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Cyberdreams text file - 17/03/1998
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PR�SAGE proudly presents
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³ °°°°°°°°°±±±²²Û - C Y B E R D R E A M S - Û²²±±±±°°°°°°°°° ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
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Contents:
1. Introduction
2. Wadauthor
3. The behaviour of Cyberdreams
4. Recording demos
5. Levels list
6. Permissions
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ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³ 1. INTRODUCTION ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
First of all, let's make a revision of the files you MUST have in your
Doom ][ directory after unzipping the compressed file. Here they are:
CYBER.BAT - Batch file to install and play Cyberdreams.
DEHACKED.EXE - The Greg Lewis program to modify the
original .EXE file.
CYBER110.DEH - Dehacked modifications for Cyberdreams.
CYBER110.WAD - Main WAD of Cyberdreams.
CYDREAMS.TXT - You're reading it right now.
FILE_ID.DIZ - .DIZ description of Cyberdreams.
So, as you probably guessed, the way to run Cyberdreams can't be easier.
Just type 'cyber' at your Doom ][ prompt.
Well, and now the key question: WHAT IS CYBERDREAMS?
In our opinion, we consider that Cyberdreams can be described, first, as a
pile of Doom levels in which the point is killing Cyberdemons in several
ways and situations. But if you have been playing Doom for a long time and
have tried the different playing modes (solo, deathmatch and ctf - who the
hell plays cooperative?), after finishing Cyberdreams maybe you'll have the
sensation that this is a different way of playing Doom in which you probably
never thought before.
Killing a Cyber never was so difficult in the original game: you had a lot
of weapons and ammunitions to fulminate them in a second. The difference in
Cyberdreams is that your only "weapons" will be your movements, your
strategy and a bit of your imagination. The only real weapon that you'll
be able to use (and just in a few maps) will be the pistol. And not for
killing a Cyber, but for doing other things (anyway, killing a Cyber with
the pistol seems completely ridiculous and boring...).
You'll find while playing Cyberdreams that in some levels you can exit
without killing all the Cybers. We really tried to avoid it, but in some
cases it seems impossible, because of the design of the level. At least
for us it's clearly obvious that the REAL point of each map is kill them
all before exiting. Think about it.
We think the best way to realize what Cyberdreams is is to start trying it.
And if you get interested in the first levels, you'll probably enjoy the
rest of them, which become more attractive and complex. The ambientation
of the maps is in most of the cases simple and accurate as well. We have
been designing Doom levels for more than a year and a half and we almost
have imagined everything that can be done using Doom editors. We got tired
a long time ago of seeing the same kind of maps with the same kind of
structures. In general, people have forgotten that risk can be one of the
best tools while designing. In Cyberdreams levels there is a bit of that
risk, and a bit of our experience. All we can say is that we tried to make
the detailing and the texture alignments in an almost perfect way. For the
rest of the things, the veredict belongs to you. We'll surely respect your
opinion, but first... please take a look at the whole adventure.
One last thing: the Dehacked modifications refer only to text sequences,
weapons, ammunitions and cheat codes. The behaviour of
Cyberdemons and the rest of the things KEEPS BEING THE SAME as in the
original Doom. Maybe YOUR behaviour won't be the same after playing this
adventure, but...
So that's the story. As simple as it seems. We're dying to see what's your
opinion about Cyberdreams. Just remember that there is more information
in this text file that can be interesting for you while (or even after)
playing it. Thank you and good luck.
Pr‚sage - 1998
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ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³ 2. WADAUTHOR ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
Name : Cyberdreams v1.1
Filename : CYBER110.WAD
Authors : Gonzalo P‚rez de la Ossa (Barcelona)
Albert Valls (Barcelona)
Email Address : limsa@grn.es
This email belongs to a private laboratory. If you
send any kind of information please make reference
to the word "Pr‚sage" clearly in some way.
Misc. Authors Info : Musicians... and deathmatch addicts.
