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Title : The UAC Base -- Doom 1 version
Filename : UACBASE.WAD
Author : Brian J. "B.J. Blazkowicz" Rowan
Email Address : CIS: 73552,3423
Internet: blaze@oeonline.com
Misc. Author Info : Well, let's just say that if it uses the
Doom engine, I'll buy it. :) Heretic's
great. Wish iD would hurry up with Quake,
but then, don't we all. <g>
Description : Communications have ceased coming in from a
major UAC military base/supply depot/
refueling center in North America. Also,
before this happened, the base's chief
administrator filed some classified reports
with UAC headquarters. These reports
expressed his suspicions that some of the
base's staff were practicing occult rituals
in a secret area of the basement somewhere.
As of this time, no one has been able to
find these areas. We're sending you in to
find out what's going on and 'clean up' if
necessary. We're arming you with a pistol
only, since this base is one of the leading
UAC military supply depots on the planet,
with 3 armories stocked with weapons. If you
need offensive weapons, seek the armories.
The Doom II version : Yes, there's a Doom II version of
UACBASE.WAD; I try to cater to everyone.
Get the Doom II version, UACBASE2.ZIP, at
the same place where you got this one.
Additional Credits to : Okay, here's the mile-long credits list...
* id Software for Doom (of course!)
* Raphael Quin‰t & Brendon Wyber for DEU
* Antony Burden & Simon Oke for DETH
* Olivier Montanuy for DeuTex
* Colin Reed for BSP (that essential tool!)
* Scott Armspoker for his expertise on
aligning textures, and his famous
OPOST21.WAD
* Bjorn Hermans and Holger Nathrath,
especially Holger, for the best d*mn 24
Doom levels in the history of the world:
SERENITY, ETERNITY, and INFINITY! If you
haven't played these, you haven't played
quality Doom. Get 'em at the official Doom
FTP site: wcarchive.cdrom.com.
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* Play Information *
Episode and Level # : E1M8
Single Player : Yes
Cooperative 2-4 Player : Yes
Deathmatch 2-4 Player : Yes (way too big for this, though)
Difficulty Settings : Yes
New Sounds : No
New Graphics : Yes
New Music : No
Executable Patch : Yes (for DeHackEd v2.3, & possibly above)
Demos Replaced : None
* Construction *
Base : New level from scratch
Build Time : I think I started it in 1994
Editor(s) used : * Doom Editor Utility (DEU) 5.21 GO32
* Doom Editor for Total Headcases (DETH),
version 2.0-whatever
* DEUTEX v2.9 - 3.1
* BSP version 1.2x
Known Bugs : None that I know of. And if there were any,
why wouldn't I have fixed them by now?
================================================================
* Copyright / Permissions *
Authors MAY NOT use this level as a base to build additional
levels. You can borrow my texture schemes, etc., but I don't
want to see any portion of this level in anyone else's.
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.
* Where to get this WAD *
FTP sites: I'll try to get it on wcarchive.cdrom.com (the
/pub/doom/newstuff directory)
BBS numbers: None (yet)
Other: CompuServe (Action Games Forum)
================================================================
And now, here's a story for your enjoyment.
================================================================
The UAC Base Mission Logs
BLAZKOWICZ, 10.JAN.28
01:22:05
Whew; I was wondering when I was going to get a chance to catch
my breath and record what's happened thus far. As soon as I set foot
in the building I knew that something had gone wrong. The emergency
signal lights on the walls are flashing, all the personnel are either
missing or dead, but most importantly, there's monsters running all
over the fraggin' base! And me without my chaingun. I'm still looking
for some heavy artillery.
The mission briefing spoke of armories. I didn't see so much as a
buckshot shell let alone an armory full of 'em until I'd explored a
little. The base computer took 30 seconds running checks on me before
it determined I was allowed security access and opened the armory
door. In the meantime, I'd found a shotgun and a box of shells by the
exhaust vent on the roof and was busy duking it out with some of those
brown bastards when the door sprang open. I loaded up on shotguns and
bullets and went on my way.
