Icarus MAP08: Donnybrook, Requiem MAP14: The Portal, and a little Plutonia
I admire the puzzles we see in some classic megawads. Sometimes the enemy isn't so much the monsters as it is the
level designer behind them. I don't like to see Doom wads become too combat oriented, when there are plenty more
elements of level design to explore. I fear there may be a pretty big lack of interesting puzzles in the future as the
average attention span shrinks over the years. If people didn't pull their hair out over this map then I guess there
is still hope for more puzzle oriented maps!
MAP05: The Railway
Author: Michael Jan Krizik
Build Time: 1 month
Inspiration: The Plutonia Experiment MAP10: Onslaught, Plutonia 2 + Alien Vendetta
Here's another map that was on-and-off for me for roughly a month. This was my third-map in and I wanted to do something
that began as an inspiration from a Plutonia map but later ended up with much more detail and expanded to other ideas
inspired from Alien Vendetta and Plutonia 2. The story is about the same as MAP03, being that it was intended to be
medium-sized but after working so long on it my ideas just kept expanding it and making it much larger. I loved adding
the secret train area with the Cyberdemon and doing that 3D balcony area - I'm also happy with how those train tunnels
came out with those tunnel lights fading out and the one near the exit with the train lights shining in darkness. I've
never had these sort of ideas before but it's been great playing around with Doom in my imagination and making it work
under vanilla, as always.
MAP06: The Heathen
Author: Jon Vail
Build Time: 5 hours
Inspiration: Memento Mori MAP05: Hell's Kitchen, Plutonia MAP17: Compound
This map, like most of the maps I made in this project, is another one that is unlike what I normally make. I've
recently taken a liking to those types of maps that are mostly flooded with a liquid and the player has to navigate
across bridges, catwalks and ledges for the majority of the map. I found it surprisingly easy to make too. Just string some
basic corridors and rooms together and then fill most of the void area with water, exposing the inner walls of said rooms
and corridors, then add a few walls and pillars for cover. I'm pretty pleased with the way this map came out.
MAP07: The Tower
Author: Jon Vail
Build Time: 5 hours
Inspiration: Random stuff from Requiem
I saw some screenshots of maps with pretty heavy emphasis on verticality. Few of my maps tend to exceed more than 512
units in height so I decided to try something a bit out of my comfort zone by making some huge pitfalls. Some parts of
the map came really natural to me while others seemed to need a bit of work in order to mesh together within the map. I
like the feeling of ascending and descending across steep heights. I'd like to make more maps like this one in the future.
MAP08: Lost Resort
Author: Michael Jan Krizik
Build Time: 3 weeks
Inspiration: TNT + resort homes
This was originally an idea I had for the MAP32 slot of TNT: Revilution when I came back and found they needed a guy
to make a map to fill that slot, so I thought maybe I'd continue the idea of a vacation spot such as Caribbean and go
with something fun like vacation/resort homes. I began the map working with the TNTR texture resource until I learned
after asking about the map that they had an idea for something with snow in it, so I withdrew my map from the project.
I think this may be one of my favorite maps I've made that are just fun to explore in. It was also the first map I
worked on for this project even though it was intended for another one. Some of the buildings in this map were inspired
from real homes I'd seen on some architecture blogs I follow over on Tumblr.
===========================
--------Author Info--------
===========================
Author: Michael Jan Krizik (valkiriforce)
Info: I just like my old school Doom fun - possible vanilla nutcase.
Other WADs by author: Doom Core
Reverie
Eternally Yours
Vispire
Doom II: Unleashed (MAP13 & MAP30)
Plutonia Revisited (MAP22)
Interception (MAP05, MAP11, MAP18, MAP24 & MAP32)
October (MAP04 & MAP05)
Marine's Folly (w/Mr. Chris)
Dance The Cyborg
Mountain Gorge
An Idgames Troll Walks Into A Bar...
Super Mario 8-Bit
Eternal Mansion
StarCove - A Tribute To Ty Halderman
Pulse
Chip The Wolf (player skin)
Wolf O'Donnell (player skin)
Author: Jon Vail (40oz)
Info: Huge Doom nerd, level design analyst.
Other WADs by author: (link below)
https://www.doomworld.com/idgames/index.php?search&page=1&field=author&word=40oz&sort=time&order=asc
* 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.
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modifications. You may distribute this file in any electronic format (BBS,
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* Where to get the file that this text file describes *
The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors