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                            L   U   T   O   H   B   A
                         C L A U S T R O P H O B I A
                          C   A   S   R   P   O   I
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----Intro

Okay, you downloaded my wad, read the WAD_AUTH.TXT file (or you're gonna, 
right, pinhead?), and now you wanna get some info on the map itself.  You're 
at the right place for that, sucker.  This file will give some info about the 
wad and what to expect, some general hints, then point out some of the more 
interesting parts of my map editing (maybe you can use 'em if you want to 
design your own maps), and end with a series of specific hints that will allow 
you to get through the game without cheating (which would be moot, I guess).  
I spent so much time making and then perfecting my map, so I feel like I can 
talk forever about it.  So why not just yack at you, then?  Let's get started.

----General Info

The wad's theme is claustrophobia (I am the master of the bloody obvious, 
thankyouverymuch).  I had envisioned a free-flowing architecture of close 
spaces, eventually opening into a wide open space where the exit would be 
located.  Unfortunately, the player is smaller than the monsters, so 
consideration had to be made to allow the baddies some room to kick your ass.  
You can tell the point when I decided I had to expand my hallways--I changed 
over after the first teleport.  I also had to cut down on the exit space.  
Even now, if you back up into a corner and look at the exterior of the 
building, you can overload Doom's visual engine calculation thingamawhatchit.   
Even with darkened hallways of 64x64, you still get that confined feeling.  I 
set up the monsters so that they had a good chance of ambushing you 
repeatedly.  I've got linedefs that open secret rooms full of baddies at your 
back.  I've got secret rooms with imps ready to rend your flesh as you hit the 
switch.  I've got tricks to distract your attention and barrels placed to 
explode your ass with shrapnel if you shoot wildly.  I've made sure that 
shooting wildly won't do you a damn bit of good.  Why is that?  Well, I 
personally don't like all those fancy shmancy yackety schmackety weapons Doom 
has.  I dispise the Big Fucking Gun.  I hate that muffler-lookin' doink-doink 
weapon.  That missile launcher is ugly as yer mom.  And the chain gun--ugh.  
Your primary weapon in this battle will be the Super Shotgun.  Super Shotgun?  
Looks like a double barreled sonofabitch to me.  That's what you get when 
yuppies try to put a name on a weapon.  "What is that, an assault weapon?" 
"Uh, no, its a pistol, you dumbass."  You'll be able to grab a couple chain 
guns (I guess its supposed to be an EPMG.  You know what that means, right?) 
from some of the enemy, but you won't find any ammo for it.  The weakest enemy 
you'll encounter are the former sgt's.  Those wussy peagun shooting asswipe 
former humans aren't anywhere to be found in my map.  You'll find plenty of 
the bigger badasses around, however.  I didn't go crazy with hard guys, but I 
didn't wuss out, either.  The map is set up for different skill levels, and 
has a special setup for deathmatch-ing.  Light levels are also set with great 
thought, so you can play it without cheating with the F11.  Following are a 
couple comments about certain parts of my map.  These don't have any info that 
will give away some secrets in my map.  Read them, they'll help you prepare 
for playing without having to save or cheat your way through.  At the end of 
this file will be some more specific points I want to lay out, some of which 
may give away secrets, so don't read it until after you finish unless you are 
a cheating bastard. 
    Skill Levels:  Instead of increasing and decreasing the amount of monsters 
and changing slightly the amount of stuff you can pick up, I differentiated 
between skills by barely changing the amount of monsters you can go up against 
and increasing greatly the amount of ammo and power-ups you can get.  The only 
monsters I really messed with were either in cluster-fucks or were the big 
baddies.  
    Weapons:  As I mentioned, your primary weapon will be the double-barrel.  
Don't look so glum.  At short ranges, the shotgun is more powerful than the 
missile launcher!  And it won't fuck you up in the resulting explosion.  
You'll be able to get a few EPMG's from chaingunners after you waste them, but 
you'll never get more than 100 bullets worth.  
    Deathmatch:  I haven't been able to test this, so I'm not sure how well 
you deathmatch lovin suckers will like what I did.  Hell, I've never even 
played deathmatch, so I have no idea what you'll think about it.  What I did 
is create four rectangular rooms, each with a super shotgun, a green armor, 
and a box of shells, in which deathmatchers warp in.  Each player therefore 
starts out equal.  However, the players teleport out to different section of 
the map, each having some benefit and some problem.  My map is strongly one-
directional, with one way doors and the only ways to backtrack are secret.  
Deathmatch-ing will therefore be tough as shit.  In fact, one deathmatch start 
warps the player into a secret room, where that player cannot get out unless 
somebody opens his door.  Fun, huh?  But that player will have time to haul 
ass before his friend who released him comes to shoot his ass.  Its pretty 
funny, now that I think about it! 
    Power-Ups:  Play any skill higher than 1 and you'll notice that just about 
the only power ups available are berzerkers.  I did this since you get 100% 
and not any over with berzerkers (plus, you can save ammo).  It saves on 
laying lots of stimpacks everywhere and it keeps you from going over 100%, 
which I like. 
    Light Levels:  I have taken lots of time to get my light levels down 
right.  Nice and gloomy is how I like it.  There are a couple places where you 
can't see a few paces ahead of you, however.  I'll talk more about this later 
at the end.  Right now, I'll just say that if you use cover, recon by fire, 
and listen (read general hints), you'll survive without a scratch.  I also 
tried to backlight some enemies who are in dark sectors, which is an 
interesting way to go about business.  Just don't get over-confident!

