============================================================================= Title :Way Out and Still Doomed (all 9 missions) Author :Jonathan K. L. Wood Email Address :(I couldn't tell you for the life of me) Misc. Author Info :postal mailing adress: 360 River Bend Riverside, AL 35135 phone (205) 338-6839 Description :These are all the missions in an all-new Episode 1, called "Way Out and Still Doomed"-- the mission titles, respectively, are: M1: "Foreward Hold" (f-hold.wad) M2: "Toxin Base" (t-base.wad) M3: "Power Plant" (p-plant.wad) M9: "THE ARMORY" (armory.wad) M4: "Operations" (ops.wad) M5: "Way Station" (station.wad) M6: "Demonic Divide" (divide.wad) M7: "Ritual Dens" (r-dens.wad) M8: "The Palace" (palace.wad) The Storyline for the episode is given below. Additional Credits to :First and Foremost, the creators of DOOM, id Software's 3D-madmen, to all of whom go the credit for allowing us DOOMERS the pleasure of frying demonic butt. Credit also to the creators of DEU, which was the only program used to create these new DOOM adventures. I must also give my special thanks to Bob Burruss, who was kind enough to help me out of a zip-jam, thus enabling me to do anything with all the zipped files I had downloaded from Software Creations' BBS--Thanks again, Bob! ============================================================================= * Play Information * Episode and Level # :"Foreward Hold" (f-hold.wad) =E1M1 "Toxin Base" (t-base.wad) =E1M2 "Power Plant" (p-plant.wad) =E1M3 "THE ARMORY" (armory.wad) =E1M9 "Operations" (ops.wad) =E1M4 "Way Station" (station.wad) =E1M5 "Demonic Divide" (divide.wad) =E1M6 "Ritual Dens" (r-dens.wad) =E1M7 "The Palace" (palace.wad) =E1M8 Single Player :Yes Cooperative 2-4 Player :Yes Deathmatch 2-4 Player :Yes Difficulty Settings :Yes TO RUN WITH NEW DEMO :simply type "ALL-E1" at your DOOM prompt * Construction * Base :New Level Build Time :the total build time for the episode comes out to just over 120 hours or so; I think the end product is easily worth six days' work.... Editors used :DEU v5.21 ('nuff said!) Known Bugs : I must sadly relate that there are still some "INVISIBLE" wall sections on the circular maze in E!M@, the Toxin Base; these, I believe, are caused by the placement of vertices and the proximity of line definitions. I would love to expand the maze until the walls were thick enough to wipe-out this problem, but it's already vastly bigger than its original design! The only other bug I known of is on E1M5, the Way Station, in the large southern courtyard--and that's really a bother to me, because that's one of my favorite areas in the whole episode! There are simply too many 2-sided linedefs involved, and the effect is a "feedback" occuring in the sky; this I have only seen at either extreme end of the area. I believe they rest are all cleared-up, although some of the former humans in The Palace have some of the best hearing I've ever encountered. That level, by the way, is not completed, but I have pushed my puny 386SX33 to the max trying to get anything else into it, and what you have now seems to be the extent of it. Perhaps, when I buy a new 486--which is required to play DOOM 2--I'll be able to squeeze in the last few missing sections of the level; if you see !PALACE!.ZIP on id's BBS, that's what it is. As a trivia bit, the exit at the episode's end was not supposed to exist--the level was first designed to end when you finished killing the big baddies, but that only works on mission 8 of the second and third episodes. You can imagine my confusion when, as I first playtested the final area, I droppped the last enemy,...and nothing happened! *Copyrights / Permissions * In the spirit of shareware which id Software promoted with the first DOOM episode, let these levels be played and warped at will by those who have such urges. (Of course, in my arrogance, I think they're fine like they are, but to each his happy own.) ============================================================================== THE STORY SO FAR... First, you slugged it out on Mars' two moons, then kicked demonic but in Inferno, only to return to a demon-ridden Earth (this story is meant to take place AFTER Hell on Earth--do forgive any discrepancies that may arise once we all get to see what the much-anticipated DOOM sequel really is all about. Anyway,...) Everybody knows that you can never get rid of evil, and to prove that point, evil has made itself a new comfy little home on Io, a cozy rock that calls itself a satelite of Saturn. In the interests of survival, humanity sends out a fleet of ships, each packed with military men from the world's strongest nations; the preemptive strike, if all goes well, will keep the demonic forces away from Earth long enough to regroup for a better defensive posture. You spent the weeks of space travel giving lecture after lecture to the others, translators communicating your graphic descriptions to the various troops from other countries. Despite your battle scars and detailed info, some of the boys just didn't believe you (hadn't they seen it first hand back home?), while others did believe, and shivered. The others who had fought on Earth and lived to join the Saturn-bound fleet were few indeed, and they tried to help you snap the unbelievers back to reality, but rumors began to fly that you and the other vets were just plain nuts. Finally, the hour was at hand, and thousands of hands went to work, putting on armor, loading and readying weaponry, checking communication systems,... But disaster had followed you like a demon through a gate (oops! I know that's a sore spot.) Minutes before the first fleetship landed, the chaos broke out, apparently started by a few dozen troopers who were either already possessed (in which case they hid it all too well,) or--the more likely story--were traitors to the rest of you, traitors to goodness and life and all mankind, hoping for some "higher station" in the dark hereafter. The battles exploded everywhere before you could really get your bearing on the situation, and by then it was too late; former humans (possessed or not) had taken a few of the fleetships, and the battle now was in the stars. Like creamer gone bad, these guys screwed it all up; the fleetships were blowing up like a string of firecrackers. You desperately tried to order men out of the landing areas and onto the bridge in the hopes of keeping at least YOUR ship from being taken, but the next thing you new, you were crash landing. The next few hours were the bloodiest you'd seen in...well, not that long, really, but bloody enough. Traitors and comrades alike lay around the crash site, their blood steaming in the freezing atmosphere of Io. When the last of the gunsmoke cleared, you were alone among the bodies, Kneedeep in the Dead yet again. Attempts at contacting the other fleetships brought only static--if there was anyone left alive up there, they weren't anyone you wanted too see. Suddenly a thought struck you--"Now what?" NOW . . . The math was pretty simple: butt-kickin' time. As your rotten luck would have it, the only functional weapon you could scrounge from the wreckage was your trusty sidearm, and only fifty rounds or so hadn't been plugged into the bodies already surrounding you. Wearing a grim face and wanting one more cup of coffee before you moved on, you scanned the horizin. To the north, the shape of a small installation caught your eye. As you approached, you noticed a couple of the fleetships--undamaged in landing--parked to the west. Could it be?--was it possible that you wouldn't have to do this alone? As you stepped into the Foreward Hold, you saw your answer.... [READ THIS AFTER YOU'VE MADE IT THROUGH THE POWER PLANT] Your buddies were all either dead or converted to the demonic Way, leaving you the only guy left on your team. As you battled through the Foreward Hold and the Toxin Base, you started to pick up pieces of a puzzle that has had your head spinning for an answer: since the mighty U.A.C. did not originally have a base out here, how did they get here? And why? It was obvious why the forces of Hell had gathered here; it was easily defendable and gave them a pretty safe "foothold" in the solar system--from there, they could soon take the rest. But why was U.A.C. here? With more pressing problems to weigh on your mind, you blasted through the Power Plant and moved on, hoping you could find enough puzzle pieces along the way to figure out some means of putting an end to the demonic advance here, to stop Hell before it once again reached Earth--this time, for the last time. [READ AFTER YOU HAVE COMPLETED E1M5, DEMONIC DIVIDE] The puzzle was starting to fit together; there were simply far too many Former Humans and Sargeants around, which meant that some of them, at least, were already here. That meant that U.A.C had made some sort of arrangement with the forces of Hell! What the reasons could possibly be was beyond you, but you weren't leaving until you had finished the mission, which was a plain old-fashioned preemptive strike! Checking your weaponry and cuurent supply of bullets, shells, et cetera, you vowed to blow everything straight back to Hell on your way to the end of the line. You had just rendered Operations dysfunctional, and then had a short stop at the Way Station, where you decisively whacked a lot of guys. Now you dust off the remains of your armor as you stride into the teleporter and zap into...you don't know, actually, but you didn't come this far to get slagged now! As you materialize, you hear the breathing of old friends. [READ AFTER YOU'VE COMPLETED ALL OF E1, WAY OUT AND STILL DOOMED!] The Cyberdemon and his two slagged Spiders lay at your feet, mangled masses of metal and demonic muscle--the general and his commanders, dead. But that, from what you figured, couldn't be the last of it; you'd seen enough from these bastards to know! Somewhere, the head of it all, the one who had given the general his command, sat brooding over a minor defeat at your hands. As you step toward the exit of the Palace, you stop, noticing... amidst the pulp of the dead General lay a glowing green gem, big and mystical and just flat oozing with evil magic. You hesitate--should you pick it up and see what happens?--or just call it a day and head home?.... *** Personal Notes *** "Way Out and Still Doomed" is one of a two-episode storyline intended to take place after DOOM 2: Hell On Earth. The second episode, entitled "The Bowls of Hell", takes up where this one left off. If you liked this new episode and are interested in getting the next one, keep your eyes open for it on id's BBS, Software Creations, or you can contact me at the address given below (you can call, if you want--there is a machine). DO NOT try to contact me via the BBS or any other electronic-mail-type system; I am an idiot and do not know how to use them. I am, however, interested in your comments--negative, positive, or simply constructive--so please contact me if you have any. I hope you enjoyed "Way Out and Still DOOMED!" Jonathan "Shotgun" Wood c/o Winged Panther Creations 360 River Bend Riverside, AL 35135 (205) 338-6839 P.S.--DOOM RULES