Bugs
None, indeed. (as I said it before...three weeks) ** But do not -I say it again- do not try to ** ** make a savegame if you only own less than ** ** 8megs of RAM, this would -sometimes - ** ** cause DooM to hang on. ** ** Even with 8megs, don't be scattered... ** Due to its size this "bug" was unevitable, sorry dudes, just regard it positively: It makes DooM a bit more realistic (if one of your budies lost his head, he has to begin the level again, and he should try to make it through a little faster 'cause the remaining ones WILL have problems - always remember: this level has been designed for at least THREE ADVANCED PLAYERS)
One real bug: I was reported that this level is more easier to play in single player mode than in CoOp. Playtester Hendrik "Analog" Rossi found that out. The reason is that we forgot to declare most of the ammo as "multiplayer-only". So when you think this level is to easy, play it in 4 player CoOp...
Text File
==============================================================================
Title : The Gate
Filename : THEGATE.WAD
Authors : "Die Sieben Maechtigen" [7M]:
Philipp HAAG ( der RUSSE )
Mark Rossi ( CosmoCop )
both from Germany
Email Addresses : Philipp.Haag@t-online.de
Mark.Rossi@t-online.de
Misc. Author Info : Two hardened doomers since the time of shareware
version 1.2. It came the moment, this great
game wasn't hard enough; so we started
playing every PWAD we could reach for.
But...not challenging enough. On the search
for a good leveleditor we found that
masterpiece of work made by Matt
Tangliaferri:
DoomCad 4.3.
... So, look out for more pwad's of us.
Another 7M Wad will be out soon.
Again a CoOp wad, now for DooM][.
Description : THIS WAD IS FOR DooM
This wad has been created only for
CoOp-playing with at least 3 players, but
feel free to try it otherwise.
This PWAD was designed with the original
DooMstory in mind:
As calm is around you, you decide to get away.
But what's this...your troopships engine won't
do so. After two hours of sudorific
troubleshooting it is clear: the only way to
get out is get trough. And you remember:
You heard some of your bodies talking of a
big gate they've seen in there. Some
scientists thought this to be a
dimensional gate. Your decision is clear:
you have to get to and through it and
show the bad guys that none has the
ability to fear you.
As you fight your way you notice heavy
combat-noise out of the two rooms in front
of you... After a short time of intently
waiting two fellows of you appear... ' Now,
your chances will surely be better '; you
thought and one of the guys pressed the
button beneath you...
...What the hell...no, not this..............
....oh NOHHHHHHHHHHHHHHHHHHHH!!!.............
Additional Credits to : the great guys of ID;
MARK: my fellows (especially Hendrik [ the
best testplayer ever...he stumbles into every
trap my sick mind emerged and the dogged
fraghunter I know ...stuffed his rocket-
launcher into my ass and pulled the
trigger...he's sooo sick..] and P.H.
who always showed me the frontier a doomer
can reach)
;MATT T. who created this great DoomCad
P.H.: Mark of course, who was never satisfied
with any sector I made; to Hendrik, who
fills our deathmatch levels with his blood,
giving us the opportunity to increase our
knowledge of ways a doomer can die in
deathmatch-mode. A special credit to our
history/politics-teacher who always managed
it to bring us in the right mood to create
the hardest levels you can guess.
==============================================================================
* Play Information *
Episode and Level # : E2M1 (Episode one has a much better SKY-texture,
but we thought of ID as we took E2)
Single Player : Yes, but only for harddoomers (this level has been
designed for three very ambitioned doomers
knowing how to use their weapons AND their
feet)
Cooperative 2-4 Player : Yessss!!!!
Deathmatch 2-4 Player : Aehhhh....it's a bit to big, isn't it?
Difficulty Settings : Not really, only the preset aggressiveness-changes
New Sounds : Yes, in the last minute I found the original
version of DMAUD
(we tried it before and so P.H.'s DooM-file
died: greetings to the author of DoomIt
[grumble])
New Graphics : No, (not, after this experience...)
New Music : Oh yes, of course. Bela Bartok. The right mood...
Demos Replaced : Yes, the first one; multiplayer (only with P.H.
and me)
change between the player views with F12
don't watch that before you think it can't
be played alone
----------------------------------
* W A R N I N G !!! Read: known bugs *
----------------------------------
==============================================================================
* Construction *
423 Sectors / 1611 Vertices / 2094 LineDefs / 2974 SideDefs / 816 Things
Base : New level from scratch. Based on an outline designed
meanwhile several boooooring hours in school
(history and stuff)
Construction time : About three weeks (it took much time to remove/fix
the bugs grew out of the size! [especially
the "SeeThroughWall"-effect] )
I think a PWAD created in 6 hours and less,
definitly does not/is not able to challenge
me...or is simply sloppy!
Editor(s) used : DoomCad 4.3 and its nodebuilder (until we reached
200kB). Sorry Matt, but we had to use
BSP 1.2x now, which did the same job for us
a little better.
(Also the time DoomCad needed for changing
the mode, got longer and longer the bigger
the level grew). And
DMAUD 1.1
REJECT 1.0.0
Known Bugs : None, indeed. (as I said it before...three weeks)
** But do not -I say it again- do not try to **
** make a savegame if you only own less than **
** 8megs of RAM, this would -sometimes - **
** cause DooM to hang on. **
** Even with 8megs, don't be scattered... **
Due to its size this "bug" was unevitable,
sorry dudes, just regard it positively:
It makes DooM a bit more realistic
(if one of your budies lost his head, he has
to begin the level again, and he should try
to make it through a little faster 'cause
the remaining ones WILL have problems -
always remember: this level has been designed
for at least THREE ADVANCED PLAYERS)
One real bug: I was reported that this level
is more easier to play in single player mode
than in CoOp. Playtester Hendrik "Analog" Rossi
found that out. The reason is that we forgot to
declare most of the ammo as "multiplayer-only".
So when you think this level is to easy, play
it in 4 player CoOp...
Some hints : To activate the dimensional gates (you know them
when you see them) search for a terminal in
their nearer environment ( and push that wall)
==============================================================================
* Copyyright / Permissions *
You MAY distribute this WAD, provided you include these files:
* thegate.wad
* thegate.txt
* thegate.lmp
, with no modifications. You may distribute this file in any
electronic format (BBS, Diskette, CD, etc) as long as you
include these files intact.
Please do not change anything in this PWAD!!!!
And don't use it as basis of an own PWAD.
It's a piece of us!!
Contact us for critics and interest via my e-mail
But always have in mind: that was our first co-production; that you find it
in here today, is only because a good friend, Ian Cunnings, said he would
upload it for us.
Later projects contain cool features: texture alignement in perfection, dummy
sectors and real difficulty modes AND amazing archiTexture. So watch out...