
ͻ
 * DooM * Cleaning Of All Kind (C.O.A.K.) level by Helioth *            
ͼ

Title                   : Cleaning Of All Kind
Filename                : COAK.WAD
Author                  : Helioth
Email Address           : francois.coppex@buemplizer.ch
Misc. Author Info       : Author of The Imp Fiesta (TNTFSTA.ZIP)
                          Author of The Spring Ballad (TNTSPRNG.ZIP)

Description             :  This mornig your boss was in a bad mood:
			    the coffee vending machine is out of order.
			    That's the reason why you find yourself at
			    the entrance of the C.R.R.G.E. (Center for
			    Research on Regressive Genetical Experiments).
			    Bad luck.
                            This building was abandonned and closed some
			    years ago because of an experiment that has
			    gone wrong.
			    All that we know is that this building is full
			    of 'half-intelligent' and bellicous genetical
			    monsters.
			    Woah, and your boss has sent you in there with
			    a little ridiculous gun...
			    'Try not to waste the ammunitions!', he said
			    before you entered.
			    Ha! A bullet in his head! That's all what your
			    boss should earn...
			    
			    But if you want to shoot one in his head,
			    you'll have to come alive out of this
			    building: your lovely boss did solder the door
			    behind you...
			    Through the door you just heared an ugly voice
			    screaming 'Good luck!', immediately follewed
			    by the 'PoP!' of a champagne cork...

			   In order to finish the level, you don't need 
			    to discover any secret room, just go where
			    you haven't been.
			   Lots of secret rooms
			   Ultra-Violence can be very difficult. It
			    depends on the good will of the Cyberdemon.
			    In the same room are eight meatballs
                            (Cacodemons), and if the Cyberdemon doesn't
			    kill any of them, I wish you good luck if you
			    really hope to survive...
			   I included a demo of myself finishing the
			    level on Ultra-Violence. Perhaps the demo
			    won't work on some DooM.exe because the demo
			    was recorded using DooM.exe V1.6 Beta...
			   The level is a bit slow on Ultra-Violence.
			    On the other difficulty levels it's quite 
                            fine.
			   No BFG9000

Additional Credits to   :  Icare for play testing.
			   ID Software, Brendon J Wyber, Raphal Quinet,
			    Colin Reed, Matthew Ayres.
 

ͻ
* Play Information *                                                    
ͼ

Episode and Level #     : E1M1
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Yes
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : Yes (Titlepic+Sky1 from DooM2)
New Music               : Yes (E1M1+E1M3+E2M4+Interlude+Introa)
Demos Replaced          : Yes


ͻ
* Construction *                                                        
ͼ

Base                    : New level from scratch
Build Time              : Approximately 50 hours
Wad. size               : 454'319 bytes 
			  (174k map+56k music+121k demo+103k graphics)
Editor(s) used          : DEU 5.21, DEU 5.20 32bit, BSP 1.1X, WADED 1.23,
			  WADED 1.37, DEU2 5.21
Known Bugs              : None
 

ͻ
* Copyright / Permissions *                                             
ͼ

You may distribute this WAD, provided you include this file, with no
modifications.

You may not use this level as a base to build additional levels unless a
special agreement exists with its author.

You may not use this file in any commercial purpose unless a special
agreement exists with its author.

If you need one of the copyright points to be modified or removed, just
let it know to me by E-Mail.


ͻ
* Where to get this WAD *                                               
ͼ

FTP sites: n/a
 
BBS numbers: Lycaeum: +41 41 76 29 89
	     Dark Severity: +41 37 46 24 77


ͻ
* Other *                                                               
ͼ

 This is my last level for DooM, next ones will be for DooM2!

 This level was first supposed to be named 'The Heart Attack'. That's
  the reason why there is the little play on words (that has at first
  sight no link with the description of the level) in the File_id.diz

 If you do not know how to play this level, just type this command line
  after you put COAK.WAD in your DooM directory:
  DooM -file COAK.WAD

 Here are some little easy tricks for all the non-experts in DooM level
  making. These tricks should help you a bit not to make too dull 
  levels.

	 Everytime you have different sectors in a same room, try to
	  change their ceiling (and floor) height. It's better to avoid
	  the big rooms that are at the same elevation.
	 Try to make shadows. For example if there is a lamp, make a
	  sector with a higher light level that shows the way the light 
	  goes.
	 Use a lot of sector tags, mooving ceilings, mooving floors, 
	  lifts, crushing ceilings, raising floors & stairs... It should
	  give the level a lot more interest.
	 The average light level should be approximately 150, if your
	  sectors are too strongly lit, you loose a lot of suspense when
	  playing.
	 If possible, make big rooms. It's always nicer when you have a
	  large sight while playing. Perhaps it slows down a bit the
	  animation but I think it's worth loosing a bit of the speed for
	  a better design.
	 Put more sky (F_SKY1) in your ceilings. Looks a lot better.
	 If possible do not make huge levels (like mine...or another
          example is Wanton.WAD...) because the animation becomes too slow
          and it's very unpleasant to play such a big level until you have
          a Pentium 90Mhz...
	 About the textures: try to alternate the texture theme. Do not
	  take always the same type like Marble or Gray for the whole
	  level.
   
  All what I explained here was used in ID's levels. They are very well
  built and I never found PWADS that were as good as ID's levels, apart
  some exceptions like Acheron.WAD or Cortyr_b.WAD...

 I always had problems with the node builders, so I tried to find the
  best ones. Here's a little Node Builder chart based on the time
  they need to build the 'Cleaning Of All Kind' level on my DX2 50Mhz.

  Ŀ
   NAME                        TIME  QUALITY                   SIZE 
  Ĵ
   DEU 5.20 32 Bit ............ 0:52   A lot of Hom Bugs ........ 176k 
   BSP 1.1x ................... 1:44   Floor Height Bug (Blocked) 182k      
   DEU 5.21 ....................3:35   A lot of HOM Bugs ........ 176k 
   WADED 1.37 ................. 4:15   OK ....................... 174k 
   BSP 1.0 .................... 6:45   Floor Height Bug (Blocked) 178k 
   THE REAL THING V2.60B ...... UNABLE TO BUILD: NOT ENOUGH MEMORY     
   DOOMCAD NODEBUILDER V0.9 ... UNABLE TO BUILD: NOT ENOUGH MEMORY     
   DEU 5.10 Hack .............. UNABLE TO BUILD: NOT ENOUGH MEMORY     
  

 The second chart is based on ID's E1M5 level (89k). This because my
  level is too big (175k) for some node builders and therefore it wasn't
  possible to compare them with the others programs.

  Ŀ
   NAME                        TIME  QUALITY                  SIZE 
  Ĵ
   DEU 5.20 32 Bit ............ 0:14   OK ........................ 89k 
   BSP 1.1x ................... 0:27   OK ........................ 91k      
   BSP 1.0 .................... 0:42   OK ........................ 90k 
   THE REAL THING V2.60B ...... 0:44   OK ........................ 90k 
   DOOMCAD NODEBUILDER V0.9 ... 0:50   OK ........................ 87k 
   DEU 5.21 ....................0:54   OK ........................ 90k 
   DEU 5.10 Hack .............. 1:19   Texture-linedef Bug ...... 100k 
   WADED 1.37 ................. 2:16   OK ........................ 89k 
  

  I did not test the following node builders because I did not find them
  anywhere: Verda Node Builder - DMapedit V3.0 - BSP 1.2x