----General Hints

    Read this section if you wanna try your hand at playing the level without 
saving or using any cheats (including that F11 cheezy shit).  The hints here 
are applicable to any DOOM level, and not just this one.  I'll refer to my 
map, but the advice I give you is good to keep in mind when you play any 
clever map (I'm so damn humble... or is that full of crap?).  In no particular 
order: 

1) Cover.  CYA, Cover Your Ass, is about the best thing you can do in Doom.  
Too often we get big weapons and run through maps like we own them.  Well, you 
don't own the map.  Possession must be taken from the enemy.  And there's 
plenty of them in my map.  Running down halls will only get you shot, 
especially in my map.  Remember, linedefs you can't even see can trigger doors 
with lots of mean bastards on the opposite side.  Walk and listen.  Even in 
dark halls, monsters will grunt when they see you.  Shooting at the direction 
it came from (sometimes hard to tell) will possibly waste the monster, and it 
lights up the area for a second.  If the shit is coming dangerously close to 
the fan, retreat to a section of the map you already have cleared.  When 
encountering corners, peek around them.  If you have lots of ammo, try to 
recon by fire.  Shoot ahead into questionable areas.  You might hit something 
or flush out monsters who are waiting to ambush you.  Wad authors also 
sometimes will give you several different points from which to fire from, with 
variable ammounts of cover.  If you are about to go head on with a bunch of 
bad-asses, back off, check around for secret rooms.  You might find a better 
vantage to fire 'em up from.  
2) Secrets.  Every good doom map has secret areas.  Mine are chock full of 
'em.  Wise use of the map will reveal spots where secret rooms can fit.  But 
remember, some secrets don't need any room.  Linedefs can trigger secret areas 
from a distance.  Ideally, once you clear a room, you would go around and 
click on every wall to see what you can trigger.  This is boring as taking a 
crap without a magazine, so its not something I prefer to do.  Unfortunately, 
some dumbass maps have secret areas that you must access that have triggers 
way across the map in a completely illogical place.  Good maps, like mine, 
have the triggers close by (the farthest one of mine is is about ten paces).  
Just check everywhere and you'll find everything.  More on this at the end in 
the cheat section. 
3) Item Conservation:  When wad authors take care in 
placing objects, you'd better take care in picking them up!  If you are down 
to 85% health, its very wasteful to pick up a berzerker.  Wait until you're 
down to 25%.  Unfortunately, Doom will allow you to pick up ammo even if you 
only have one spot left in your pack (or whatever you carry your ammo in).  
Don't fire when standing in a forest of shell boxes.  Every time you fire 
you'll pick up another box and waste 18 shells.  When you're down to 20 
shells, switch to single fire with your shotgun.  Do the same with the 
chaingun/pistol.  And whenever you pick up berzerker packs, engage in some 
fisticuffs, boy!  Also, notice that the berzerker pack increases your light-
sensitivity somewhat.  
4) Enemy Special Ability.  Remember, some enemy can do things others can't.  
And this can really mess up your day, very much so if the wad author is a 
sneaky bastard...  Learn these secrets and remember them in the future!  It 
may effect which monsters you kill first.  Also, some special attacks monsters 
use, though scary as shit when you're into it, are pretty wimpy.  More on this 
in the advanced cheat section. 
5) Weapon Effectiveness.  Know yer guns.  Know how many shots it takes to 
kill.  Some of the baddies are surprisingly wimpy when it comes to some 
weapons.  As I said, the super shotgun is more effective at close range than 
the missile launcher in some cases...

Well, that's enough of that crap.  What follows (two pages down) is a list of 
interesting features of my map that, though they give away some secrets and 
therefore must be kept from your eyes until you are willing to read them, may 
be of interest to wad editors in the future.  Maybe you will be inspired to 
create as I have been.  If you do, I would suggest that you get in touch with 
Bill McClendon, bill.mcclendon@creature.com, and get a copy of the latest 
revision of the unofficial Wad Designer's Tips Handbook.  Without this 
document, you wouldn't be wasting your time reading this crap.  Before that, 
there'll be a number of direct hints that will allow you to finish the level 
easily without cheating.  It also gives some specifics about some of the 
monsters you'll need to know if you want to finish the level quickly.  If you 
don't really want to cheat that much, don't read the map features part first. 
And now for a two page intermission.  Go and take a crap if you want.  Smoking 
is allowed in the lobby (SCREW the surgeon general!  Uh, no, wait...), and 
snacks are available in the kitchen area (or from any of the pizza boxes 
located at the front, middle, and rear of the room if you're what I think you 
are).  Break time! 


























































































































Okay, break time is over.  Drop that crust, put out that smoke, and sit your 
narry-ass back down.  

