Import levels

This commit is contained in:
Simon Howard 2006-05-09 16:17:23 +00:00
parent cdef1d1482
commit e98e2f465e
118 changed files with 704 additions and 0 deletions

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========================================================================
E1M9 replacement level for FreeDOOM.
by Andrew Apted <ajapted@users.sourceforge.net>
This is just for trying out, it is a LONG way from being finished.
========================================================================

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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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MAP21 - Patrick Kalinauskas (Amarande) (avarvae@concentric.net)

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MAP29 - Patrick Kalinauskas (Amarande) (avarvae@concentric.net)
Updated version. ZDoom testers reported that the originally uploaded
version of MAP29 had an excessively difficult jump to the teleporter
pad on the green torch platform (out the window from the backpack lift);
also, this version contains deathmatch starts, which were omitted in the
initial upload.

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E1M7 Completed Version #2
Archvile46
pudge@att.net
This is the second complete version of E1M7. Please give me some feedback!
If it meets with your approval, it might be the final version. If you have
any gripes, tell me so I can fix whatever the problem might be and upload
it again.
There's a decent amount of monsters, but they're all pretty weak as this is still an E1 level. Health and ammo shouldn't be too much of a problem, depending on how you start the level after playing through E1M1-M6. There's a few helpful secrets along the way, and I designed the level so that it's better to use the chainsaw to conserve ammo in a few places.
Skill settings have been implemented. There's also some DM starts and stuff, but it's basically just a lame spinoff of Dwango5 Map18.
Enjoy!
Note: I fixed some things that NiGHTMARE pointed out.

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Freedoom Doom2 Map 10 beta 2
Archvile46 (pudge@att.net)
Here's an updated version of map10 for you all to enjoy. Let me know what you think, especially about ammo/monster balance/placement, something that's always been my weak point when designing levels.

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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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Map 25 Changelog (whee, this is necessary!)
Okay now it's done.
---
Should be done now. Fixed/improved a few teleporters, tweaked monsters a few
places. Blah blah blah.
---
Pretty much the final version. I removed a few monsters, added some ammo and
health, aligned a few textures and whatnot. The DM area is also done.
---
Map is now completable in SP play, and essentially done except for some tweaks
and detailing and play testing a little I assume. Also added a small DM arena
which needs detail and to become bigger. Few more hallways should do it I
reckon.
---
more areas, and monsters. Horrah! You can get the two keys without cheating
now, but still need clip or kdfa for the yellow door/key.
---
yeesh.wad, by Cyb (same map, name change thanks to wauthor being a bitch)
More areas added, if you idkfa it's actually possible to exit the map. With
idclip you can get the two keys. That's about it.
---
idunno.wad, by Cyb
cyb@frad.org, heh. I figured this could maybe replace map25, Bloodfalls, as it
fits in with the theme sorta (lots of blood, whee). It's not finished yet, but
in progress wads are fun, hooray!

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godcells/e1m8.wad

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ajapted/e1m9.wad

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shadowrunner/e2m1.wad

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Hey, geekmarine here. This is another in-progress version of my E1M4. I'm almost finished, just need to add a couple of rooms (and of course, monsters) as well as some final asthetic touches.

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Hey, yeah, it's me again, and this is basically my finished E1M4. I've run through it a couple of times, but of course there's always a chance I missed something. Hopefully not, though, because by now I never want to see this level again :P

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Sorry about this, not really much changed, just tweaked a couple of things, fixed a couple of textures, etc. Also I moved the shotgun out from the secret and replaced it with a beserker.
-geekmarine (weirdguy@zeldaclassic.com)

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Here is an updated WIP for E1M6. I've almost finished all areas not behind a key door. Just making sure I have someplace to start in case something were to happen to cause me to lose all my work.
-geekmarine (weirdguy@zeldaclassic.com)

