Text File
THE SVEEDISH DOOM CHEFS PRESENTS:
O V E R L O A D D M
Title : Overload Deathmatches
Filename : OVERLOAD.ZIP (OVERLOAD.WAD and OVERLOAD.TXT)
Date Finished : august 29 1998
Developers : Ola Bjorling (Team ruler, gfx guy and dictator)
ola@techno.org
http://members.xoom.com/bjorling
Tobias Forsberg (slave mapper)
planet_quido@hotmail.com
http://members.xoom.com/quido
Nicklas Linnes (slave mapper, music)
klafshslafsh@hotmail.com
http://members.xoom.com/Linnes
Martin Friberg (slave mapper and human toolshed)
nails@hem2.passagen.se
http://www.doomshack.com/doomster
Testing: Lars Ljung, Fredrik Lind
Additional testing: Matthew Dixon & Dan Twomey
Other Releases : Olas stuff:
Tantrum (TANTRUM.ZIP)
The talosian incident, map 8 (TALOSIAN.ZIP)
The Darkening, graphics (DARKEN.ZIP)
A few textures for Gothic DM 2
Upcoming (as of this release):
graphics for Mordeth episode 3,
The Darkening episode 2.
Minor additions to other projects, such as
sky textures and stuff like that.
Tobias stuff:
None at all!
Nicklas stuff:
None at all!
Martins stuff:
Trent's Rhapsody (DM)
Live Backwards (DM)
UAC Corporation (SP)
Crestfallen (SP)
Working on Ninja Doom and Beyond Doom TACTC
Misc. Developer Info : Ola:
Born 1979.
I've been DOOMing since 1993 and editing since
mid 94.
Tobias:
5 years old. A great fan of LEGO.
Nicklas:
Born 1981. If I told you more I'd have to kill you.
Martin:
Born in 1978.
Runs DooMster (http://www.doomshack.com/doomster/)
Been dooming since -95 and editing since late -95.
Description : 16 rather small and quite high-paced deathmatch
levels that I (Ola) originally started making for
myself and some friends to play since everything
else what too big or just plain ugly. (And we're
too lazy to look for good levels :-)
Later I introduced Nicklas and Tobias to DOOM
editing and they started making maps for this
project too. Martin Friberg teamed up quite soon
to help us.
There are a few new textures in there, all being
commercial quality and no fucking MS Paint CRAP.
Any switches you find have to do with the exit.
There are no switches to reveal weapons or other
goodies.
Some thoughts from the
aurhors of Overload: If you think these levels are too small - go play
something else. Overloads levels are small because
we wanted them that way. You dont like respawnfrags?
You like to hunt your oponent? You hate symetric
levels? Then dont play Overload, because its not
made for you. However, if you feel like some
insanely fast DM play in damn good looking levels,
Overload is for you.
Some other things which has made these maps
symmetrical are the facts that they are small (in
case noone noticed) and if one made them irregular
it could give unfair disadvantages in forms of
starting points closer to weapons and such. Better
cover in some places. Since these maps are lightning
fast, everyone should play on the same conditions as
your enemy.
In bigger maps everyone has LOTS of time planning
out a strategy compared to these.
Additional Credits to : The whole team thanks:
id for the greatest game of all time
Ola thanks:
* Lee Killough for essential Visplane info and
some info on the "slime trail" bug.
Lee also gave me a new, unreleased version of
BSP, 2.4b, to fiddle with. Thanks!
* Eric James Roberts for help with rocket-
eating walls.
* Mr. DOOM (Tom Sanner) for great inspiration.
* Lars Ljung for making me look good in DM.
* Jeff Rabenhorst for the excellent EdMap.
* Julia and all other friends for being there.
Tobias thanks:
* Lars Ljung for making me look good in DM.
* Jeff Rabenhorst for the excellent EdMap.
* Mom for changing diapers.
* Ola Bjorling (with two funky dots over the
second o) for editing help.
Nicklas thanks:
* Lars Ljung for making me look good in DM.
* Jeff Rabenhorst for the excellent EdMap.
* AST (Advanced Sucking Technology)
* Ola Bjorling (with two funky dots over the
second o) for editing help.
Martin thanks:
* Lars Ljung for making the other guys look good
in DM.
* Malcolm Sailor for inspiration
* Ben Morris for DCK
* Rand Phares for his great Doom Consitency
Checker
Yes, we ARE mocking this Lars guy. ;-)
===========================================================================
* Play Information *
Map # : MAP01 - MAP16
Single Player : Yes - to look around
Cooperative : No, silly
Deathmatch : Take a wild guess
Difficulty Settings : Nope. Just play skill 5 old deathmatch for max ammo.
