=========================================================================== Title : CONGESTION CONTROL Date Finished : 15 October 2002 Author : Karthik Abhiram Email Address : me@karthik82.com Misc. Author Info : 20 year old Doomer from India, for more info see http://karthik82.com. There's lots of stuff over there, both Doom and non-Doom related. Description : "Congestion Control" is an action packed map for Doom II - my most detailed level till date, with a few new graphics as well. Also it's the first level I'm releasing at my new site, Karthik82.com (heh). Plus, it has a huge text file (this one) which makes good reading (atleast I hope so), and some goodies! And since this file is big, if you don't have the patience to read all of it, this is what you need to know... doom2 -file cct.wad Yes, that's all. Story : Yes there is one!! Read it below, it's good and amusing. More a "scenario" than an actual story, but it's better than the one I wrote for my earlier "The Other Side of Phobos" level! Other WADs by Author : In descending order... osp.wad (Ultimate Doom, 12 Mar 2002) ophase2.wad (Doom II, 1 Jan 2002) ophase.wad (Doom II, 3 Oct 2001) cpunch.wad (Ultimate Doom, 15 Apr 2001) ick.wad (Ultimate Doom, 31 Mar 2001) Additional Credits to : * My brother Varun for playtesting and useful feedback, and also for making three textures for this level. They look great and are very professional, but that's not surprising since he's always had a talent for graphics. * Tobias Münch and Pablo Dictter - for Doch and pictures of Doch! * Seriously now, Tobias' map "Hot Blood" was an inspiration to me for making all the "red" areas of this level. Pablo's secret level for his "Subversion" episode was also inspired by the same map. * To everyone who has given me feedback on my levels, and feedback on the screenshots I posted on this one! * To all the people who made demos for my earlier levels. * The authors of all tools used to make this level. * The 9th Gate Team for being the great friends that they are! * id Software of course. * You for downloading/playing the level! =========================================================================== * Type of DOOM or DOOM II file * New level WAD : Yes * Play Information * Episode and Level # : Doom II, MAP01 Single Player : Yes Cooperative 2-4 Player : 4 Player Starts included, but not tested. Deathmatch 2-4 Player : 8 Deathmatch Starts included. The level is not intended for deathmatch, but I did test it out with Skulltag. It's fun, you can play it too. Difficulty Settings : Of course (see below) New Sounds : No New Music : Yes (see below) New Graphics : Yes (see below) Demos Replaced : None (demos welcome!) * Construction * Base : New level from scratch Build Time : I built this thing between June and October 2002, whenever I had the time. Editor(s) used : DoomCAD 6.1 by Matt Tagliaferri - Editing ZenNode 1.1.0 by Marc Rousseau - Node Building BSP 5.0 by Colin Phipps - Node Building Wintex 4.3 by Olivier Montanuy - Putting the WAD file together (map and some of the resources) XWE by Csabo - Inserting the new graphics and cleaning up the final WAD Paint Shop Pro 6.0 by Jasc Software - making the new graphics Known Bugs : None May Not Run With... : A faulty computer, or a computer without Doom II (I believe Damian Lee made this same joke in his "Realm of the Green Soul" WAD's text file...)! Jokes apart, this map is perfectly compatible with ordinary doom2.exe v1.9 and does not require any enhanced port to run (see below). * Copyright / Permissions * Authors MAY NOT use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. * Where to get this WAD * The usual: ftp://3darchives.in-span.net/pub/idgames/ and mirrors FTP sites: Other: My site, http://karthik82.com =========================================================================== OK, now for the section you have all been waiting for (or not)... * Additional Information * Gameplay Info : Skill settings are implemented as you'd expect, skill levels 1 and 2 being easy (fewer monsters and easier to handle). Skill 3 is designed for normal play. And skill 4 is hard. Harder than my previous levels, designed for experienced Doomers. Graphics Info : This level includes the following graphics additions... * New titlepic, made by me. * New intermission background, made by me. * End level title (the "Congestion Control" that appears in the intermission screen), by me. * The red sky from "Final Doom: TNT - Evilution". * Two brick wall textures from "Final Doom: The Plutonia Experiment". BRBRICK and BRICK1 are the patch names. * REDWALL1 and PLANET1 textures imported from Doom I. * Four new textures made by me. The patches for three of these are named KTEX1, KTEX2 and EREBUS3. These were all made from my drawings. The other one is called HITCH because it has something to do with "The Hitch Hiker's Guide to the Galaxy" (heh). You will see the first three textures in secret areas and the last one in the final area. * Three new textures made by my brother Varun (http://varun87.tripod.com). These are the yellow and red light textures, and finally the great new UAC Door texture (used for the all the