asdoom.wad

PWAD 838 KiB 9 map(s)

Counts

endoom0
graphics0
lumps100
maps9
palettes0

Totals (across maps)

Things2065
Linedefs6550
Sectors1212
Monsters992
Items488
Raw model (for completeness)
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        "contents": "Please read ALL of this file before beginning play, especially the section\nentitled CONDITIONS OF USE as this details what you may and may not do with\nthese files (legal stuff).\n\nINTRODUCTION\nWelcome to ASDOOM, nine new levels for registered DOOM (effectively a whole\nnew episode).  The files that are in this archive are all that you need to\nextend your enjoyment of DOOM for many, many more hours!\n\nTo make life as easy as possible for beginners a batch file is included to\nrun all of the levels for you.  Simply make sure that all of the files\nfrom this archive are in your DOOM directory then type ASDOOM to play (but\nread the rest of this file first).       :)\n\nAs I put together the levels in ASDOOM I was particularly keen to put the\ntension and fear back into playing DOOM - there are some places where even\nI get uneasy, and I know where everything is!  If you have access to a\nmodem let me know how you think I got on (see CONTACTING THE AUTHOR below).\n\nThe quality of the levels improves steadily as you play.  The first level\nwas literally my first effort and, although extremely playable, doesn't\nlook so hot when you compare it to the later ones.  Levels two and three\nbecome increasingly respectable and from level four onwards you'll think\nthat you've died and gone to heaven.  Persevere with levels one to three\nthough; it's worth it just to keep the play-balance right.\n\nFinding ASDOOM's secret level will take a bit of work, and only experienced\nDOOMers should take a trip there.  Visiting the secret level on UV is like\nsipping cyanide - dangerously detrimental to your health.  It is repectfully\nsuggested that you save your game before doing anything hasty (like moving).\n\nDEDICATIONS\nThese levels are dedicated to the people who made them possible:\n\nThanks firstly to all at ID for giving us DOOM in the first place and for\nshowing what a PC can do, given a bit of encouragement.\n\nThanks also to Geoff Allan, the person responsible for writing the DOOM\neditor used in the production of these levels.  For reference, I am now\nusing version 2.6 beta 1 of Geoff's DoomEd for Windows, available from good\nBBS's everywhere.\n\nCredit also goes to Colin Reed, author of the BSP DOOM nodebuilder (this\nuseful program \"repairs\" dodgy .WAD files and is REALLY handy if you are\ndesigning levels yourself).\n\nThanks also to all of those people who mailed me feedback on the earlier\nlevels.  I have listened very carefully to everything that you said and asked\nfor, and I hope you find it here.  Mail me again and let me know.\n\nFinally thanks to my wife, Christina.  She hasn't been pleased but she has\nalways been patient as she watched me squander three months of our married\nlife producing these levels.  I keep telling her that it was worth it.\n\nI DON'T WANT YOUR MONEY HONEY...\nI have good news, and I have bad news.\n\nThe good news is that I don't want any of your hard earned cash.\n\nThe other news (which isn't really bad at all) is that I would like you to\nregister DOOM, if you haven't done so already.  The fact that you have\ndownloaded this file means that you already know that it is worth every\npenny.\n\nAnyone who has money left after that can send some to Geoff Allan at\n7232 Kananaskis Drive SW, Calgary, Alberta, Canada T2V 2N2.  Please don't\npester the guy unless you want to send him some money.\n\nINSTRUCTIONS\nDecompress this file if you haven't already.  Copy all files to your DOOM\ndirectory.  None of your existing files will be altered by playing these\nlevels, but if you feel nervous make sure you back up your DOOM files first.\n\nOnce all of the files are in your DOOM directory simply change to that\ndirectory and type ASDOOM.BAT to play the new levels.  This batch file is\ndesigned to get you straight in to the new levels without the need to set\nanything up first.  A message will appear telling you that you are playing\nmodified levels - this is no cause for alarm.  Press Enter to continue.\n\nOnce DOOM has loaded select the first episode, choose a dificulty level\nand play as normal.\n\nTHE GLOVES ARE OFF...\nThese new levels replacing DOOM's Episode One will test your DOOM skills to\nthe limit.  ASDOOM does support different skill levels (especially in the\nlater levels) and life will be harder or easier based on your choice.  If\nyou select Ultra Violence, EXPECT Ultra Violence.  Note that ASDOOM is not\nplayable on Nightmare skill level - it will rip out your lungs and spit them\nback at you if you're daft enough to try!  Whatever level you choose, make\nsure that you save fairly frequently.\n\nAlso, don't cheat.  Pretty much everyone knows the cheat codes for DOOM, but\nsurely you're just spoiling your own fun?  If you cheat at these levels you\nmiss the challenge, the tension, the excitement, the fear.  You might just\nas well not bother playing!  It's your choice, I just want you to get as\nmuch fun out of my work as possible.