* The Story * (you may want to read this for maximum benefit) ...aboard the Omega space station, orbiting Alpha Centuri 5. It was a long day, and you were looking forward to just layin' low in your quarters. But just as you got settled in, the COM phone started beeping. DAMN! Now what? You hit the answer button... "Mac" Sh..! I knew I shoulda let it ring. "Yes, Sir." "We've got a situation. Apparently there's a major alien outbreak at the main Alpha 1 base. We got the tail end of a distress call indicating the whole place was overrun. Since you handled the outpost jobs so well, we're sending you in to check it out. If it is an invasion, eradicate the enemy, and if possible, locate and shut down the source. Unfortunately, the rest of your team is on another assignment, so you'll either have to go it alone or assemble another crew. Sorry about that. The pre-plan is to tele-drop you outside the main entrance and let you proceed from there. Without knowing what we're dealing with, anything further inside might plant you in the middle of, shall we say, a 'bad' situation. The caller said the invasion was coming from 'down below' and then was cut off. Scanners are picking up traces of a strange kind of energy coming from the base's maintenance corridor down in the basement level. We're speculating you may have to make your way all the way down there. You'll be fitted with the usual tracking gear. If our scanners no longer detect the strange energy, we'll assume a successful mission and send a telepod down as close as we can to your for current location for your return to base. There'll be a full briefing in an hour. I know that's not much time, but we want to get you dropped down there before dark. See you then." Now 2 hours later, as you stand in the teleporter room awaiting final departure, you wonder why you ever got into this business... ----------------------------------------------------------------------------- Title : ALPHA 1 Trilogy - consisting of: ALPHA1.WAD, OOZI.WAD, ORIGIN.WAD Author : Rob Schweiner Email Address : KPRU13B@prodigy.com - I'd love to hear what you think, suggestions for improvement, etc. Description : 3 fairly large levels for Doom II (tested on 1.666) following the style of the original Doom II levels. Some original (I hope) design concepts, but generally nothing real wierd or exotic. And, of course, lots of things to kill. You will need to be an experienced player, but CHEATING IS NOT NECESSARY! All beta testers could finish all 3 levels without cheat codes. Also, while intended to be played as a sequence, they were beta tested and successfully played individually (without the power-ups from previous levels). Needless to say it's a little more challenging that way. Additional Info : This is a re-release that includes a bug fix (reported by Blake Wilfong & friends - Houston, TX), a small but effective design change to OOZI.WAD (suggested by "Hi Rez" - Granda Hills, CA), and some tweaking of the ORIGIN.WAD (mostly the finale - I was never completely happy with the old one. This comes a little closer.) Those of you with the Alpha1 wads posted on 9/30/97 already have the Hi Rez modification. Many, many thanks to the above for their ideas and bug reports. Feedback like this is always welcome - it's all we have to go on to make better levels. While the main focus was providing plenty of action, a fair amount of time was spent on visual detailing and overall aesthetics. The hope was to create a setting that looked like an actual outpost rather than some- thing wild or exotic (alas, visplane errors squashed the intended design/look of some of the larger areas), and to add some eye candy along the way. While not primarily designed for Deathmatch play, all 4 player and Deathmatch starts are provided on each level. A shotgun is provided at each Deathmatch start but I suggest you play without monsters or you may not get very far. Beta Testers : Rob Schweiner, Bruce Kuehl, Bruce Riley, Greg Struble, Daniel Cardin Additional Credits : Ben Morris for DCK. Marc Rouseau for ZenNode .98a. Denis Moeller for NWT Pro. Bruce Kuehl for a number of design suggestions. And, as always, to id Software for starting it all! * Play Information * Doom Version : Doom II (tested on ver 1.666) Episode and Level # : E1M1, E1M2, E1M3 Single Player : YES Cooperative 2-4 Player : YES (slightly tested) Deathmatch 2-4 Player : YES (not tested) Difficulty Settings : YES (same bad guys but less health & ammo) New Sounds : No New Graphics : Yes (only a couple in ORIGIN.WAD) Demos Replaced : None Release Date : Feb 17, 1998 * Construction * Base : New levels from scratch Build Time : Beyond count (what else is new) Editors : Mostly DCK 2.2, some DCK 3.1 Known Bugs : none (this time for sure?) HOWEVER: if you make changes to these wads, there are a couple of "outdoor" sidedefs that deliberately have no textures. This was necessary to create the desired effects and may show up as an error in whatever editor you use. * Copyright / Permissions * You MAY modify these WADs. Hopefully, you'll give *some* credit to the original author along the way :) (a lot of hours went into them). You may distribute the unmodified, original wads in any electronic format (BBS, Diskette, CD, etc.) provided you include this file unmodified. * Where to get these wads * ftp.cdrom.com