doors in the level that require a key to open). Music : There are three music replacements in this WAD. * Title Music : "Role Model" by Eminem (I don't remember where I got the MIDI from). * Level Music : "Popcorn Dance Mix" by Davie M. Karlsson (that's what it says in the MIDI file). If you have ever played the 1983 game "Digger" you would have taken note of the great music in it... well, that song is called "Popcorn". And this is a dance version of it. I got this MIDI file from my friend Pavan, he had downloaded some Tetris game and he gave me the MIDI files that were there in that game. This was one of them. By the way if you have ever (or never) played "Digger", you should get the "remastered" version from http://www.digger.org. * Intermission : "MMMenu" by Lee Jackson, from the soundtrack of "Rise of the Triad". I don't remember where I got the MIDI file from. Compatibility Info : As with all my other levels, "Congestion Control" is completely compatible with doom2.exe. It does not require any enhanced port to run, inspite of it having a pretty nice standard of detail. I try to keep all my levels compatible with the original game, so that everyone will be able to play it. I used two different nodebuilders while making this level, first BSP, and later ZenNode. The nodes that finally ended up in this WAD were built with ZenNode. The level itself was tested with doom2.exe v1.9, Doom95, ZDoom v1.22, ZDoom v1.23beta33, Skulltag (The Special Hissy Edition), Doom Legacy v1.40, Boom v2.02. For fun, I even put together my doom2.wad along with the shareware doom.exe v1.666 and played it with that! Additional Cool Stuff : My previous level, "The Other Side of Phobos" had a "super secret" room - it was the 1337 room (uh, not that the room was 1337, but it had a big glowing 1337 on the floor). There is something like that in this level as well, although I think it is not as hard to find. If you want to know what it is, scroll down and see. (Don't do that if you don't want the "surprise" spoiled though). Also included in this ZIP package are my drawing of you, the Doom marine, and a plan of the map itself, before I started building it. Story: 13 HOURS AGO: You were working at the UAC's research center, unaware of the trouble that was to follow. You were in charge of maintaining all the facility's computer networks (no trivial job, seeing as how these networks had to communicate over interplanetary distances). But today was no ordinary day. 3 HOURS AGO: The entire base was evacuated and everyone made preparations for the big experiment - well, atleast, you assumed it was something big because you didn't have a clue as to what it was. Those geeky scientists didn't talk much, and when they did you usually couldn't understand a word they were saying. Quantum Physics wasn't your area of expertise. 7 MINUTES AGO: You saw a huge beam of light encapsulate the entire facility. You were a safe distance away, fortunately, but your friends weren't lucky. Come to think of it, you really still don't know what happened to them. Or the facility itself. It seems a sort of spatial and temporal distortion had taken place - your base had literally "fused" with some sort of hellish place from... wherever. And there were so many demons infesting the place! You'd dealt with network congestion before, but never demonic congestion!! You could hear noises all around you - demons waiting to materialise into this reality! NOW: You suddenly materialise inside the base and you find yourself near an almost-closed door near the radioactive waste management system's main disposal pipe. Atleast that structure still remained - everything else seems to have changed after the distortion. You don't have anywhere else to go, and nothing important to do - so you figure you may as well resolve the situation here. Atleast it would be something productive - for the past few days things had been very boring - changing all the UAC Website port numbers to 1337 for a brief period of time was the most amusing thing you'd done. Inside, you suddenly recall something that you downloaded just yesterday (from a website on Earth) - a video clip. (You had also got some pictures of that monkey, Doch.) What you had seen in it applied perfectly to this situation... "HOW ARE YOU GENTLEMEN!! ALL YOUR BASE ARE BELONG TO US. YOU ARE ON THE WAY TO DESTRUCTION. (WHAT YOU SAY!!) YOU HAVE NO CHANCE TO SURVIVE MAKE YOUR TIME. HA HA HA HA!" Well, you now decide you'll tackle the demonic congestion situation the same way you would deal with a network congestion problem. Congestion leads to congestion. Therefore you have to control it at the source. The best way to do that is to eliminate congestion at each stage, "choking" it repeatedly until you got to the cause - and then you would destroy it once and for all! So what are you waiting for? Go 2 It! * What's the Secret Area? * Well, the secret area is "supposed" to be an Art Gallery. But since you needed me to explain that to you I don't suppose it's a very inventive thing, but anyway I couldn't think of anything else! ===========================================================================