\n\nCONDITIONS OF USE\nCopyright for these levels remains with the author.  You are welcome (even\nencouraged!) to have fun with these levels yourself, and to pass them on to\nas many other people as possible so that they can have fun with them too,\nsubject to the following conditions:\n* This compressed file must be passed on in its entirety with all files\n  present and unaltered in any way.\n* You may not use these levels as a basis for alterations to produce levels.\n* You may not sell any of the ASDOOM levels or include them (or a derivative\n  of them) on any compilation which will passed on for profit, or given away,\n  without the express prior permission of the author in writing.\nUse, decompression or duplication of this software indicates total and\nunquestionable acceptance of these conditions.\n\nI don't want to seem in any way draconian, but I've worked long and hard on\nthese levels (about forty hours EACH) and the above doesn't seem much to ask.\nRespect my labour, please.\n\nI have extensively playtested these levels and plenty of other people have\ntested them too, but please note that I cannot be held responsible for the\nuse of, or inability to use, these files.\n\nBACKGROUND\nYou strap yourself into the copilot's seat of the Marine drop ship,\nreflecting that this is the first time in the last eighteen hours that you\nwill have been able to sit still for more than two minutes.  Since you\nstepped through the teleport back to Earth you have been running on almost\npure adrenalin.\n\nWithin minutes of your arrival next to the bizarre, hellish structure\nwhich seemed to have come through the doorway from Hell with you the\nentire area was swarming with members of the military.  You were picked\nup and transported to a hastily established forward command post, then\nsubjected to a detailed debriefing, covering everything that had happened\non Phobos, Deimos and beyond.  There was no mistaking the concern on the\nfaces of the top brass as you described the demon hordes storming the\nbases via the experimental gateways.  Pretty soon you found out why.  It\nseems that Deimos and Phobos were not the only bases involved in these\nexperiments.  A base on Io, Jupiter's moon, had been carrying out similar\nresearch for some time.  Contact with Io has also been lost, and it doesn't\ntake a genius or a general to figure out why.\n\nIt was decided to despatch a Marine Rapid Response Team to Io as quickly\nas possible.  The situation on Earth appeared to be stable (no-one had gone\nin, but then nothing had come out yet either) and the military strategists\ndecided that recapturing the Io base would be a good idea as the gateways\nmight offer some clue as to how to infiltrate the devlish structure on\nEarth.  Additionally the Io base had a massive computer database which\nmight possibly contain information on the experiments with the gateways\nand what had gone wrong.\n\nYour mission (whether you chose to accept it or not) was to accompany the\nteam to Io as an observer and adviser.  As the only surviving human to\nhave been in contact with the demons your presence was considered vital.\n\nYou mind snaps back to the present.  Behind you the drop ship's massive\nengines are beginning to turn as final preparations are made for the\ndrop to the moon's surface.  Hastily you grab the handheld computer from\nthe panel to your left and scan the mission briefing.\n\nThe Io base was built over twenty years ago and has housed several\nmilitary projects, all of which are classified.  Work commenced on the\ngateways three years ago.  The base is built within a reinforced dome\non the surface, accessible from a landing pad on top of the dome.\nWithin the dome the base is subdivided into levels, each having a\nparticular purpose or function.  The briefing mentions each level in\nturn, starting with those nearer the top of the dome.\n\nBeneath the landing pad itself lies the hangar, a level dedicated to the\nstorage of materials entering or leaving the base plus all necessary\nequipment for dealing with any ships or crews.\n\nBelow that lies the living areas for the officers and scientists stationed\nat the base and any visiting dignitaries.\n\nNext is the main barracks, where the bulk of the base's security forces\nused to reside.  An armoury is also located on this level.\n\nThe original location for the experiments on the teleportation gateways is\nfound on the level below the barracks, although a new level was under\nconstruction to cope with recent expansion in the research.\n\nBeneath this lies the base's computer archive and all information relating\nto the experiments.\n\nBelow the computers are the old base sewers and waste disposal areas.\n\nFinally, lying under the sewers is a massive new level, so large that it\nactually extends out from underneath the main dome, on which construction\nhas recently started.  This level was to have been the new location for\nthe gateway experiments, but the most recent reports show it to be only\npartly built.  Currently it appears to be a poorly lit mass of rough\ncaverns, twisting air ventilation ducts and unmade rooms.