levels: Delete unused levels

These are no longer used to build the main IWADs (exempting
catoptromancy/fdtest.wad from this sweep), and are being moved to the
attic repo.
This commit is contained in:
Mike Swanson 2014-10-02 00:28:04 -07:00
parent 255e72a3b6
commit d8df7bd7fe
30 changed files with 0 additions and 278 deletions

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========================================================================
Grosse.wad is a replacement MAP32 level for FreeDOOM.
Created from scratch by Andrew Apted <ajapted@users.sourceforge.net>
Made on April 21st 2002 in about 7 hours.
========================================================================

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MAP05 version 3
Patrick "Amarande" Kalinauskas - amarande@lunasanguine.com

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Freedoom Doom2 Map 10 beta 3
Archvile46 (pudge@att.net)
This map has come a long way since the last beta. Gameplay is implemented up until the blue door, then there are no more items and monsters after that but feel free to look around and check stuff out. The TEKGREN area after the underground monorail type thing is a mess, so don't bother with that.
Let me know what you think, comments would be greatly appreciated.

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This is the final version of Map30 for Freedoom. Beware, because though
this level is legalized, it is more tougher now, and I have set up some traps
which can quickly kill you, so make sure you try to evade those traps somehow.
I also added more secrets, with one which makes one part of the level easier,
helps you find another secret as well. Two of the secrets are quite hard
to reach, and require some thinking to find them. The third of the four
secrets can and will help you get an item in the level.
I've also made the Baphomet Room Much Tougher (And totally Different as well),
and very hard to actually inflict damage to the Baphomet now.
I have throughly tested it in Ultra-Violence, so the map can be completed
without trouble. I'm not sure if the level can be completed on Nightmare
Difficulty, though.
You may want to save often, because there will be a lot of times on
Ultra-Violence in which you may die.
I have also added deathmatch support, but I haven't tested it yet.
UPDATE: Oops. A few mistakes in the level involving near the end of the
level. They are fixed now.
Cacodemon Leader

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This is the final version of Map30 for Freedoom. Beware, because though
this level is legalized, it is more tougher now, and I have set up some traps
which can quickly kill you, so make sure you try to evade those traps somehow.
I also added more secrets, with one which makes one part of the level easier,
helps you find another secret as well. Two of the secrets are quite hard
to reach, and require some thinking to find them. The third of the four
secrets can and will help you get an item in the level.
I've also made the Baphomet Room Much Tougher (And totally Different as well),
and very hard to actually inflict damage to the Baphomet now.
I have throughly tested it in Ultra-Violence, so the map can be completed
without trouble. I'm not sure if the level can be completed on Nightmare
Difficulty, though.
You may want to save often, because there will be a lot of times on
Ultra-Violence in which you may die.
I have also added deathmatch support, but I haven't tested it yet.
UPDATE: Oops. A few mistakes in the level involving near the end of the
level. They are fixed now.
Cacodemon Leader

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Freedoom Map 24
made in doom2.cfg
Catoptromancy@yahoo.com
Everything works! Hopefully....
Needs coop testing, and texture alignment
Needs DM and coop tags
Needs Skill tags, UV only for now
Tested in prboom

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Fredoom map05 svn 445
added 2 vertexes to line 1177,
moved new vertexes slightly,
realigned 2 textures
player could get trapped behind the the pillar (sector 196).
-Catoptromancy
built nodes using bsp
-Jon

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Freedoom MAP24
Feb, 27 2008 version
+NEW, less monsters, more ammo, no switch puzzle
-skill 4, Needs much play testing, slight item/thing tweaks and more detail.
Should be very playable(tested) in lower skills.
boom format. tested in prboom-plus latest svn
-Catoptromancy