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=============================================================================
Title : Freedoom E1M8
Author : Emmanuel "GodCells" Rousseau
Email Address : emmanuel_rousseau@uqac.ca
Misc. Author Info : This is my first public map :)
Description : A remplacement for E1M8. There's a starlike room and 2 barons of hell to kill.
This is a beta version of a work in progress!
Additional Credits to :ID Software for creating DOOM.
All the folk of Freedoom for Textures and Sprites.
=============================================================================
* Play Information *
Game : FreeDOOM shareware
Episode and Level # : E1M8
Single Player : Yes
Cooperative 2-4 Player : Yes
Deathmatch 2-4 Player : Yes
Difficulty Settings : Not yet. Only UV now.
* Construction *
Base : From scratch. (Inspired from the original Doom's E1M8)
Build Time : ??? (Not finished)
Editors used : Doom Builder v1.01 build 142
Known Bugs : - Some textures badly aligned.
- Switches at end can be activated even if the player isn't supposed to be able to toggle 'em.
- One skill level.
- And probably more... i'll need to do further more tests.
*Copyrights / Permissions *
This level is distributed under FreeDOOM's permissions.
Authors MAY use this level as a base to build additional levels.
You may distribute this WAD, provided you include this file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file.

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Map16 is done!
There!
Now I've done a level, a texture, a sound, some music, and sprites.
What's left? Graphics and Flats? Let me take a look.
Oh yeah, and what about recorded demos?
(I have too much time on my hands, don't I?)
Tom "Hyena" White
<trwhite@fgbc.org>

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Minor cosmetic changes mostly, a little structural work and some fixed triggers. Almost done :) - Jon

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*freedoom11 file information*
===========================
Title : O! of Destruction (Freedoom version)
File : freedoom11.wad
Engine Requirement : Boom compatible port
Author : Kaiser
Email Address : kaiser@newdoom.com
Misc Author Info : used to be known as Deathman, and has made 2 other 32 level wads.
Tools used : Deepsea 10.20b
Base : From Scratch
Known Bugs : NONE
Other wads by author : DSV.wad, Blackness.wad, War_3.wad, Demnsnry2.wad
Credits : The Doom community, ID software, Sbsoftware, TeamTNT
Web site : http://www.newdoom.com/hosted/kaiser/
===========================
*Play Information*
Level# : 11
Single Player : yes
Coop-op : yes
deathmatch : yes but not tested
new gfx : ?
new sfx : ?
new music : ?
Build time : 1 and a half week(s)
Wad description This is for the Freedoom project, see the site for detail
If you find any bugs, please email me and I'll fix them right away.
(C) December 13, 2001 Samuel Villarreal all rights reserved and all resources are made by
their following makers.

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From kaiser@www.newdoom.com Sun Apr 20 22:08:33 2003
Received: from magpie.ecs.soton.ac.uk (magpie [152.78.68.131])
by rook.ecs.soton.ac.uk (8.9.3p2/8.9.1) with ESMTP id WAA07528
for <sdh300@ecs.soton.ac.uk>; Sun, 20 Apr 2003 22:08:32 +0100 (BST)
From: kaiser@www.newdoom.com
Received: from r3y.servercentral.net (unknown.servercentral.net [64.202.100.31] (may be forged))
by magpie.ecs.soton.ac.uk (8.9.3p2/8.9.3) with ESMTP id WAA20228
for <sdh300@ecs.soton.ac.uk>; Sun, 20 Apr 2003 22:08:14 +0100 (BST)
Received: from localhost (root@localhost)
by r3y.servercentral.net (8.10.2/8.10.2) with SMTP id h3KL7po25441
for sdh300@ecs.soton.ac.uk; Sun, 20 Apr 2003 16:08:01 -0500
Message-Id: <200304202108.h3KL7po25441@r3y.servercentral.net>
To: sdh300@ecs.soton.ac.uk
Subject: Re: freedoom map11
Content-Type: text/plain; charset=us-ascii
X-Mailer: Cobalt Webmail
Date: Sun, 20 Apr 2003 16:06:55 -0500
X-MailScanner-Information: Please contact helpdesk@ecs.soton.ac.uk for more information
X-ECS-MailScanner: Found to be clean
Content-Length: 838
Status: RO
X-Status:
X-Keywords:
not a problem. I agree to the submission guidelines posted.
sorry about that
-kaiser-
---------- Original message ----------
Date: Sun, 20 Apr 2003 21:05:26 +0100 (BST)
From: Simon D Howard <sdh300@ecs.soton.ac.uk>
Reply-To: Simon D Howard <sdh300@ecs.soton.ac.uk>
To: kaiser@newdoom.com
Subject: freedoom map11
Hi,
I noticed in the text file for the level you submitted for freedoom:
(C) December 13, 2001 Samuel Villarreal all rights reserved
Unfortunately this statement contradicts the freedoom submission
guidelines:
http://sourceforge.net/docman/display_doc.php?docid=12868&group_id=61157
(see the "Submitting" section)
Can you just confirm for me that you agree to the submissions guidelines
and your level is free to redistribute and for other people to modify and
reuse?
(Sorry if this seems pedantic)
fraggle

