Hotel Hell(version 5,16/1/98)

PWAD 1.3 MiB 1 map(s)

Counts

endoom0
graphics0
lumps55
maps1
palettes0

Totals (across maps)

Things499
Linedefs4737
Sectors828
Monsters273
Items104
Raw model (for completeness)
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    "sha256": "65979bf0e581c434fd87d41645a69e8231db04c173df48b203329237e75d3fc0",
    "title": "Hotel Hell(version 5,16/1/98)",
    "authors": [
      "Chris Lloyd"
    ],
    "filenames": [
      "helhotel.wad",
      "HELHOTEL.WAD"
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    "additional": {
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      "added": "2014-12-18 22:36:13",
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      "name": "Hotel Hell(version 5,16/1/98)",
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    "added": "2014-12-18 22:36:13",
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    "analysis": {
      "title": "Hotel Hell (version 5, 16/1/98)",
      "description": "This WAD contains a single very large and complex map set in a hotel warped with hellish interdimensional elements. The level features a challenging difficulty with tough monster placements including a chaingun sargeant boss, requiring players to find three keys spread across opposite ends of the map. The environment blends techbase and hell themes with unique mechanics such as invisible and passable walls, shrinking teleporters, and dynamic lighting. Resources are moderately balanced with hidden health and ammo pickups, including soul spheres, invulnerability, and mega armors. Progression is key-hunt based and nonlinear, with a focus on exploration and puzzle-solving. It is designed for DOOM2 and supports single player, co-op, and deathmatch modes.",
      "authors": [
        "Chris Lloyd"
      ],
      "tags": [
        "ammo_tight",
        "exploration_heavy",
        "hard",
        "hell",
        "key_hunt",
        "large_megawad",
        "nonlinear",
        "techbase",
        "vanilla_compatible"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "readmes",
        "name": null,
        "contents": "================================================================\nTitle                   : Hotel Hell(version 5,16/1/98)\nFilename                : hotelhel.WAD\nAuthor                  : Chris Lloyd\nEmail Address           : lloyd@hkustasa.hku.hk\nMisc. Author Info       : Academic mathematician working at the\n                          University of Hong Kong, with 2 kid\n                          and old enough to know better. Oh yeah\n                          ...I'm an Aussie.\n\nAdditional Credits to   : Jason Hoffoss writer of Dmapedit\n================================================================\n\n* Play Information *\n\nEpisode and Level #     : MAP01\nSingle Player           : Yes\nCooperative 2-4 Player  : Yes\nDeathmatch 2-4 Player   : Yes\nDifficulty Settings     : Yes\nNew Sounds              : Yes, several\nNew Graphics            : Just the sky\nNew Music               : Yes. Led Zep rules.\n\n* Construction *\n\nBase                    : New level from scratch\nEditor(s) used          : Dmapedit, dmgraph, deutex\nKnown Bugs              : Computer may hang on exit from saved UV.\nSize                    : Very bloody big\nVersion 5               : Changes:\n                           (i) Minor architectural and cosmetic\n                          (ii) level progression more obvious\n                         (iii) hidden doors invisible on automap\n                          (iv) tougher monsters and placement\n                           (v) New sounds, music and textures in main wad\n\n* Copyright / Permissions *\n\nAuthors may do whatever the hell they like with this. What can I do about it?\nDo I really care? Please email with comments. The biggest buzz about making\nWADS is hearing from the heaps of people who are playing it. Hey, I'm pretty\nisolated out here in China - drop us a line!\n\nTHE SETTING\n===========\nEarth leadership are holding a strategy meeting at the Hellton Hotel.\nAt the conclusion of the summit the President addresses the nation.\nUnfortunately, he has turned into a Chaingun Sarge!\n\nThe entire hotel has become hopelessly enmeshed within an interdimensional\nwarp linking it with Hades, whose minions can often see you well before\nyou see them. A teleporter in the hotel lobby is the focus of the\nwarp and if you can step through it the warp will collapse returning\nall to normal space. Your mission is to find the three keys that unlock\nthe force fields protecting the teleporter.\n\nSecrets: 6\nKeys: All 3 required, at least now that I fixed the bug they are.\n      They are located pretty much at opposite ends of the map.\nWeapons: All 6 are there if you look\nFeatures:   (i) Invisible walls\n           (ii) Walls that become passable and then solid again.\n                Hint: You can tell their state by their appearance\n          (iii) Bars that go from solid to passable\n           (iv) A shrinking teleporter!\n            (v) Sectors that appear to be beneath other sectors\n           (vi) Lighting that follows you along hallways\n          (vii) Switches that appear where none were before\nDifficulty: I think it is pretty hard on HMP but then I will never\n            win any Doom tournament. There is plenty of health and ammo\n            but virtually none is in plain view. There are three soul\n            spheres, an invulnerability sphere and 2 mega armors so\n            make sure you find them. This is a quality level, which\n            took an incredible amount of time to build. Enjoy it!\n\nQueries for the clever: I have three problems in designing wads.\n           1. In outside areas you often get an awful sky shimmer,\n              expecially when the floor is uneven. So if you wanted\n              to have our hero outside sitting on a hill side then\n              forget it.\n           2. For big levels you can't save when playing doom. This\n              seems to depend largely on the number of objects in\n              the level. It doesn't depend on how much of the level\n              explored. Hotel Hell is pretty sparse in objects for\n              this reason.\n           3. I have problems making demos. A little way into replay\n              the key movements seem to get out of synch and our hero\n              starts acting like an idiot. Stop press: Apparently there\n              is no solution to this except to make short demos.\n           If you can solve any of these problems, email me! Better\n           still, isn't there a doom builders newsgroup or web page\n           collecting all this sort of information? If there is then\n           I haven't found it.\n\nOther WADs by CJL:\n            insanity            (1 level)     insanity.wad     1/05/97\n            Slaughter House 5   (6 levels)         sh5.wad    31/10/97\n            hongkong            (1 level)     hongkong.wad    10/11/97\n\nDuplication:\nThis level includes a large area from \"insanity\", my favourite room from\nthe first level of \"slaughter house 5\" and another one from the second\nlevel of the latter.\n\nBest wads I have found at ftp.cdrom:\n   accursed by jmartin@soundcom.net\n   artifact by Paul Smidt (106057.2725@compuserve.com)\n   altd2 - alternate doom\n   darkcvnt - Dark Covenant\n   invaders - looks like heretic with fast weapons\n\nIf you're looking for some great wads, check out \"Doomoscope\",\nwhich has the best 100 wads ever made. Includes this wad!\n\n\u001a"
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