The levels have the weapons we find to be most
suitable.
New Sounds : No
New Music : Yes, but not for all levels.
New Graphics : Yes - Textures, sky, map names, title pic,
intermission background, credits screen and ENDOOM.
The OFACExxx textures are based on an advertisment
for Final DOOM. The OWOODxx textures are based on
ids WOODxx ones. OEVILxxx textures are based on ids
MARBFAC3 texture and their corroded metal ones.
All others are made from scratch, including the sky:
it is not a photo, as some seem to believe.
Demos Replaced : 3 of 'em:
GREEN: GREY: MAP: SCORE:
DEMO1 is Tobias vs. Nicklas 11 21-15
DEMO2 is Tobias vs. Ola 13 25-19
DEMO3 is Nicklas vs. Tobias 01 24-23
All players are mousers. Recorded via serial cable
with a P133 and a P2/300. All demos last 5 minutes.
* Construction *
Base : New levels from scratch
Build Time : Some levels took 30 minutes, other took 30 hours...
See details for each map below.
Tool(s) used : A whole slew of 'em:
Ola used:
EdMap 1.40
EdMap 1.31
DMAPEDIT 4.0
BSP 2.3x
BSP 2.4b
Adobe Photoshop 3.0.5
Metatools KPT Bryce 2
3D Studio R4
Wintex 4.3
DEUSF 3.8
WinDCC 2.02
DSHRINK
MS-DOS EDIT :)
Tobias used:
EdMap 1.40
BSP 2.3x
Wintex 4.3
Nicklas used:
EdMap 1.40
BSP 2.2
MidiSoft Studio
MS-DOS EDIT >:-]
Martin used:
DCK 3.62
DCC 1.04
ZenNode 0.98a
Known Bugs : The slime-trail bug appears in some levels.
We have done our best to remove this by running
levels through DMAPEDITs nodebuilder (quite
efficient with this bug) and BSP 2.4b, but some
lightshadings can still cause the slime trails
to show at certain angles, like in map03 and 4.
May Not Run With... : DOOM Legacy, DosDOOM and ZDoom. Well, it WILL run,
but the sky will look really ugly or tile in
strange ways if you use mlook. Mlook is for Quack,
and not DOOM, anyways. Also, *some* of the source
ports that support high resolutions will have the
map titles and stuff wrong. Blame them, not us.
MAP01
Title : Fragtastic
Author : Ola Bjorling
Description : 4 Pillars is all you have to hide behind. This is
a shotguns-only level. Lots of respawnfrags, but
it's quite easy to fool your opponent as you
respawn...
Construction time : About 10 hours (had to redo it from scratch since
EdMap felt like eating it. Argh!) The texture
aligning took ages.
Gameplay pace : INSANE
Recommended # of players: 2
MAP02
Title : Deja Vu
Author : Ola Bjorling
Description : A very small level consisting of 4 identical rooms
each holding 1 weapon; Super Shotgun,
Rocketlauncher, Chaingun and BFG 9000.
Learn to use all the weapons and you'll have a
huge advantage.
Construction time : originally made in 30 minutes and then fine-tuned
for an additional hour and a half.
Gameplay pace : INSANE
Recommended # of players: 2
MAP03
Title : Close Quakecounters
Author : Ola Bjorling
Description : Quake'ish level with neat 3D effects and nice
level of detail. Weapons are Rocketlauncher,
DB shotgun and Plasma rifle.
If you learn to use the SSG and RL in
combination, the victory will be yours.
Construction time : About 20 hours.
Gameplay pace : MEDIUM
Recommended # of players: 2 - 3
MAP04
Title : Threesome
Author : Ola Bjorling
Description : Triangular little bugger that looks a bit like
a temple. Weapons are DB shotgun and rocketlauncher.
Learn to aim or you'll frag yourself with the
rockets...
Some slime-trails in this one, seems impossible to
get rid of.
Construction time : About 20 hours.
Gameplay pace : INSANE
Recommended # of players: 2
MAP05
Title : Fort Fury
Author : Ola Bjorling
Description : A small yet innovative DM level that makes great
use of jumping. Extremely detailed level.
Weapons to be found are Shotgun, DB shotgun and
the Plasma rifle.
Construction time : 20-30 hours.