Description : See 'Information'.
Other levels by authors: 11GON.WAD ¿
HOTRATS.WAD ³
SH.WAD (Dm) ³ G.P.
AFORA.WAD, BFORA.WAD, ³
CFORA.WAD. ³
MRSDOOM.WAD (Dm) Ù
STARLESS.WAD ¿
UZER0.WAD ³
HEATWAVE.WAD (5) ³ A.V.
QPGDM.WAD (3, Dm) ³
SGREEN.WAD ³
CDT.WAD (Dm) Ù
Additional Credits To : id, for their everlasting DOOM.
Ben Morris, for DCK
TiC, for NWT
Olivier Montanuy, for Wintex
JASC Inc. ,for PSP
Zink The Dink, for Endoomer
Greg Lewis, for Dehacked
Our patient playtesters: Albert, Marc, Roger.
Possibly you, if you recognize some graphic
of yours into this file. Thanks.
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* PLAY INFORMATION *
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Game : DOOM ][ v1.9
Episode & Level : MAPS 01-32
Single Player : Absolutely.
Cooperative 2-4 Player : No starts. No way. Not the point.
Deathmatch 2-4 Player : No. But the game itself is a special deathmatch...
Difficulty Settings : Implemented -> Easy: 1,2
Normal: 3
Hard: 4
With NIGHTMARE skill, Cyberdreams
doesn't work right. Don't try it.
New Sounds : Hmmm. It depends on how many levels you play...
New Music : No... for now.
New Graphics : Yes, some.
Demos replaced : All of them.
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* Construction *
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Base : Levels from scratch (more than ever).
Editor(s) Used : DCK v3.61
Wintex v4.3
Dehacked v3.0a
NWT v1.3
Paint Shop Pro v3.0
Endoomer v1.0.1
Build Time : September '97 / March '98
Known Bugs : We hope everything is working right, but in
case you detect some strange thing, please
read 'The behaviour of Cyberdreams' (below).
About conventional bugs, we have detected a
couple of HOM in maps 8 and 29. Actually
we don't give a shit about the one in level 29.
The map is so amazing that probably you will not
look for it...
Oh, and don't try to save in map 30, or the game
will crash. Again, we know the reason, but we
can't tell you more...
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ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³ 3. THE BEHAVIOUR OF CYBERDREAMS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
While making the adventure we had to change a bit our way of designing. We
had ideas for Cyberdreams that seemed to be not comprehensible for any
Doom editor. In fact, we have a few maps which still stay just as good
ideas but not possible to turn them into a reality.
Still, the main reason to write this chapter in the text file is to explain
some of the important things that can happen while playing the adventure and
which can be considered as "errors", though they are just limitations of
the Doom engine. Most of them are on behalf of how the Cyber is killed.
1) The first, and probably the most desperating one, is that sometimes,
Cyberdemons won't die in levels 4, 11, 12, 19 and 30. We are almost sure
that in Doom, Cybers can die only in three ways:
- building stairs below them when the ceiling is low enough
to "squeeze" the Cyber.
- crushers that can be activated by a switch or an invisible line.
- ... and of course by teleporting.
In those maps, we use the first method and without any apparent reason
stairs don't kill the Cybers. Maybe it depends on every little thing that
is being done within the map at the moment that they are activated (player
actions, moving sectors, or Cyber movements). If any Doom designer has ever
been in a similar situation and knows more about this problem, we'll
appreciate his comments (see email above).
2) With the second method it seems that switches never fail, altough lines
sometimes do. Once again, this is not just a Cyberdreams problem, but one
thing that can happen in the original game as well. Lines don't always
activate when the player crosses them at high speeds. This can happen in
two different circumstances: using turbo (something that you can't do in
Cyberdreams) or crossing the line just after receiving some special "kiss"
of any Cyber, which makes you gain speed inmediately. This can happen in
three or four levels, but basically in levels 21 and 31 (we really hope
not!).
