Vispire

PWAD 3.5 MiB 17 map(s)

Counts

endoom0
graphics2
lumps246
maps17
palettes0

Totals (across maps)

Things5034
Linedefs23665
Sectors2828
Monsters2345
Items1437
Raw model (for completeness)
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    "title": "Vispire",
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        "contents": "===========================\nTitle\t\t\t: Vispire\nFilename\t\t: VISPIRE.WAD\nRelease Date\t\t: 03/21/16\nGame\t\t\t: Doom 2\nEngine Requirement\t: none\nAuthor\t\t\t: Michael Jan Krizik (valkiriforce)\nEmail Address\t\t: krizik777@yahoo.com\nMisc Author Info\t: Old school doomer.\nDescription\t\t: A collection of fast, fun old-school maps with varying difficulty levels.\nTools used\t\t: Doom Builder, XWE, MS Paint\nKnown Bugs\t\t: none\nOther wads by author\t: MAP13 & MAP30 PC_CP, MAP22 PRCP, Marine's Folly w/Mr. Chris, Doom Core, Reverie, Eternally Yours, MAP06, MAP11, MAP18, MAP23 & MAP32 of Interception, MAP04 & MAP05 Oct11.wad, and some maps for a couple TNT projects and Back To Saturn X.\nCredits\t\t\t: Id Software for Doom II and all that.\nBuild Time\t\t: Roughly 17/18 days or so...unless you account for the fact that this took years to get out there.\nBig thanks to\t\t: Id Software, Csabo for XWE, the guys who worked on DB2, all playtesters.\n===========================\n*Play Information*\n\nLevel#\t\t\t: 1-17\nSingle Player\t\t: yes\nCo-op\t\t\t: yes\ndeathmatch\t\t: yes\nnew gfx\t\t\t: yes\nnew sfx\t\t\t: no\nnew music\t\t: sorta\nDehacked/BEX Patch      : no\n\n=Map Listing=\n\nMAP01: The Darkest Night\nMAP02: Rescue Mission\nMAP03: The Song Of Yesterday\nMAP04: Ruined Refuge\nMAP05: Essence Of Chaos\nMAP06: Juniper's Sorrow\nMAP07: Entrenched\nMAP08: Destination Zenith\nMAP09: No Man's Game\nMAP10: Absolute Zero Ground\nMAP11: Hollow's End\nMAP12: In Ruins\nMAP13: Seaside\nMAP14: Key To Ignition\nMAP15: Kalamatos Islands\nMAP16: Island of Patmos\nMAP17: Ocean of Confusion\n\n===========================\n*Contributers*\n\nThanks to TeamTNS for arranging to play this WAD on Thursday Night Survival and Keyboard_Doomer for inviting me\nfor the occasion. :) Also thanks to everybody who joined in on the fun (Eris Falling, AnimaZero, memfis, etc.)\n\nThanks to plums, gaspe, EffinghamHuffnagel and rhinoduck for feedback on errors and testing and Ribbiks for that\nFDA.\n\n==========================\n*Wad description/History*\n\nJust some speedmaps I threw together mostly over the course of 10 days in 2013 - I decided to add a few more\nlevels at a later point by making maps 13-17.\n\nThe first-half of episode 1 is largely red-brick themed, whereas the second half is mostly green bricks. Episode\n2 is otherwise mostly an oceanic/rock-themed episode (despite MAP14 borrowing a bit from base textures). I added\nsome deathmatch playability to these levels some time later, but as to whether it plays well or not I wouldn't\nknow, considering I'm not much of a regular when it comes to playing deathmatch. Still, I enjoyed creating all-\nnew areas just for the sake of being able to play these levels on deathmatch.\n\nIf you don't want too much of a challenge and are just looking to have fun and play around, try it on I'm too\nyoung to die/Hey not too rough. Otherwise if you'd like to turn up the heat a little try Hurt me plenty or\nUltra-violence for a greater challenge...\n\nAlso, this wasn't built with jumping in mind; so it may be possible to get stuck in pits or exit a level early.\n\nMAP01: The Darkest Night\nCreated on May 23rd, 2013. Just a simple start-up map that I was inspired to make when recalling someone looking\nfor a certain WAD that nobody could find, but the description they gave sort of gave me a vision for a new level\n(even though I still don't know what the WAD itself was...). I later added a deathmatch section just for the fun\nof it - it's basically the same level edited for deathmatch purposes.\n\nMAP02: Rescue Mission\nCreated on May 23rd, 2013. Made this just after making the first map - I'm not too satisfied with that opening\narea - it was overflowing with enemies but I found that just kind of bogged things down a bit, so I thought to\ndownplay that area in favor of just getting things moving into the second area. Not much comes to mind in terms\nof inspiration other than just throwing together a closed-quarters area somewhat inspired from the likes of\nHell revealed (though not nearly as difficult...). There's a teleporter secret where you can blast a voodoo\nplayer to telefrag a Cyberdemon - sure, it makes the level much easier, but I had the idea that this \"rescue\nmission\" was either you saving your voodoo from being inclosed in a secret area, or the voodoo sparing you from\nfighting this cyber in a closed space. Either way, it was just a fun concept I wanted to play around with. This\none also has a unique deathmatch area of it's own that I added years later.\n\nMAP03: The Song of Yesterday\nCreated on May 24th, 2013. I think I was partially inspired from Icarus MAP32 for this one, but with more height\nvariation and additional areas. I quite like how this one came out...also added deathmatch playability to this\none much later.\n\nMAP04: Ruined Refuge\nCreated on May 25th, 2013. All I can think to say about this one is I just kind of went with whatever came to\nmind since at this point I was on a roll of creating a level a day. It was fun building the eastern sections as\nwell as making a deathmatch copy of it at a much later point.