Gameplay pace : MEDIUM
Recommended # of players: 2 - 3
MAP06
Title : Satans Circus
Author : Nicklas Linnes and Ola Bjorling
Description : Quite large area-wise, but you can see your
opponent almost all the time, making it very
high-paced.
Nicklas did the basic layout while Ola cleaned
it up and added some decorative details.
It's a bloody miracle it doesn't VPO...
Weapons are Shotgun, DB shotgun, Chaingun and
the Rocket launcher.
Construction time : 20 hours.
Gameplay pace : HIGH
Recommended # of players: 2
MAP07
Title : Frag Isle
Author : Nicklas Linnes
Description : A small altar of some sort in a little valley.
Weapons are rocketlauncher, Super Shotgun,
Shotgun, Chainsaw and Chaingun.
Construction time : Nicklas doesn't wear a watch.
Gameplay pace : INSANE
Recommended # of players: 2
MAP08
Title : Panic Is My Name
Author : Tobias Forsberg and Ola Bjorling
Description : Very simple layout, but with some funky detailing
and great gameplay.
Weapons are Plasma (RL in skill 3), Shotgun and
Super Shotgun.
Construction time : 15 hours.
Gameplay pace : INSANE
Recommended # of players: 2
MAP09
Title : Satans Sewers
Author : Tobias Forsberg
Description : Run around in these ancient, dark sewers and kill
people. Thats it, really.
Weapons are Chaingun, Shotgun and Super Shotgun.
Construction time : 20 hours.
Gameplay pace : HIGH
Recommended # of players: 2
MAP10
Title : Ruins Of Valhalla
Author : Nicklas Linnes
Description : Probably the most detailed map in the WAD. The old
Norse Gods must have been kind to Nicklas and done
some kick-ass node calculating as thanks for the
maps name. Otherwise it'd get a VPO for sure.
Weapons are Rocketlauncher, Plasma, Chaingun,
Shotgun, Super Shotgun and Berserk.
Construction time : Nicklas can't tell the time.
Gameplay pace : HIGH
Recommended # of players: 2
MAP11
Title : Paranoia
Author : Ola Bjorling
Description : A map heavily inspired by Frenzy (map03) in
MRDOOM30.WAD. Round and round it goes, but with
a twist - learn to use the little windows and you
have a huge advantage! See the demo in the WAD.
I would have put more detail in there if it wasn't
for the Visplane limit.
Weapons are Rocketlauncher and Super Shotgun.
Construction time : About 15 hours. (Had to redo it from scratch)
Gameplay pace : INSANE
Recommended # of players: 2
MAP12
Title : LLAWEHTNIELOH
Author : Tobias Forsberg
Description : The only really non-symetric level in Overload.
Weapons: Chaingun, Shotgun, Super Shotgun,
BFG 9000, Rocketlauncher
Construction time : 20 hours. took 19 to spell the title.
Gameplay pace : MEDIUM
Recommended # of players: 2 - 3
MAP13
Title : Screaming Fury
Author : Martin Friberg and Ola Bjorling
Description : Open arena-style level.
Weapons are Super Shotgun and Rocketlauncher.
Construction time : 20-30 hours.
Gameplay pace : INSANE
Recommended # of players: 2
MAP14
Title : Frag-Mentation
Author : Nicklas Linnes
Description : A tight bugger for people with good steering.
Weapons: Shotgun, Super Shotgun, Rocketlauncher,
Plasma, Berserk, Chainsaw, Chaingun
Construction time : Time is only an illusion, anyway.
Gameplay pace : HIGH
Recommended # of players: 2
MAP15
Title : High Fragquency
Author : Nicklas Linnes
Description : This map earns its name with its high gameplay
speed. The design is somewhat inspired by the works
of Iikka Keranen.
Weapons are Chaingun, Chainsaw, Shotgun and Super
Shotgun.
Construction time : 71654 seconds. Approximately.
Gameplay pace : INSANE
Recommended # of players: 2
MAP16
Title : Fragmageddon
Author : Tobias Forsberg
Description : This maps gives you a really intense battle.
Provided tools of destruction are Super Shotgun,
Chaingun and Plasma - if you can find it...
Construction time : 20 hours.
Gameplay pace : INSANE
Recommended # of players: 2
* Where to get this WAD *
FTP sites:
Mother of all DOOM sites : ftp.cdrom.com/pub/doom/
...or our favourite mirror: http://ftp.sunet.se/idgames/
BBS numbers:
Do BBSs still exist? :-)
Other:
Nope.