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* DooM2 * DoomsDay'95 One Player level by Helioth *                     
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Title                   : DoomsDay'95 One Player
Filename                : DMDAYONE.WAD
Author                  : Helioth (Francois Coppex)
Email Address           : francois.coppex@buemplizer.ch
Misc. Author Info       : Author of The Spring Ballad (TNTSPRNG.ZIP)
			  Author of The Imp Fiesta (TNTFSTA.ZIP)
			  Author of Cleaning Of All Kind (COAK.ZIP)
			  Author of DoomsDay'95 (DOOMSDAY.ZIP)
Release Date		: 28 March 1995

Description		:  This is the unshortened version of
			    DoomsDay.wad. It's not a deathmatch level but
			    a normal one player/cooperative one.
			   This level is approximately two and a half
			    times bigger than DoomsDay.wad.
			   This is a small level full of monsters. It's
			    not like my previous levels, in this one
			    you'll be submerged by monsters; you will not
			    get any break and your guns are going to
			    become overheated. You won't loose a lot of
			    time searching the monsters...
			   No BFG9000, no plasma gun

Additional Credits to   :  ID Software, Brendon J Wyber, Raphal Quinet,
			    Colin Reed.
 

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* Play Information *                                                    
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Level #                 : 1
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Yes
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : No
New Music               : Yes (Level1+Interlude)
Demos Replaced          : No


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* Construction *                                                        
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Base                    : New level from scratch
Build Time              : Approximately 15 hours
Wad. size               : 72'189 bytes 
			  (68k map + 4k music)
Editor(s) used          : DEU2 5.21, BSP 1.2x, NWT 1.2 
Known Bugs              : None
 

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* Copyright / Permissions *                                             
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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, let it
know to me by E-Mail and I'll consider it.


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* Where to get this WAD *                                               
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FTP sites: n/a
 
BBS numbers: Lycaeum: +41 41 76 29 89 (ZyXEL)
		      +41 41 76 32 89 (USR)
	     Dark Severity: +41 37 46 24 77


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* Other *                                                               
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 When building the level for DoomsDay'95, I first made one which was a
  lot too big, with bad textures, too complicated... in fact it wasn't a
  deathmatch level. Andre Christen told me that I had to cut it down a lot
  and he showed me exactely what I had to change. The final result is the
  level on which two hundred people played at DoomsDay'95.
  But I kept the old version because I thought it would be quite a good
  normal level. I did cut down so many things that it would have been a
  shame not to keep the old version.

 Here is a chart which shows the differences between normal and
  deathmatch level creating.
				      
	      One Player               Deathmatch                      
  Ĵ
  Size       No restriction.         For 4 players, 40kb (fighting   
	     With normal editors the  area) is the upper limit of a   
	      memory limit is of app.  PWAD.                           
	      170k for the map.       For 2 players, 25kb (fighting   
	                               area) is the upper limit of a   
	                               PWAD.                           
  Ĵ
  Rooms      No restriction apart:   Very little rooms, with a few   
  Structure   1)Hall of Mirror         places where the player can     
	      2)Computer MHZ           protect himself from the other  
	     In addition of the       player.                         
	      difficulty in outliving A main corridor that links all  
	      all the monsters, you    the rooms together.             
	      may add the difficulty  The structure should be         
	      in getting out of a      extremely simple so that the    
	      real maze.               players have the level map in   
	                               mind.                           
	                              Places where corridors go in    
	                               3 different ways () become   
	                               very interesting.               
  Ĵ
  Taglines   Use a lot of sector tagsUse as less as possible taglines
	      because it should give   (raising stairs, mooving things,
	      the level a lot more     brightness go to zero...)       
	      interest.                because it disturbs a lot the   
	                               players and they should only    
	                               think at where the other players
	                               are and how to trap them.       
  Ĵ
  Textures   No restriction. Your    They have to be very special,   
	      aim is to make that      specific. It helps the players  
	      the player gets totally  to learn by heart the map.      
	      lost in an unknown and   Examples: A strongly lit WHITE  
	      hostile world, so that   room / A BLUE computer room...  
	      the game gains some     Never do 2 rooms that have      
	      suspense.                ressemblant textures.           
	                              Use simple textures so that     
	                               the players are very visible    
	                               to each other.                  
  Ĵ
  Things     Do not make a BFG9000   The BFG9000 isn't to most       
	      available for killing    powerful weapon. You have to    
	      imps, demons, cacodemons redefine the weapon's power:    
	      because it becomes far   1.Plasma Gun                    
	      too easy.                2.Super Shootgun                
	     Give the player enough   3.Rocket Launcher               
	      weapons so that he does  4.Shootgun                      
	      not have to kill Barons  5.Chaingun                      
	      with his fists...        6.BFG9000                       
	                               7.Pistol                        
	                               Some minor changes are possible,
	                               it depends on the different WADS
	                              Not too many weapons/health     
	                              Never put good weapons and      
	                               health bonuses at the same       
	                               place: this place would become  
	                               impregnable.                    
	                              Do not put too many weapons at  
	                               the deathmatch starts. The      
	                               players should not stay at one  
	                               place; they should moove to     
	                               another place to find better    
	                               weapons, so that they have more 
	                               chances to run into each other. 
  Ĵ
  Brightness The average light level It should be strongly lit in    
	      should be of app.150. If nearly all parts of the level,  
	      your sectors are too     so that the players are easily  
	      strongly lit, you loose  visible to each other.          
	      a lot of suspense.                                       
  Ĵ
  Height     Try to change the       No big differences in floor     
	      ceiling and floor height height because it slows the     
	      as often as possible. It movements.                      
	      looks a lot better.                                      
  
  Conclusion Level's perspective     Player's perspective            
	      (The player has to adapt (The structure of the level has 
	      itself to the structure  to be adapted for the players.) 
	      of the level.)                                           
  

 If you do not know how to play this level, just type the following
  command line after you put DMDAYONE.WAD in your DooM2 directory:
  DooM2 -file DMDAYONE.WAD

