Legions of Hell 2

PWAD 1.7 MiB 11 map(s)

Counts

endoom0
graphics0
lumps212
maps11
palettes0

Totals (across maps)

Things3250
Linedefs9923
Sectors1938
Monsters1191
Items1128
Raw model (for completeness)
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    "title": "Legions of Hell 2",
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        "contents": "* File Information *\n\nTitle     : Legions of Hell 2\nFilename  : loh2.wad\nAuthor    : John Gaughan\nDate      : 11 January 2004\nEmail     : john@johngaughan.net\nWeb Page  : http://doom.johngaughan.net/\n            http://www.johngaughan.net/\n\n* Play Information *\n\nEpisode and Level #     : MAP01 - MAP11\nSingle Player           : Yes\nCooperative 2-4 Player  : Yes\nDeathmatch 2-4 Player   : Yes\nDifficulty Settings     : Yes\nNew Sounds              : No\nNew Graphics            : Yes\nNew Music               : No\nDemos Replaced          : None\nSource Port Required    : Yes. Any port should do as long as it removes\n                          visplane overflows and works with BEX patches.\nTested With Ports       : ZDoom, PrBoom, Legacy, JDoom\n\n* Construction *\n\nBase          : New levels from scratch\nGL Nodes      : Compiled into WAD\nEditors used  : Yadex 1.7.0 (Linux) -- map editor\n                BSP 5.0 (Linux) -- node builder\n                glBSP 2.0 (Linux) -- OpenGL node builder\n                Wintex 5.0 (Win32) -- texture editor\n                DeuTex 4.4.0 (Linux) -- for working around WinTex's bugs\n\n* Story *\n\nThere is no story. Go forth, kill, and have fun.\n\n* Notes *\n\nThis map pack continues the orginal Legions of Hell pack. The original maps all\nreceived a facelift with new areas, increased detail and lighting, more\nmonsters, etc. My focus is great gameplay, not awesome detail. While they are\nnot bland, they should be halfway pretty to look at. I know the maps are heavy\non ammunition, I balanced them that way on purpose. I like lots of ammo.\n\nGL nodes are compiled into the wad already. I put a BEX patch inside the wad,\nbut in case you cannot get it to work, I included it separately as well. I\nrecommend using the BEX patch. It changes map names and par times, and allows\nyou to carry almost twice the ammunition. I hear that the map number is not\nalways displayed in the automap with the BEX patch, but I am unable to\nreproduce it in the latest versions ZDoom, PrBoom, or Legacy.\n\nSource port features such as jumping and mouselook should not break these maps.\nYou never need to use jumping or mouselook, but it won't hurt. In fact it may\nmake some areas slightly easier or more convenient to navigate. You can get\n100% kills, secrets and items without either feature.\n\nThese maps WILL NOT WORK WITH DOOM2.EXE! There are too many two-sided linedefs\nin certain areas and doom2.exe WILL crash with a visplane overflow error.\nThanks to the fine folks at rec.games.comp.doom.editing for pointing this out\nsince I cannot get doom2.exe to run anymore.\n\n* Copyright / Permissions *\n\nYou are allowed to distribute these maps however you want as long as you do not\ncharge money or alter the distribution archive or contents.\n\nI prefer that you do not use them as a base for new maps, but since I really\ncannot stop you, I do not forbid it. If you must change them, at least have the\ndecency to call them something else and don't make them suck too badly :-)\n\n* Where to Get this File *\n\nJohn's Official Web/FTP Sites:\n\nhttp://doom.johngaughan.net/\nhttp://www.johngaughan.net/\nftp://ftp.johngaughan.net/pub/doom/\n\nidgames Archives:\n\nhttp://www.doomworld.com/idgames/\nftp://archives.3dgamers.com/\nftp://3darchives.in-span.net/pub/idgames/"
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        "contents": "Legons of Hell 2 - Secrets and Notes\n\nMAP01: Entrance to Pain\n\nNotes: This was originally a deathmatch map. I made it when one of my friends\ntold me to make a map similar to id's MAP01 but different enough to be\ninteresting. Some of the secrets exist mainly to create new deathmatch routes.\n\nThis isn't a secret, but I put my intials (JTG) on the map in the imp cage in\nthe big outdoor area. Yay!\n\n1. In the first room, turn right and look for a misaligned wall with pipes.\nInside is a secret area with a chainsaw.\n\n2. If you look on the automap, you will see an area at the end of the first\nhallway that is close to the big armor room. Open this wall from either side.\nIts primary purpose is to open up a deathmatch route.\n\n3. In the same room as #2, look for a texture misaligned on the Y axis on the\nopposite side from the armor. It opens a door to the ledge in the teleporter\nroom.\n\n4. In the main hallway with the demon faces, look along the south wall for a\nface with a blinking light. Inside is a rocket launcher.\n\n5. Turn left at the start and go up the stairs. Use the shotgun pad to run out\nthe window or jump if your port allows it. Grab the yellow key behind some\ntrees to the left. Use this to open the yellow door in the big outdoor area (it\nis inside the trap door with imps that opens up). Flip the switch to lower the\nsuper shotgun pillar and step on it to get credit.\n\nMAP02: Death from Above\n\nNotes: A small but fun level, I was trying to imitate MAP14 from Doom 2. I\nfailed at imitating it, but still came out with a decent level.\n\nAlthough not a secret, it is not obvious either. The waterfall is a lift. It\nmay look stupid but it creates a new deathmatch route. Also, sometimes the\nmain lift gets clogged with monsters and it is difficult to get to the\ntop -- you hit a monster's feet and go right back down.\n\n1. Look at the angled corner to the left of the backpack. It is misaligned.