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 DooM2 * DoomsDay level by Helioth (Francois Coppex) and Andre Christen 
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 	     * Official Original DoomsDay'95 DooM2 Level *  		 
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Title                   : DoomsDay'95
Filename                : DOOMSDAY.WAD
Author                  : Helioth (Francois Coppex)
			  Andre Christen (World of Games / 031 941 37 47)
Email Address           : francois.coppex@buemplizer.ch
Misc. Author Info       : Helioth:
			  Author of The Spring Ballad (TNTSPRNG.ZIP)
			  Author of The Imp Fiesta (TNTFSTA.ZIP)
			  Author of Cleaning Of All Kind (COAK.ZIP)

Description             :  Official original DoomsDay'95 DooM2 level.
			   This is a DEATHMATCH level ONLY!
			   This is a small level without monsters. It
			    was designed for the DooM2 Swiss Championship
			    that was held in Bern the 19th March 1995.
			   The WADfile is really huge because we had to
			    avoid restarting DooM.exe everytime a player
			    exits the first level. That's why the 6 first
			    levels were replaced, as well as for the
			    music.
			   The design of the level was studied for 4
			    player deathmatches only.
			   There are some secret rooms.

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

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* Play Information *                                                    
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Level #                 : 1,2,3,4,5,6
Single Player           : No
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : Yes
Difficulty Settings     : No
New Sounds              : No
New Graphics            : No
New Music               : Yes (Taken from DooM2 level 18)
Demos Replaced          : No


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* Construction *                                                        
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Base                    : New level from scratch
Build Time              : Approximately 20 hours
Wad. size               : 717'756 bytes 
			  (445k map + 273k 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, just
let it know to me by E-Mail.


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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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 This time two people were needed for building this level.
  Andre Christen did all the creative work: he designed the map on paper
  including brightness, textures, deathmatch starts, things...
  Then I translated the map onto computer using DEU2, adding some
  restrictions following from my knowledges of DooM level editing.
  It wasn't a piece of cake... We discovered, when testing it, that I had
  made a level that was at least two times too big for a thrilling play.
  So I kept the large version for releasing it as a normal one player/
  cooperative PWAD, and I scaled down very much (two and a half times)
  the deathmatch version.

 I had already build 3 normal huge levels before I started this one. I
  thought it wouldn't be very different from what I already did, excepted
  that it had to be a bit smaller...
  I was really very wrong, there are lots of big differences in deathmatch
  level editing. I'll try to make a synthesis of what I learned:
				      
	      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 of 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.)                                           
  

 As I said before, I had to shorten the level. The unshortened version
  of DOOMSDAY.WAD will be released very soon. It won't be a deathmatch
  level, but a classical one player/cooperative level full of ugly and
  starving monsters.

 This is my first level for DooM2, as well as my first deathmatch level.

 If you do not know how to play this level, just type this command line
  after you put DOOMSDAY.WAD in your DooM2 directory:
  DooM2 -file DOOMSDAY.WAD
  (Don't ask me for network or modem play...)

