WadFather, Part 1

PWAD 1.9 MiB 32 map(s)

Counts

endoom1
graphics0
lumps362
maps32
palettes0

Totals (across maps)

Things3674
Linedefs15781
Sectors2988
Monsters807
Items1997
Raw model (for completeness)
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        "contents": "================================================================\nTitle                   : WadFather, Part 1\nFilename                : WADFTHR.WAD\nAuthor                  : The Wadfather (a nickname my friends gave me)\nEmail Address           : delaosa@accessone.com\nMisc. Author Info       : Really enjoying my registered copy of Heretic\n\nDescription             : Wadfthr.WAD is a collection of deathmatch\n                          levels for Doom 2.  It was optimized for\n                          the alternate deathmatch rules.  There are\n                          no \"network-play only\" items, so what you\n                          see is what you get.\n\nAdditional Credits to   : ID Software\n                          Matt Tagliaferri for DoomCAD\n                          Colin Reed for BSP\n                          Olivier Montanuy for DeuTex\n                          Peter Monks for TED\n                          WAD file authors\n                          Greg Lewis (because Dehacked is so cool)\n================================================================\n\n* Play Information *\n\nGame                    : DOOM II\nEpisode and Level #     : Maps 1-30, 31 & 32\nSingle Player           : Yes\nCooperative 2-4 Player  : No\nDeathmatch 2-4 Player   : Yes\nDifficulty Settings     : Yes - monsters only\nNew Sounds              : No\nNew Graphics            : Yes - Replaced r_sky3 with r_sky2\n                                Added skulwal3 texture to Map 25\n                                Included end credits\nNew Music               : No\nDemos Replaced          : None\n\n* Construction *\n\nBase                    : Modified levels from DOOM, DOOM 2, and\n                          the InterNet\nEditor(s) used          : DoomCAD 5.1, BSP 1.2, DeuTex, TED 1.2\nKnown Bugs              : None.  Please send any bug reports to\n                          my e-mail address above.\n\n* Copyright / Permissions *\n\nAuthors MAY use this level as a base to build additional levels.\nIf you read the text files in AUTHOR.ZIP, you'll see that some of the\nauthors forbid modification of their levels.  I received their permission\nto modify their WAD files.  I suggest that you do the same if you'd like\nto modify the restricted levels contained in Wadfthr.WAD.\n\nYou MAY distribute this WAD, provided you include this file and the\noriginal authors' text files, with no modifications.  You may distribute\nthis file in any electronic format (BBS, Diskette, CD, etc) as long as\nyou include this file and the original authors' text files intact.\n\nThese restrictions do not intend to alter any rights held by ID Software,\nMatt Tagliaferri, Colin Reed, Olivier Montanuy, Peter Monks or the\nWAD file authors.\n\n* Where to get this WAD (Original Upload Site) *\n\nFTP sites: ftp.cdrom.com\n\n* Other *\n\nPlease send compliments/feedback to my E-mail address above. I'd like to\nknow if anybody uses this WAD for tournament play or BBS system usage.\nIt's very rewarding to hear that others are enjoying this WAD file.\n\nI am working on a smaller sequel to this WAD file.  Please feel free\nto point me towards other neat Deathmatch WADs.  Just tell me the\nlocation to download the files from or post the WADs on ftp.cdrom.com.\n\nI think this WAD would work really well with Heretic.  Interested parties\nMAY convert it over without violating the above restrictions.  Just be sure\nto align the textures as well as I did.  :-)\n\n================================================================\n\n                              AUTHOR INFO\n\nUnzip the file labeled AUTHOR.ZIP for more information about the levels\nlisted below.  The information in the text files may differ from the actual\nlevel because I've modified the WADs.  My modifications consisted of texture\nchanges, texture alignment, bug fixes, weapon/goodie re-allocation, different\nmonsters, and the addition of exits and/or exit signs.  Each level required\nvarying degrees of modification.  You'll have to download each WAD in its\noriginal format to view the extent of my changes.  All of these levels can\nbe found at ftp.cdrom.com.\n\nSend E-mail to the authors if you like their work.\n\nLvl #           File name      Author\n\n1               TNCROSS2       Tom Neff / Valis\n2               MAVERICK       Tom Neff\n3               GORE1          Torben Eilskov Leth & Steen Rosendal Steiniche\n4               DOOM E2M1      ID Software (textures by Chris Hopkins)\n5               COMBAT         Karl R. Peters\n6               IDMAP01        American McGee\n7               DOOM E3M3      ID Software\n8               FRAGME         Alan J. Post\n9               QUARY11        Dave Matteson\n10              DANZIG11       B. Vannatta\n11              LEDGES         Mark K. Gresbach Jr.\n12              FRGMEAGN       Alan J. Post\n13              DOOM II M1     ID Software\n14              DOOM II M7     ID Software\n15              DANZIG15       B. Vannatta\n16              TNPLHOME       Steven L. Bareman\n17              DANZIG12       B. Vannatta\n18              DANZIG13       Brandon Weldon\n19              DOOM II M3     ID Software\n20              FRGMEOMT       Alan J. Post\n21              SPUNK          Richard Smol\n22              HITMEINF       iNFiLTRaTor\n23              JHLDTH1        John H. Lawitzke\n24              TNCROSS2       Tom Neff / Valis\n25              LEDGES3        Mark K. Gresbach Jr.