3) Fortunately we are absolutely sure that every time you teleport into
a place where a Cyber stays things will work correctly (that is, the third
method NEVER fails...).
There is a "moral" problem that you'll notice in some levels if you
save your game. If Cyber wasn't facing you at the moment you
desperately pressed F2 and took a deep breath, the next time you reload it
the Cyber won't move or even know where you are until you let him know.
If you go on with this game without "waking him up" it can be considered
as cheating. That's the reason why we think the best way to play Cyberdreams
is without saving. If you ever use saved games, please be honest and use
your fist (remember you can use the fist?) or let him (them) know where you
are if the Cybers are apparently swimming into wet dreams. This is very
important specially in map 21.
Finally, we hope you'll discover some strange things that can happen in
some levels. They are not errors at all, but curious to see.
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ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³ 4. RECORDING DEMOS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
To record a demo, you must write the following line in your Doom ][ prompt:
cydreams -game cyber110.wad -dream XX -record namedemo
where:
- XX is the number of the map you wish to record the demo.
- namedemo is the name of your demo (that's what we call a wasted line in
a text file...)
And in case you want to see some demo you recorded, just type:
cydreams -game cyber110.wad -playdream namedemo
Important: in Cyberdreams the extension of your demos will be .CYB, altough
you don't need to type it in any case.
We hope this little change won't bother the authors of original Doom if they
ever know that Cyberdreams exists. Thanks again to id.
Send us your demos, we'll appreciate it very much... There are some levels
that were not included in Cyberdreams but are finished. We'll be delited to
send them to you if we can enjoy your playing against Cybers.
And if you can't find the way to solve some of the levels... well, you can
do it better, man! Seriously, we have recorded demos of all levels that can
be helpful to you. Ask for the one(s) you need.
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ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³ 5. LEVELS LIST ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
01. WARM UP: ONE ON ONE 17. TIC-TAC-TOE
02. THE S-2 FACTOR 18. THE BLOCKED WAY TO ARCH-ITECTURE
03. THE BRIDGE BETWEEN 19. ARCH-ITECTURE
04. COME ON IN 20. ANTI-CLOCKWISE
05. CYBERS AND HOLES 21. BLEEDING WOODS
06. JOHN'S LAMENT 22. HOT DOG
07. UNUSUAL FRIENDSHIP 23. HARD DESCENT, HARDER
08. HAPPY END? CLIMBINGS
09. DOUBLE DUPLEX 24. SORRY, 66% MAXIMUM
10. ESCAPE FROM THE HIDDEN TRINITY 25. PURE BLOOD
11. SEQUENTIAL MOVEMENTS 26. THE TOUGH TWINS
12. LORDS OF THE RING 27. YOU SEE ME, YOU DON'T
13. AFTER THE RING 28. THE FLOATIN' CONSPIRACY
14. SATYRS, GARGOYLES, LIONS 29. THE WAY TO GOD'S MANNA
AND SUFFERING 30. ?
15. FOUR LEAF CLOVER 31. WITH A LITTLE HELP...
16. URBANITY 32. ... FROM MY FRIEND.
Levels 01,04,05,07,10,11,12,13,16,18,23,25,26,27 and 31 by Gonzalo.
Levels 02,03,06,08,09,14,15,17,19,20,21,22,24,28 and 32 by Albert.
Levels 29 and 30 by Gonzalo and Albert.
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ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³ 6. PERMISSIONS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
Authors MAY NOT use these levels as a base to build additional levels.
You MAY distribute this WAD project, provided you include this
file, with no modifications. You may distribute this file(s)
in any electronic format (BBS, Diskette, CD, etc) as long as
you include this file intact.
Pr‚sage are:
Gonzalo P‚rez de la Ossa
Albert Valls
Adresses: Av. Madrid 85-87 ESC.C AT. 2
BARCELONA - 08028
SPAIN
C/ Dos de Maig 321-325, ESC.D AT. 1
BARCELONA - 08025
SPAIN
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