\n\nNeither of the last two levels is deemed to be strategically important,\nso the heavily armed and armoured team is simply to sweep down as far as\nthe computer level and secure the area.\n\nYou raise your eyes from the briefing.  The engine noise is now a deafening\nhowl and you feel a steady vibration through your feet.  The pilot gives\nyou a signal to put on your headset, then her voice crackles in your ear,\n\"Tighten those buckles, friend.  We're going in now.\"\n\nA brief squealing of metal, then the drop ship is plumeting towards the\nmoon.  Your stomach seems to rest uncomfortably at the top of your throat.\nAfter a moment the descent slows and the pilot applies power to the engines\npunching the ship towards the distant dome.\n\nSuddenly her voice is back in the headset.  \"What the hell are those\nthings?\".  Through the forward screen you see dozens of flaming skulls\nrising quickly from the surface towards the ship.  Within seconds the\nfirst one smashes into the hull.  More impacts follow, and the space\naround the ship seems to be filled with them.  \"They're blocking the\nengine intakes and smashing the control surfaces!  I can't hold this course!\nCrash positions!  Crash positions!\".  The ship slews wildly to the right,\nrolling over slightly, then plunges towards the surface at a crazy angle.\nYou can see the pilot fighting the controls, but you both know that she\nisn't going to make it.  Ahead the surface of the moon seems to be\nrushing up at an incredible speed.\n\nThe drop ship hits the surface a scant kilometer from the dome.  A loud\ncrash as the screen shatters, screaming of twisted metal and people as the\nship burrows deep into the ground, something soft in your face, then\na massive jolt and blackness.\n\nConciousness returns.  It takes a moment to get your orientation.  You are\nhanging upside down, pressed into your seat by a huge, reinforced airbag\nwhich restricts your entire body apart from your left arm and head.  You\ntry to get out of your seat, but the airbag will not budge.  Great, survive\nfatal crash, killed by starvation due to overefficient airbag.  You consider\ntrying to reach your pistol, still in its holster, to try shooting the\nthing.  Suddenly a synthesised voice appears in the headset, still hanging\nprecariously from one of your ears.  \"Severe damage sustained.  Initiating\ncockpit eject sequence\".  You try to get a look around the airbag to see\nwhat lies below.  You seem to have smashed through into some sort of\ndark cavern below the surface.  For the first time it occurs to you that\nthe air here is breathable.  Wonderful, now things are really looking up.\n\nThe ejection mechanism fires shooting you, the bag and the chair downwards.\nWhen you open your eyes you are lying on a cold stone floor, a distant\nhissing heralding the end of the airbag problem.  You get up.  The pilot's\nbody lies next to you.  Looks like her airbag malfunctioned, or burst on\nimpact.\n\nSomewhere off in the distance something moans.  Something vaguely\nfamiliar.  Something which is definitely not human.  With a grim smile\nyou draw your pistol and look around.\n\nIt's SHOWTIME!\n\nCONTACTING THE AUTHOR\nI've tried to make these levels as realistic and playable as possible, but\nif I decide to do some more I'd like to make them even better.  How should\nI do that?  I've got a few ideas of my own, but I'd really like to hear\nyours!  If you can give me frank, open, honest, constructive feedback\n(without leaving any noticable bruises) I'd love to hear from you.  If you\nhave access to comms post a message to Andy Sheppard in the DOOM echo of\nFidonet (it should find me) or e-mail me at the address below.  If I don't\nreply it means that I haven't received your marvellous missive!  Send it\nagain.  As an absolute last resort you can contact me via snail-mail at:\n\nAndy Sheppard\n89 Gordon Road\nCorringham\nStanford-le-hope\nEssex\nSS17 7QZ\nEngland.\n\nI don't actually live there (so keep it clean please) but I'll get your mail\n(eventually)!\n\nKNOWN PROBLEMS WITH ASDOOM\nHardly any, actually.  These levels need a fairly powerful machine to get\nthe very best from them - 486DX and 8Mb RAM recommended, 100Mhz Pentium with\n128 Mb RAM preferred (just kidding).  If your PC is struggling a bit please\neither reduce the size of the playing window (by pressing \"-\") or decrease\nthe detail level (by pressing \"F5\").\n\nYou may very occasionally experience slight graphical breakups in large\nrooms, despite all my efforts to get rid of them.  They do no harm, so just\nkill everything in sight and go somewhere else where it doesn't happen.  :)\n\nAlso, I'm aware of the fact that if you go to the secret level and complete\nit you end up back at the start of the level that you just left (confusing\nenough for you?).  Look upon this as a chance to restock your ammo before\nyou move on to the next level (play-balance has been adjusted accordingly)\nor simply don't go to the secret level in the first place - your choice!\n\nI hope you enjoy these levels.  I enjoyed creating them.  Roll on DOOM ][.\n\nAnd mind what you do with that chainsaw....   :)\n\nandyshep@sound.demon.co.uk\n\n;)\n\n\u001a"
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