
SQUD2B.WAD - The Death Bog - a Deathmatch-only level for DOOM
(replaces E1M2).

This is a repaired version of SQUD2.WAD
(which was a modified version of DETHWALK.WAD)

Original Author    : Bradley Hoza            bradley_hoza@freemf.wa.com
Modified by        : Squonkamatic for the People  snyland@earthlink.net
Version 'B' repairs: Sparky of KISS Software      kelm@eisa.net.au

Mods made by Sparky of KISS Software:
- fixed the WAD header which was causing Doom to crash and preventing
  the WAD from being loaded into any of the wad utilities.
- fixed the CR/LF characters in this text file for PC compatability
  (bloody Macs!)

Notes:
- SQUAD2B.WAD will not work with 'Plain Vanilla' Doom or Ultimate Doom
  due to occassional Visplane Overflow errors.  Use a Doom Port such as
  ZDoom, Boom, PRboom, Legacy, etc.
- I would recommend a Port which provides jumping such as ZDoom so you
  can quickly get out of the bog and back onto the walkway.
- the slow-down spoken of below is caused by the way the author used
  the 2-sided transparent walls of vines - stand at the end of the wall
  and look at the floor where the 2-sided and 1-sided walls meet and
  you'll see the bug. I don't see a slow-down with my 333MHz CPU / 32MB
  RAM, but you'd definately feel it with a 486 or low-end Pentium.
  I couldn't be bothered fixing this bug - someone else can make a
  version 'C' perhaps.

Sparky
KISS Software


The original text file from squd2.zip follows:


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

SQud2.txt
August 9, 1999 .................... Brooklyn, NYC

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FILE TITLE                 : SQud2.WAD
MAP NAME                   : SQud2 - The DethBog
AUTHOR                     : "bradley_hoza"
MODIFIED/COMPLETED BY      : Squonkamatic for the People!!
EMAIL                      : snyland@earthlink.net
URL                        : http://aqua.macquakeinfinity.com
MQI Public Hotline Server  : 208.132.136.220:5555
AquaQuake Quakeworld Server: 208.132.138.99:27515

DESCRIPTION                : My second Ultimate DOOM/DOOM1 WAD edit,
                             this one an elaboration on an intriguing
                             little DM map set in a nuke bog: nice one
                             roomer with lots of slime.

Recommended for use with the SQud1.WAD for a nice little 2 level set;
more soon!!

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GAME                   : DOOM1/Ultimate DOOM
                         [full retail/registered version required]
MAP                    : E1M2
SINGLE PLAYER          : yes
COOPERATIVE ENGAGEMENT : enabled
DEATHMATCH             : certainly
DIFFICULTY SETTINGS    : never!!
NEW TEXTURES           : none
NEW SOUNDS             : none
NEW DEMO               : no
KNOWN BUGS             : the MIDVINE textures lag play a little

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EDITOR USED: WADenizer 2.0, HellMaker 1.2
BASE: DETHWALK.WAD by "bradley_hoza"
MODIFICATION DURATION: couple of days

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NOTES: I liked this map's original layout but thought that the author
really did not "push" himself in finishing it .... so here you go.
What I did was to change the wall and flat textures to suggest a more
"naturalistic" sewer overspill bog-like setting, added my beloved
MIDVINEs, created a couple of little annex rooms with keyed doors, made
sure that all of the weapons were present and accounted for, added
powerups and health packs, and totally changed the monster population
to be, well, a bit more colorful than the original choices. Still a 
pathetic 1-roomer that any knucklehead who's played some DOOM can clear
in under 10 minutes, but it fits with my approval. Killer deathmatch
potential too. Funny; every time I tried to change the lighting it
would crash DOOM so I have left it as is .... plays just fine, though
the MIDVINEs sure slow your frame rates down when you walk through
them. But that's DOOM for ya - ENJOY!!

OH YEAH - this is the first game level by me EVER to feature a remotely
controlled door .... whoohee!! [no no, your applause is not really
necessary ... well OK]

THANX TO: "bradley_hoza" for his original work, everybody at MQI for
encouraging my continual obsession with DOOM, Dogstar for hooking me on
MARATHON [what a great game!!], the guys at cdrom.com for posting my
work, and idSoftware for being idSoftware [need a Mac artist for
DOOM2000?? Drop me a lyne!!].

AUTHORS may use this as a base for new work provided they email me a
copy. Please do NOT place this or ANY of my game levels on hard storage
format media for profit - NO MONEY!!