\n\nMAP05: Essence of Chaos\nCreated on May26th, 2013. A fun little circular area with some dangerous ledges full of enemies. Deathmatch area\nwas partially inspired from one of my favorite maps in the original Perfect Dark (the north/northeastern areas\nmight look familiar...).\n\nMAP06: Juniper's Sorrow\nCreated on May 27th, 2013. Although most of these maps were created within a day, I did go back and make some\nadditional changes to certain areas such as the western teleport section by adding an area that leads to the\nlift which takes you to the main battle arena (it was a little too hectic starting out with everyone staring at\nyou). Otherwise, I believe that boat area was somewhat inspired from AV's visible boat. Deathmatch area was also\na later addition.\n\nMAP07: Entrenched\nCreated on May 28th, 2013. Simple idea inspired from the original MAP07 concept - nothing much more to say about\nit...yet again the DM area is a copy of the level refitted for the appropriate amount of navigation.\n\nMAP08: Destination Zenith\nCreated on May 29th, 2013. Rather surprised this one came together so fast - I'm quite satisfied with this one,\nas well. Love how the starting area came out with the bridges leading to available Plasma Rifles - I felt part-\nicularly inspired for this map. Added DM starts to the level itself so I'm uncertain if it'll play well or not.\n\nMAP09: No Man's Game\nCreated on May 30th, 2013. I definitely remember being inspired from HR2's MAP09, so I wanted to try my hand at\na similar concept. Although I'll admit it probably isn't as well built considering the amout of infighting that\nis available. I did kinda enjoy playing it in deathmatch, though...\n\nMAP10: Absolute Zero Ground\nCreated on May 31st, 2013. Inspired from AV's Toxic Touch, but on a smaller scale. Deathmatch starts added just\nfor the heck of it.\n\nMAP11: Hollow's End\nCreated on June 1st, 2013. Yet again just a few areas stringed together just out of pure imagination. Added DM\nstarts yet again for the sake of it.\n\nMAP12: In Ruins\nCreated on June 1st, 2013. Made this just after the other one, this time in a difficult slaughter context.\nShould be fine for deathmatching, too.\n\nMAP13: Seaside\nCreated this one over the course of a few days in February 2015 (Feb. 24th-26th), apparently. I worked on it on\nand off during that time, and it had been a long while since I'd last made a Doom map, but I was suddenly\ninspired to make one despite procrastinating a little with it over that time. Just wanted to play around with\nan oceanic map with multiple floors below - it's done with teleporters in a silly sort of way, but oh well.\nThere's only so much you can put into a Doom map. I quite enjoyed making the deathmatch area for this one, too.\n\nMAP14: Key To Ignition\nCreated on January 15th, 2016. After hearing about John Romero's new map after 21 (22?) years and trying it out,\nI felt inspired again to make another map for this. Visually, I could see a metal tower with lifts in my mind,\nso I decided to play around with that as a concept. Deathmatch area added later, again.\n\nMAP15: Kalamatos Islands\nCreated the starting area on July 29th of last year before losing interesting and moving onto something else. I\nlater came back and completed it on February 4th, 2016. Have a rather odd setup for a Cyberdemon fight atop a\nfloating space above the lava - I know it's not exactly the most ideal setup for a cyber fight, but I tend to\njust flow with the visions I have for my maps - no matter how ludicrous. Anyway, I quite like the design, other-\nwise. Added deathmatch starts again, only I find the computer bots (since I can only go so far as to testing\nit in Skulltag) tend to love running off the main platform and fighting it out on the ocean waters...oh well.\n\nMAP16: Island of Patmos\nCreated between Feb. 29th and March 1st, because I started it in the later evening and finished it around\n2 A.M. or so. This was actually the original idea behind Kalamatos Islands, but I went for something else\nwith that one instead and created this map much later, obviously. I was somewhat inspired from Thy Flesh\nConsumed for that northernmost area and maybe a little bit of Corporate Hell for that techbase area. Added\ndeathmatch area later on.\n\nMAP17: Ocean of Confusion\nCreated on March 11th (added deathmatch area later) I had a vision for a fortress-type map that mostly uses\nstone textures. I was partially inspired from the work of the Casalis for this one. This one has an Icon of Sin\nthat doesn't actually shoot out enemies; I wanted to focus more on the surrounding conflict as well as having an\ninteresting little secret area that allows access into the Icon itself for a fun little setup. You can destroy it\nthe normal way or you can let the Cyber do the work for you. :)\n\n============================\n*copyright*\nAuthors MAY NOT use any of these levels as a base to build additional levels.\n\nYou MAY distribute this file, provided you include this text file, with no\nmodifications.  You may distribute this file in any electronic format (BBS,\nDiskette, CD, etc) as long as you include this file intact.\n\n*Doom II is copyright Id Software\n\nTextures for this WAD were taken from:\n\n-Doom II\n-Final Doom\n-Eternally Yours\n-custom textures I made as well as others.\n\nCITYSKY is from DOOMCITY.WAD and was created by Shamus Young - thanks to kuchitsu/memfis for the info. :)"
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