----Hints

I'll be quick about this group.  

1) The map is pretty much one way only.  Secret lifts will allow you to 
backtrack.  If you see that two different sectors share a common line, it's a 
lift.  Click on the lower sector's wall. 
2) ArchViles suck.  They have the power to resurrect dead enemy.  The outside 
of the building has two (skill 4) and the inside has one on a stairway and one 
in the last/first room of the building.  The first ArchVile you encounter is 
on the w stairway.  It takes you long enough to kill him that you will find 
(unless you have a BFG or just suck up his punishment) he resurrects a former 
sgt over and over.  I never knew they could do that until I started my wad.  
And, being the sneaky bastard I am, I decided to use this to mess with you, 
the player.  Unless you nail the ArchViles in the anteroom with the red-key 
doors first, they will resurrect the monsters you kill over and over and over 
again.  You must nail them first or you just waste your ammo.  Something to 
know about the ArchVile attack... When he gets on you, he sets you on fire, 
and then hits you with some kind of energy bolt that mucks you up bad.  Though 
being on fire is scary, it doesn't hurt you at all.  Back up around a corner 
or down some stairs to get out of the way of the energy bolt.  

3) Secret rooms.  There's a secret room north of the > shaped "door".  You 
must hit the button in the secret room whose door is at the bottom of a dip in 
the long, twisty hallway.  From this secret room you can shoot at monsters 
outside instead of facing them out in the open after you exit the building.  
And make sure to nail the first two ArchViles before you kill anything else.  
They will usually be the first monsters to come to the bars. 

4) Revenants.  You have to face a couple of these guys up close.  Remember to 
close on them.  Their missiles are badder than their fists.  With a quick step 
back you can even avoid those.  Two shots from the double finishes them off 
with the quickness.  Don't let 'em wrinkle your fresh gear*!

5) How to get that damn key.  Check for lots of doors in the computer-looking 
room.  Those switches drop sectors in the room with the red key.  Hit all the 
switches at least twice, in any order, just not twice at once, to clear the 
way for you to get the key. 

----Map Features

Here are some things I've discovered making maps that you might want to mess 
with in the future.  Some of them are interesting.... 

1) Fun with HOM.  The hall of mirrors effect is one of the more familiar 
sights us wad editors come up against.  It usually looks like shit.  However, 
you can use the HOM in ways that looks pretty damn neat.  In my map, I have a 
room with four translucent looking blocks on the floor.  They apparently 
magnify the floor texture through them instead of acting like normal HOM's, 
which reflect everything infront of them.  No matter what you do, they only 
reflect the floor.  I think this may have something to do with the fact it's 
not high enough.  Or maybe that it's because it's a lower texture... Anyhow, 
something to mess with in the future. 
2) Doors-within-a-door.  Well, not actually, but it looks like that.  The room 
of lights with the horny head wall at the back has two doors inside of it.  
Since the previous two doors were of the same wall type (only egghead on it 
instead), it appears to be a door.  But instead, it is a wall with two 
separate doors at two different elevations in it.  Looks bad as shit to me. 
3) Stairs-in-the-wall.  The big room has walkover linedef triggers that split 
the ceiling into 32 pix wide stairs.  An interesting way to build stairs, I 
say.  Of course, since your character can hang out on a ledge, you can make 
the stairs 4 or 8 wide (I think) instead.  Hard to spot from across the room 
and stuff.  
4) Fake rooms.  Check 'em out near the beginning.  Good way to redirect 
somebody's attention. 
5) Quick-back lifts.  Dunno what to call 'em.  You know those secret lifts 
that drop from a sector in one section of the map down to another section of 
the map... I like those sneaky bastards.
6) Building exterior.  Like it?  Better than boring flat walls.  Doom won't 
allow you to have diagonal walls, but this looks pretty weird anyhow.  
7) Arched doorway.  Sick of squares?  With a little extra sector work, you 
can spiff up your doors.
8) Oops!  Gotta go... Pickled Feces is on PBS!  You know, if Public 
Television doesn't do it... uh, hold on, wait... No, it's Picket Fences.  
Never mind. 

----The End

What more can I say?  Thanks for reading this, thanks for playing my WAD.  I 
hope you like it.  If you have any comments/suggestions, email me at 
afn03803@freenet.ufl.edu.  I'll respond to any and all, quickly too.  See ya 
later, jerky. 

     *:  From, "The Penultimate Beavis & Butthead PWAD," PENB&B.WAD