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OTHER SQUONKERMAPS FOR YOUR CONSUMPTION:

squd1        [DOOM1 sp/dm/coop]

Squonk.WAD   [DOOM2 sp/dm/coop, 6 levs]
SQ2          [DOOM2 sp/dm/coop, 32 levs]
spawnsq2     [DOOM2 sp/dm/coop, 32 levs]
thePits      [Quake2 DM5 for DOOM2 sp/dm/coop ... well, sort of :-]-~
cesspool     [DOOM2 sp/dm/coop]
klendathu    [DOOM2 sp/dm/coop]
life'sA_     [Homage to DAJAN - DOOM2 sp/dm/coop]

aquaq2       [Quake1, sp/dm, 12 maps, including those below]
deadsq2      [DOOM2 Map07 for AquaQuake]
deep end     [Quake1, sp/dm]
bog          [Quake 1 sp/dm]
pond         [Quake1, sp/dm]
swamp        [Quake1 sp/dm]
marsh        [Quake1 sp/dm]
Isthmus      [slimeQuake1, dm only]
squonkertank [Quake1, dm/sp]

[all can be found at cdrom.com, my website, or by emailing me]

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Visit the AquaQuake Vault for more idFPS game levels of all
descriptions at      http://aqua.macquakeinfinity.com

-----------------------------------------------------------------------
SQ080999


=======================================================================
=======================================================================
WHAT FOLLOWS IS A PASTE-IN OF THE INFO TXT THAT CAME WITH THE MAP I
ALTERED ...
-----------------------------------------------------------------------
=======================================================================
=======================================================================

Hi - DETHWALK.ZIP is a really cool Epsiode 2 room designed for 
excellent death matches (in my humble opinion anyway :-).  I 
also found it great fun as a single player game as I tested it 
out: I just made it my goal to kill everybody and considered 
that to be a 'win'.

The difficulty settings are used.  ULTRA VIOLENCE is a real
challenge and NIGHTMARE is hopeless.  The easier settings are,
well, easier.  It is *not* necessary to use any cheat codes to
win!

DESCRIPTION:  A single room with a symmetric maze of walls that you
*really* want to stay on top of since the floor is entirely covered
with nukage and roaming demons.  Staying on the wall will take
concentration because it weaves left and right and it's NARROW!
But don't forget about your buddies and the bad guys shooting at you.
Be careful: A solid gunshot can knock you off the wall, too. Even while
on the (low) walls the pink demons can reach you for lunch, so KEEP
MOVING - you don't have the time or the ammo to kill the pink demons.
Barrels are placed to keep your attention, too.  If you do fall off the
wall you'll have to run like mad to one of the few steps that enable
you to get back on the wall.  (and Good Luck, too!)  In deathmatch, you
and your buddies will no doubt try to make it to the tiny center island
to get the BFG9000, but this is a bit difficult when everyone is trying
to do it!  I have beat the game under Ultra Violence without using the
BFG (a challenge to you doomers out there).

Replaces episode 2 map 1.  
An exit is provided for scoring your Deathmatch.

DEATH MATCH RULES (suggested): I propose that all deaths count against
the player - this level is designed so that you have to concentrate
a lot on not killing yourself, and (besides) players at 10% health 
should get penalized for committing suicide.  So a player's SCORE is
equal to kills (frags) *MINUS* self-killings (as reported in
the exit tally screen).  A player shall get a minimum number (10?) of 
frags before ending the game by pressing the exit switch.  A player 
may want some extra kills to offset self-killings before ending the 
game.  To end the game the player will have to make it to the center 
and press the (hidden) switch there - stand on the island near an edge 
and press the space bar.  This may take some practice!

SUICIDE NOTE: I just checked and doom only scores self-inflicted barrel
explosions as suicides; the number of times a player dies at the hands
of the sargents, in the jaws of demons or in the nukage is simply not
tallied. I don't like that at all - if you can trust your buddies I
suppose you could just keep track of this with a pencil as you play.
:(  If you don't track it then when you knock a guy off into the slime
you better finish him off with a gunshot!

LIMITATIONS: I couldn't make the maze too complex because doom/deu
can't handle numerous open sectors and/or oblique angles without
the bizarre 'hall of mirrors' clipping anomalies.  As designed the
room has *no* visual anomalies in the normal play areas.  (There are 
some in the outer ring of nukage but if you fall in there you'll be
too busy dieing to care.)  If you can get rid of these anomalies
please email me! (address below)  I don't think there is anything
wrong with my construction!

HELP! Does anyone know how to change this map from e2m1 to e2m9 (the
secret level)??? The exit on my level goes to the secret level, and
wouldn't it be neat if pressing the exit switch gave the score and then
restarted the deathmatch again??  My email address is below if any kind
soul can enlighten me.  This looping idea works, I just don't want to
redraw my level from scratch!

EXAMPLE COMMAND LINE: 
ipxsetup -deathmatch -episode 2 -file DETHWALK.WAD -nodes 4 -skill 4
Try "-nomonsters -skill 1" for a clean pistolfight with no BFG.
Try "-nomonsters -skill 3" to get shotguns but still no BFG.
Try "-respawn" with lower skill levels for an interesting deathmatch;
for one thing, you won't run out of shotgun shells with 'respawn'.

COMMENTS?
Please send positive and negative comments/suggestions to 
bradley_hoza@freemf.wa.com.
This is the first time I've uploaded anything so I'd be delighted to
hear from you.  Negative commentors: be nice!
If you improve the level please call it DWALKnnn.WAD and upload it to 
ocf.unt.edu.

Made with DEU 5.0 -- WHAT A PROGRAM! thankyouthankyouthankyouthankyou.

=======================================================================

ADDENDUM: I opted against calling the result of my effort DWALKnnn,
though I did attempt to upload my work to the ftp listed above but
could not log on. Sorry!!
SQ