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#"pickups.h"
#"pipes.wl"
main {
slimeinit
floor("SLIME16")
-- curve out-of-sight
turnaround
move(-512)
twice( slimecurve(0,0) )
-- fade into colour
set("itr",0)
for(1,15,
slimecorridor(16,0,mul(get("itr"),8))
set("itr",add(1,get("itr")))
)
-- no entry!
slimebars(0,128,120,0)
-- level starts properly
pushpop(
movestep(384,384) rotright
slimechoke(0,120)
)
slimecurve_r(0,120)
move(32)
pushpop( move(640) slimechoke(0,120) )
slimecorridor(64,0,120)
slimeopening(512,0,120)
slimecorridor(64,0,120)
!entrancecorridor
movestep(-512,256)
box(32,128,136,384,128)
pushpop( movestep(64,64) rotleft thing )
movestep(0,-384)
box(32,128,136,384,128)
^entrancecorridor
move(32) -- avoid choke
slimeswitch(128,0,128,120,1)
slimebars(0,128,120,1)
slimecurve(0,120)
slimecorridor(256,0,120)
slimesecret(256,0,120, doublebarreled thing)
slimecorridor(128,0,120)
pushpop(movestep(384,384) rotright slimechoke(0,120) )
slimesplit(0,120,
-- left branch
slimecorridor(1024,0,120)
,
-- inaccessible bit
-- slimechoke(0,120)
move(32)
slimebars(0,128,120,0)
-- fade into colour
set("itr",0)
for(1,15,
slimecorridor(16,0,sub(mul(8,15),mul(get("itr"),8)))
set("itr",add(1,get("itr")))
)
slimecurve_r(0,0)
slimecurve_r(0,0)
)
}
oldmain {
slimeinit
floor("SLIME16")
set("frad",1)
pushpop( movestep(64,64) thing )
for(1,3,
slimecorridor(256,0,120)
scurve(0,128,120)
slimeswitch(256,0,128,120,get("frad"))
slimebars(0,128,120,get("frad"))
set("frad",add(1,get("frad")))
)
/*
set("frad",-8)
for(1,8,
slimecorridor(16,get("frad"),120)
set("frad",sub(get("frad"),16))
)*/
slimesecret(256,get("frad"),120,
doublebarreled thing
)
}

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My contribution to the 10sectors competition

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===========================================================================
Title : Tricks and Traps:Freedoom Version
Files : map08.wad
Release date : July 14th, 2002
Author : Maximillian Daley
Advanced Source Port : BOOM!
Email Address : pcclassix@the-any-key.com
Misc. Author Info :
Description : Freedoom Map08 prerelease. The level aint done yet.
Additional Credits To : My homies at Doomworld for contributing to FREEDOOM!
===========================================================================
* What is included *
New levels : Map08
Sounds : No
Music : No
Graphics : No
Dehacked/BEX Patch : No
Demos : No
Other : Nah
Other files required : All updated freedoom wads!
* Play Information *
Game : DOOM2 with freedoom and boom.
Map # : MAP08
Single Player : Yes
Cooperative 2-4 Player : Yes, but there is no point since i only made a few rooms!
Deathmatch 2-4 Player : No, there are no starts for that.
Difficulty Settings : Yes
* Construction *
Base : Levels built from scratch. Images came from resources.
Build Time : Unknown. It ain't done yet!
Editor(s) used : DeepSea, WinTEX, BSP.
Known Bugs : Nope!
* Copyright / Permissions *
You MAY distribute this file, provided you include this text file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact.
HAPPY DOOMING!

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Nick: Zigmund
e-mail: z_ozwell@hotmail.com
Level 18 for FreeDoom
no skill levels yet (accept medium), exit room sucks(not finished), and a handfull of textures still need to be alligned

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Nick: Zigmund
e-mail: z_ozwell@hotmail.com
Level 18 for FreeDoom
tagged as level 18 this time not level 1 (heh...)

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Nick: Zigmund
e-mail: z_ozwell@hotmail.com
Level 18 for FreeDoom
replaced WolfenDoom pic with a window + "windowbox" (Thanks Tarin!)

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