============================================================================== Title : The Gate Filename : THEGATE.WAD Authors : "Die Sieben Maechtigen" [7M]: Philipp HAAG ( der RUSSE ) Mark Rossi ( CosmoCop ) both from Germany Email Addresses : Philipp.Haag@t-online.de Mark.Rossi@t-online.de Misc. Author Info : Two hardened doomers since the time of shareware version 1.2. It came the moment, this great game wasn't hard enough; so we started playing every PWAD we could reach for. But...not challenging enough. On the search for a good leveleditor we found that masterpiece of work made by Matt Tangliaferri: DoomCad 4.3. ... So, look out for more pwad's of us. Another 7M Wad will be out soon. Again a CoOp wad, now for DooM][. Description : THIS WAD IS FOR DooM This wad has been created only for CoOp-playing with at least 3 players, but feel free to try it otherwise. This PWAD was designed with the original DooMstory in mind: As calm is around you, you decide to get away. But what's this...your troopships engine won't do so. After two hours of sudorific troubleshooting it is clear: the only way to get out is get trough. And you remember: You heard some of your bodies talking of a big gate they've seen in there. Some scientists thought this to be a dimensional gate. Your decision is clear: you have to get to and through it and show the bad guys that none has the ability to fear you. As you fight your way you notice heavy combat-noise out of the two rooms in front of you... After a short time of intently waiting two fellows of you appear... ' Now, your chances will surely be better '; you thought and one of the guys pressed the button beneath you... ...What the hell...no, not this.............. ....oh NOHHHHHHHHHHHHHHHHHHHH!!!............. Additional Credits to : the great guys of ID; MARK: my fellows (especially Hendrik [ the best testplayer ever...he stumbles into every trap my sick mind emerged and the dogged fraghunter I know ...stuffed his rocket- launcher into my ass and pulled the trigger...he's sooo sick..] and P.H. who always showed me the frontier a doomer can reach) ;MATT T. who created this great DoomCad P.H.: Mark of course, who was never satisfied with any sector I made; to Hendrik, who fills our deathmatch levels with his blood, giving us the opportunity to increase our knowledge of ways a doomer can die in deathmatch-mode. A special credit to our history/politics-teacher who always managed it to bring us in the right mood to create the hardest levels you can guess. ============================================================================== * Play Information * Episode and Level # : E2M1 (Episode one has a much better SKY-texture, but we thought of ID as we took E2) Single Player : Yes, but only for harddoomers (this level has been designed for three very ambitioned doomers knowing how to use their weapons AND their feet) Cooperative 2-4 Player : Yessss!!!! Deathmatch 2-4 Player : Aehhhh....it's a bit to big, isn't it? Difficulty Settings : Not really, only the preset aggressiveness-changes New Sounds : Yes, in the last minute I found the original version of DMAUD (we tried it before and so P.H.'s DooM-file died: greetings to the author of DoomIt [grumble]) New Graphics : No, (not, after this experience...) New Music : Oh yes, of course. Bela Bartok. The right mood... Demos Replaced : Yes, the first one; multiplayer (only with P.H. and me) change between the player views with F12 don't watch that before you think it can't be played alone ---------------------------------- * W A R N I N G !!! Read: known bugs * ---------------------------------- ============================================================================== * Construction * 423 Sectors / 1611 Vertices / 2094 LineDefs / 2974 SideDefs / 816 Things Base : New level from scratch. Based on an outline designed meanwhile several boooooring hours in school (history and stuff) Construction time : About three weeks (it took much time to remove/fix the bugs grew out of the size! [especially the "SeeThroughWall"-effect] ) I think a PWAD created in 6 hours and less, definitly does not/is not able to challenge me...or is simply sloppy! Editor(s) used : DoomCad 4.3 and its nodebuilder (until we reached 200kB). Sorry Matt, but we had to use BSP 1.2x now, which did the same job for us a little better. (Also the time DoomCad needed for changing the mode, got longer and longer the bigger the level grew). And DMAUD 1.1 REJECT 1.0.0 Known Bugs : None, indeed. (as I said it before...three weeks) ** But do not -I say it again- do not try to ** ** make a savegame if you only own less than ** ** 8megs of RAM, this would -sometimes - ** ** cause DooM to hang on. ** ** Even with 8megs, don't be scattered... ** Due to its size this "bug" was unevitable, sorry dudes, just regard it positively: It makes DooM a bit more realistic (if one of your budies lost his head, he has to begin the level again, and he should try to make it through a little faster 'cause the remaining ones WILL have problems - always remember: this level has been designed for at least THREE ADVANCED PLAYERS) One real bug: I was reported that this level is more easier to play in single player mode than in CoOp. Playtester Hendrik "Analog" Rossi found that out. The reason is that we forgot to declare most of the ammo as "multiplayer-only". So when you think this level is to easy, play it in 4 player CoOp... Some hints : To activate the dimensional gates (you know them when you see them) search for a terminal in their nearer environment ( and push that wall) ============================================================================== * Copyyright / Permissions * You MAY distribute this WAD, provided you include these files: * thegate.wad * thegate.txt * thegate.lmp , with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include these files intact. Please do not change anything in this PWAD!!!! And don't use it as basis of an own PWAD. It's a piece of us!! Contact us for critics and interest via my e-mail But always have in mind: that was our first co-production; that you find it in here today, is only because a good friend, Ian Cunnings, said he would upload it for us. Later projects contain cool features: texture alignement in perfection, dummy sectors and real difficulty modes AND amazing archiTexture. So watch out...