Unfortunately, I took some heavy damage just getting in here.
Had to let loose about 50 slugs before I got my hands around the shaft
of this shotgun; only 22 bullets left now. Looks like there's plenty
of medical kits and plasti-flesh in MedBay A; I ran in and out of
there a few minutes ago and took a visual inventory (as well as a few
stimpacks) while I was there. The MedBays are swarming with walking
dead carrying shotguns; I took some buckshot in my right arm while I
was searching for some ammo.
Speaking of health, it looks like there's one of those
experimental revitalizing chambers in MedBay A. I had no idea that
this base had such modern facilities. I didn't get the chance to
access the chamber to see if it was hooked up, because the door to it
slammed in my face as soon as I got near it. It's sealed now; appears
to be remote-activated via switch. Must'a been one of those damn
proximity sensors.
The computer mainframes are stored in a little room at the
western end of the base. The minute I set foot in there, though, I
triggered a security system and released a swarm of those pink demons.
Ran my shotgun dry in that skirmish; was reduced to the pistol until I
picked up a few more shells in the conference room. That room is full
of dead bodies. Looks like some of the UAC execs were in conference
when these creatures showed up. Oh well, I never liked those pencil-
pushers anyway.
While I was picking up a few scattered clips in the computer
room, I happened to notice a door marked with some very obvious poison
warning symbols. Upon opening it, three flaming skulls leapt out at me
from within. Once I'd cleared them away, I found the room beyond was
full of radioactive heavy-water; it must have been a storage tank for
used nuclear fuel rods at one time. It's highly radioactive and
useless now. Only significant thing about this room is how the walls
in the northwest corner aren't stained with nukage. They look as if
they've just recently been replaced...
I haven't searched the storage bays or any other part of the base
yet, but my mission briefing says that there's some construction work
in progress; some kind of addition to the basement. Floor plans
indicate that the basement is built 10 meters below ground. It's
obviously not used as a fallout shelter; there's nukage storage pits
down there that kind of defeat that purpose. So why is it so far
underground?
I see on this blueprint that a service elevator was temporarily
added to the basement level that takes you about 6 meters down to a
network of old mining tunnels. I guess once all the ore had been
cleaned out of the tunnels beneath the base, UAC bought the property
and is working on turning it into a toxic chemical refinery.
About the armories being locked, the briefing reports say that a
master control switch was installed somewhere that automatically opens
all the armories. I guess it was supposed to be used in an emergency
situation when the troops needed to don some armor and defend the
installation. The locked door to the armory up here tells me that
switch was never tripped. Why didn't someone have the sense to throw
it? They could have hidden in the armories and fragged the demons
through the windows.
And there's one more thing these blueprints indicate --somewhere,
connected to the basement and kept locked under medical access, is a
morgue. It's supposed to be for the storage of killed-in-action troops
while they await a formal funeral. I am not exactly looking forward to
going down there...
**********
BLAZKOWICZ, 10.JAN.28
02:01:46
It's me again. Made it down to the basement. Took a lot of doing
and a lot of ammunition to get here. The stairs were enough of an
obstacle as they were; I nearly tripped and killed myself on those
narrow steps at least half a dozen times. What is it with the lighting
in these bases, anyway?
Managed to find the executive access card. Haven't found the door
it opens yet. I've been reading some of the former staff's personal
logs as I come across them. Found a log by some guy named McKinnons
that worked down in the morgue I spoke about earlier. He was
complaining about how, late at night, the embalming room fills with
the smell of smoke or burning incense. Apparently this guy knew about
the occult stuff, too, because he talks about how he suspects "them"
of sacrificing stuff to complete their 'rites of opening'. If that
means these sickos were trying to open portals to other planes, they
must have succeeded. I'm surrounded by dead heaps of the results.
**********