\n26              AUGUST         Neil R. Bonner\n27              DIETDOOM       Antti Kuosmanen\n28              RABID          Nick Foster\n29              ZZONE          Ari Koivisto\n30              DOOM E1M1      ID Software (changes inspired by Tim_Jay WAD)\n31              D9-2-2         Mal Blackwell\n32              D9-2-2         Mal Blackwell\n\n================================================================\n\n                              LEVEL INFO\n\nType \"IDBEHOLD A\" in single player mode if you'd like to see all the secret\nareas on a particular level.  It will give you a complete automap of the\nlevel.  Level 12 has an exception to this rule.\n\nLocked doors requiring keys (and the keys themselves) were removed from\nall the levels except level 16.  Deathmatchers automatically receive all\nthe keys, so it didn't make any sense to penalize single players who are\nexamining the WAD file.  I kept the keys on level 16 because they add to\nthe charm of the level.\n\nLevel 2\n\n     This level has multiple areas.  Each area features a different challenge.\n     The only weird feature is the maze.  The red and blue lines indicate\n     invisible walls.  You can shoot through blue walls.  Red walls block\n     your fire.\n\n     Each teleporter in the \"temple\" is linked to the other pads and itself.\n     Where you end up depends on where you cross on a particular side (left,\n     right, middle, etc).  I don't know the pattern; but who cares?  It would\n     only spoil the surprise!   :-)\n\nLevel 4\n\n     This level should look very familiar.  The only major changes are\n     the option to jump out of the large window by the former blue skull key\n     and the ability to open the narrow \"teleporter tube\" more than once.\n     I love a good footrace!  :-)\n\nLevel 5\n\n     To exit the arena, pull the levers behind the north and south doors.\n     This will reveal another set of levers in the eastern and western walls.\n     The levers in the eastern wall will raise a section of floor adjacent\n     to the arena's center column.  The levers in the western wall will lower\n     the center column, revealing a plasma gun and a row of buttons on the\n     raised floor section.  Push the buttons to end the level.\n\nLevel 7\n\n     This is E3M3 from original Doom.  The secret area lift in the wooden\n     room can now be used multiple times.\n\nLevel 9\n\n     Jump into the quarry if you've got too many Revenant missles following\n     you.  The missles will slam into the quarry walls when you run through\n     a narrow passageway.\n\nLevel 10\n\n     There is nothing wrong with the center lift on this level.  The super\n     shotgun is supposed to be difficult to get.\n\nLevel 12\n\n     There's a concealed ambush point on the right side of the center 'O'\n     which doesn't show up on the automap.  Aren't you glad you read this\n     file?\n\nLevel 15\n\n     There's a secret level exit to the right of the regular level exit.\n     Shoot the wall to open it up.\n\nLevel 16\n\n     This level was designed to look like a house.  It has a few sneaky\n     secret areas.  Check out the medicine cabinet in the bathroom or step\n     into the fireplace.  Push against the refrigerator to \"open\" it - just\n     watch out for that hot stove!\n\n     The level has one teleporter.  It's in the 2nd story room with the big\n     bay window.  The teleporter is in the left hand corner of the window.\n     It's supposed to simulate jumping through the window.\n\nLevel 24\n\n     There are three secret areas on this level.  Two on the eastern wall\n     and one on the western wall.  The western wall is easy - just push\n     against the wall in the correct spot.  The first door in the eastern\n     wall (the one closest to the 'TN') will also open if you push on it.\n     The second door requires you to push the wooden gargoyle head in the\n     center stockade.  Once you press the button, you only have a few\n     seconds to get through the door before it closes.\n\nLevel 29\n\n     Two of the columns on this level can be dropped for 3 seconds.  You\n     can only do this on ONE side of the columns.\n\n     The exit switch is in the Cacodemon house.  There's a \"backdoor\" into\n     the house.\n\nLevel 30\n\n     I've eliminated all the nukage areas on E1M1.  You can jump through\n     the windows to the outside area with the rocket launcher.  I added\n     a teleporter in the exit room which transports you to the computer\n     center.  The secret ledge overlooking the former zig-zag nukage room\n     can now be accessed from the secret room guarded by the imp.  I\n     eliminated the trigger requiring players to cross a specific linedef\n     in order to lower the elevator which takes you to the secret ledge.\n\nLevel 31\n\n     There's a secret snipers nest behind each revenant platform which\n     can be reached from the top of the platform.  Their relative positions\n     are 10 & 2 o'clock if you're standing in the center of the platform\n     facing the wall.  Use the cheat code described above if you can't find\n     the secret areas.  There's a secret teleporter in each snipers nest\n     which you'll have no difficulty finding once you get into the nest.\n\nLevel 32\n\n     The secret areas for this level are far too difficult to describe.\n     Use the cheat codes and experiment in single player mode.  The brown\n     wall texture with a lamp and the metal wall texture with a voltage\n     symbol identify secret doors & triggers.\n\nI hope you enjoy playing this WAD file as much as I've enjoyed making it.\n\n================================================================"
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