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__ __ _____ _____ ______
| | / \ |___ | | __| | __ \
| | / /\ \ / / | |_ | |__| /
| | | /__\ | / / | _| | _ \
| |__ | || | / /__ | |__ | | \ \
|_____| |__||__| |_____| |_____| |__| |__|
Name: Devin Afshin
Nick: Lazer
Email: dafshin@mediaone.net
What: Replacement level for Freedoom.
Replaces: Map20 - Gotcha
Notes: If you find anything wrong with this level, please tell me.

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FreeDoom map04: The Focus
version 1, by Metabolist
(sewoodman@talk21.com)
Status: 2-5% complete
Notes:-
14TH NOVEMBER
Just one room here. I've not managed to do
much work on it, but this upload is to show
that I'm still alive :)
Oh yes, the start area of Amarande's map05
is there because the exit area of this one
will be just the same as the entrance of
map05. Continuity, see?

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=============================================================================
Title: M A P 0 6 --- for FREEDOOM
1 NEW LEVEL WAD FINISHED NOVEMBER 2ND 2001
Filename: MAP06.WAD -- (1 level)
Authors: ANDY MCKIE aka Mystic
Email Address: murray6@blueyonder.co.uk
=============================================================================
* Play Information *
Map # : 06
Single Player : Yes
Cooperative 2-4 Player : dont know
Deathmatch 2-4 Player : Yes
Difficulty Settings : Yes
New Sounds : No.
New Graphics : No.
New Music : No.
Demos Replaced : None
* Construction *
Base : Scratch
Editor(s) used : DETH, BSP, ZENNODE
Known Bugs :
* Copyright / Permissions *
Authors may use this wad as a base to build levels, have fun.
You MAY distribute this PWAD.

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name : The Catacombs
map # : 22
author : Nick Baker
This is a work-in-progress level, strongly inspired by the Ultimate Doom Episode 4 and the Talosian Incident.
The level originally started life as one of the three L.I.N.K. levels, and was started buy Chris Hansen, with some work also done by C. Celizic.
Chris has allowed me to complete the level due to lack of interest in the L.I.N.K. project.

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New stuff:
- more detail has been added to the four switches area
- a tiny bit of detail has been added elsewhere
To do:
- the southern most corridor still needs a bit more detailing.
- a secret bonus round in the four switches area! This will completely reset it (caco walls go back up, bars raise again, etc), but makes it even harder, with monsters teleporting in as well as the caco's :) There will be a suitable reward at the end though.
- a couple of rooms beyond the blue door.
- the last room is still in a very rough state (as should hopefully be obvious)