\n\n2. Across the pit from the starting area, to the left of the blue key pillars,\nis a misaligned texture. Open it for some bonus health and ammunition.\n\n3. Next to the main lift is a misaligned stone texture with holes in it. Open\nit for armor.\n\n4. One of the waterfalls is a fake wall. Go through it for a soul sphere. It is\nthe one to the right of the armor nearest the lift. If you are careful you can\nsee the upper edge, since Doom does not tile middle textures on two-sided\nlinedefs.\n\nMAP03: Insanity\n\nNotes: This one got partly redone. No matter what I did I couldn't seem to make\nthe first room less square and plain, so I redid it completely. The guys on the\npillars can be knocked into the lava, but you can still get at and kill them.\n\n1. In the outside area with the chaingunners, turn right as soon as you get to\nthe bottom of the stairs. There is a texture with \"stuff\" on it, it is a secret\ndoor.\n\n2. In the left-hand yellow door trap, open the rear wall.\n\n3/4. In the room with the blue door, open the walls in each corner on the same\nwall as the door. They lead to teleporters that take you outside, behind the\nbars.\n\nMAP04: Cacofire\n\nNotes: I know it isn't one of my better works, but it is challenging enough to\nmake up for it, at least it is on Ultra-Violence.\n\n1. Open the red door in the gray stone hallway. Lower the platform and grab the\nsoul sphere.\n\nMAP05: Lost Hallways\n\nNotes: The secrets are easier to find if you get the computer map first. Turn\nright after you leave the first room. Go into the wooden room and flip the\nswitch.\n\n1. Go outside the first room and turn left. Near the corner of the hallway is a\nmisaligned texture: it is a secret door.\n\n2. North of the room with the imp cages is a hallway leading to a brown door.\nFacing away from the door, run into the ashwall and look for a misaligned\ntexture. This is another secret door.\n\n3. Inside of the #2 secret area is a wall with a demon face. Open this wall.\n\nMAP06: Painkiller\n\nNotes: This map is shamelessly modeled after id Software's MAP06, but the\ncrusher is where the similarity ends. At first the cyber demon was more of a\ndecoration, but then I realized that if you do not crush him, he will infight\nwith the other monsters. This saves precious ammunition. Also, the grate in the\ncrusher room blocks monsters, including lost souls. That makes it easier to use\nrockets against them if you want.\n\n1. Directly to your left as you enter the first room is a metal wall with\nmarking on it. Open it.\n\n2. When you enter the big Cyberdemon room, turn right. Along that wall is a\nsection with markings on it. Open it for a much-needed powerup.\n\n3. In the room with the red key there is a wall on the left side with pipes on\nit. Open this secret door for a teleporter to a megasphere and some other\npowerups.\n\n4. In the first room with the window, flip the switch. After you grab the\nyellow key another revenant will come out. Open the wall in the back of the\ntrap for some rockets.\n\nMAP07: Dead Again\n\nNotes: After playing Hell Revealed 2, I am almost ashamed that I didn't expand\nthis map more. I kept it fairly close to the original in concept. If you play a\nsource port that allows jumping you can grab the blue key without killing any\nArachnotrons, so do the right thing and kill them first ;-)\n\n1. Go into the arachnotron area. If you enter at 6 o'clock, look at the column\nat the 12 o'clock position. On the side facing the outside wall is a secret\ndoor.\n\nMAP08: Fury\n\nNotes: This is where I decided to turn up the heat. It is easier than I\noriginally made it, but still challenging at times.\n\n1. Right after leaving the first room, look for a misaligned texture along the\nright (only) wall.\n\n2. In the dark rocky area with the red key, go down the first cross-hallway to\nthe right. At the end, turn right.\n\n3. In the same area as #2, turn left at the bend in the hallway and take the\nfirst left. Hit the switch at the end and a door opens nearby, revealing the\nfirst BFG in LOH.\n\n4. Use the berserker pad to run out the window, or jump if you can. To the left\nis a soul sphere.\n\nMAP09: Hell's Vanguard\n\nNotes: Watch out for the monsters in the cyber demon trap. It takes a while for\nall of them to trickle out. Some of them may teleport in and go south, finding\nthe teleporter to the blue key. You may be crossing the main GSTONE room one\ntime and have monsters there you didn't know about. I did not intend it to\nhappen this way, but anything that adds extra [and unexpected] monsters is fine\nby me.\n\n1. Turn 180 degrees and open the little silver door at the beginning.\n\n2. In the room with the yellow key, the face in the southeast corner of the\nroom (across from the switch) is a secret lift.\n\n3. Take the yellow door from the starting hallway. As you enter the lift, look\nleft. There is a discolored (but aligned) section of viney wall. You must lower\nthe lift and open the door.\n\n4. Inside #3, look for a discolored wall in the northwest corner. It is a\nsecret lift.\n\n5. Further down the hall from #3, as you go up the stairs to the switch, look\non the right-hand side of the stairwell. There is a secret door there.\n\nMAP10: Toxicity\n\nNotes: I don't usually like to use much slime in my maps, but I figured LOH\nwould not be complete without it. This is my token effort to include slime :-)\n\n1. Turn around at the start and open the silver door.\n\nMAP11: Demonfear\n\nNotes: While not exactly ending with a bang, this is, in my opinion, the most\nfun map of the bunch.\n\n1. Check out the pillars on the north side of the courtyard, opposite from\nwhere you enter originally. One lowers and has a megasphere."
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