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============================================================================
Title : Freedoom MAP31 WIP
Filename : MAP31.WAD
Author : oblivion aka Nicholai Main
Email Address : uzi666@juno.com
Misc. Author Info : I love Freedoom w00t w00t w00t
Creator of map2wad, if you want it try
http://home.adelphia.net/~mainlimits/map2wad.zip
Description : This is a WIP of MAP31. I welcome comments, but
use common sense; some things are wrong just
because they're not done.
Instructions : Load on top of freedoom.wad. Make sure you're
playing a recent build of freedoom. Requires a
100% boom compatible port.
Additional Credits to : Everyone who had anything to do with the creation
of doom, duke3d, build, gcc, deu, djgpp, freedoom,
ms-dos, linux, windoze, and that's all i can think
of off the top of my head.
============================================================================
* Play Information *
Episode and Level # : Freedoom Level 31
Single Player : Use idclip to go past the four sets of SLADWALL
poles that don't open yet.
Cooperative 2-4 Player : Same as single player.
Cooperative 5+ Player : Not yet
Deathmatch 2-4 Player : Not yet
Deathmatch 5+ Player : Not yet
Difficulty Settings : I don't think there are monsters
New Sounds : Not in this .wad, but in freedoom.wad
New Graphics : Not in this .wad, but in freedoom.wad
New Weapons : Not in this .wad, but in freedoom.wad
New Music : Not in this .wad, but in freedoom.wad
Demos Replaced : No
* Construction *
Base : New level from scratch
Editor(s) used : Build for DN3D Atomic v1.5
map2wad v0.81b
WinDEU32 v5.99b1
BSP v2.3
Known Bugs : Remember it's a WIP, thus it is on a constantly
rotating list of bugs; fix them and more pop up.
============================================================================
* Copyright / Permissions *
All copyrights and permissions follow the same guidelines as the entire
Freedoom distribution. These guidelines are avaiable at
http://freedoom.despayre.org:81/
============================================================================
* Where to get this WAD * (or where you got it?)
http://freedoom.despayre.org:81

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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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===========================================================================
Primary purpose : Single+Coop play
===========================================================================
Title : Hell Keep II
Filename : hellkeep.wad
Release date : August 18th, 2003
Last Updated : January 2nd, 2004
Fixed some errors. Now runs in doom.exe.
Author : Owen "Sarge Baldy" Lloyd
Email Address : lloydo@onid.orst.edu
Other Files By Author : Waster Treatment Center #911, MooDDoom
Misc. Author Info : Student at Oregon State with no life.
Description : An E3M1 replacement for Freedoom (http://freedoom.sourceforge.net/) .
Tries to stay somewhat like the original. This map can be played with or
without
Freedoom resources.
Additional Credits to : Matt Tagliaferri, for DoomCAD (which I no longer use)
Gherkin, for Doom Builder (which I now use)
id Software circa 1993, for Doom
Elt.. er, I mean, Fraggle, for Freedoom
===========================================================================
* What is included *
New levels : Um, yeah
Sounds : No
Music : No
Graphics : No
Dehacked/BEX Patch : No
Demos : No
Other : No, just one level damnit!
Other files required : Freedoom resources optional.
* Play Information *
Game : DOOM
Map # : E3M1
Single Player : Yes
Cooperative 2-4 Player : Yes, untested
Deathmatch 2-4 Player : Yes, 8 starts, untested
Other game styles : No
Difficulty Settings : Of course
* Construction *
Base : New from scratch
Build Time : Three or four days (heh, this would have taken me 3-4 months with DoomCAD)
Editor(s) used : Doom Builder 0.3 (my first with it)
Known Bugs : None
May Not Run With... : the bulls
* Copyright / Permissions *
Authors MAY use the contents of this file as a base for
modification or reuse. Permissions have been obtained from original
authors for any of their resources modified or included in this file.
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.
* Where to get the file that this text file describes *
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Web: http://freedoom.sourceforge.net/

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Here's my new FreeDoom map 3.
It's not done yet of course, I've got more building, tweaking and texturing to do.
As you can see it's a completely different design than my old map.
Its odd, I've worked on map03 for over a year and never got anywhere near done with itn and then within about 6 hours I got this map, and it's almost done! ARG!
SgtCrispy
sgtcrispy@yahoo.com

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This is a beta of may map3 for freedoom. I've just gotten the enterance area finished so far so its not much. textures and item placement may change. espically the textures, but you get the idea.
SgtCrispy
sha_nigtha@yahoo.com

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