=========================================================================== Update to : perdition.wad Advanced engine needed : Vanilla Doom Primary purpose : Single and cooperative play =========================================================================== Title : DOOM: Perdition Filename : perdition.wad Version : 1.21 (final) Release date : December 18, 2019 Author : Thomas 'Scorpius' Baden Email Address : [redacted] Other Files By Author : dthtown.WAD, remorse2.WAD Misc. Author Info : I've been an avid player of DOOM since 2010, first time putting actual effort into making a DOOM WAD. This is a short mapset as I'm just simply "testing the waters" of DOOM editing for a bigger project. Description : DOOM: Perdition is a spiritual successor to Thy Flesh Consumed. At the end of your last crusade to Hell, the hideous wreck of the Spiderdemon leaves behind a gateway. Passing through it, you emerge in the green fields of Earth -- only to find that everything is not as it should be ... Additional Credits to : id Software for the creation of The Ultimate DOOM. American McGee, John Anderson, John Romero, Shawn Green and Tim Willits for mapping inspiration. =========================================================================== * What is included * New levels : 9 (new episode) Sounds : No Music : Yes (see MIDI music) Graphics : Yes (ENDOOM, ENDPIC, EPI4, WILVs) Dehacked/BEX Patch : Yes (level names and text) Demos : Yes (1 Chocolate Doom recording) Other : No Other files required : None * Play Information * Game : DOOM Map # : E4M1-E4M9 Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : Designed for (see map list) Other game styles : None Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : Half a year, part-time Editor(s) used : Doom Builder 2, SLADE 3 Known Bugs : Visplane overflow in E4M5. May Not Run With... : None. Virtually runs on any port. Tested With : Chocolate Doom v3.0.0, GZDoom v3.7.2 =========================================================================== * MIDI Music * E4M1: Sign of Evil from DOOM E4M2: Deep Into the Code from DOOM E4M3: Demons on the Prey from DOOM E4M4: Goin' Down the Fast Way from Rise of the Triad E4M5: Shipwrecked from Blood E4M6: You Suck from Rise of the Triad E4M7: Sneaky Snake from Duke Nukem 3D E4M8: Retribution Dawns from PSX DOOM E4M9: Run Like Smeg from Rise of the Triad =========================================================================== * Installation / Compatibility * Perdition is designed to be vanilla compatible, therefore it should run on virtually any port. Selecting DOOM.WAD as the IWAD is a necessity. You can run the WAD by either simply loading the file onto a source port executable or by alternatively typing into the command line: "boom -iwad doom.wad -file perdition.wad" Most advanced source ports support internal DEHACKED lumps, so you don't require any steps before running the game. Engines that supports DEHACKED without internal support need the -deh parameter to load the patch. =========================================================================== * Map List * * indicates built-in DM map E4M1: Harbinger E4M2: Against All Odds * E4M3: Purgatorium E4M4: Dawnbreaker E4M5: Vertigo E4M6: Excalibur * E4M7: Flesh and Metal E4M8: At the Heart of It All E4M9: Twisted Steel * * Map Info * ********* | E4M1 | ********* Level name : Harbinger Build time : Under a week Known bugs : No bugs known Inspiration : E4M1 of DOOM Authors comments : Kicking things off with this gruelling yet small map that opens the doors to the whole project, which suddenly dug itself out of its grave. In the vein of Hell Beneath, it's a small, punishing marble complex with channels of toxic blood. I wanted to achieve a semi-open layout with multiple paths and routes and this is how I'd imagine it. The results turned out to be very pleasing! ********* | E4M2 | ********* Level name : Against All Odds Build time : Over a week Known bugs : Visplane overflow in DM Inspiration : MAP08 of MM, MAP12 of MM2, E3M6 of DOOM (DM) Authors comments : Fun, short level, and one of those giant underground cavern layouts with thin walkways and wooden structures over lava. I had good fun with this one. It's quite tough, but not too overly done I think. There's some good firefights and many snipers to hinder your progress. Reminded me of The Waterway and The Living End, only much smaller. DM part took three hours to complete, modelled loosely after Mt. Erebus. ********* | E4M3 | ********* Level name : Purgatorium Build time : Over a week Known bugs : No bugs known Inspiration : MAP23 of AV, BLACKTWR Authors comments : Wow. An enormous and gorgeous demonic castle, it was quite the experience to work on. I intended the castle to be much larger, but I kinda accidentally stopped myself from doing so. Besides, I didn't want to mess up the layout. Making a large, detailed castle with the limitations of vanilla Doom (i.e. avoiding VPOs and HOMs) is a pretty damn hard task to accomplish. It was very time-consuming, with many sketches, blueprints and drafts, to get this right. This map ended up quite better than I expected. Oh and one last thing, the map corrupted, so I had to remake the map for the 5th. *sigh* V1.21: I think this slowly transformed into a new favourite. Meanwhile, I decided to include a special, secret easter egg that I added as a little joke, can you find it? :) ********* | E4M4 | ********* Level name : Dawnbreaker Build time : A single week Known bugs : No bugs known Inspiration : MAP15 of DOOM2 Authors comments : One of the maps I became addicted on. It is a rework of a level I made a while ago. It's a large map revolving around the navel structure set in a bloody landscape. There's plenty of buildings, all supporting a hectic gameplay style. I am satisfied with the visuals and the difficulty. Variety in the architecture was important to tell apart the buildings and lower confusion, especially for those areas previously visited. It's simple, but it gets the job done. ********* | E4M5 | ********* Level name : Vertigo Build time : Two weeks Known bugs : Visplane overflow Inspiration : E5M5 of SIGIL Authors comments : I really cherish how this map came to life. From the very beginning, I knew the design of this map would resemble an enormous cavity that has manifested in a dark cavern. I love the large structures in an infinite abyss theme, and I think this map pulls it off rather nicely. I started with the start point and the Blue Key tower, when a quality idea hit me - three cyberdemons as the "guardians" (or for a very quick game of cat and mouse). Brilliant! I immediately began work on the Red Key and outside areas. The Yellow Key section went through many variations until I settled on a maze. Finally, I put together the final exit, which looks much better than the original. I love how this map ended up. Very satisfied! ********* | E4M6 | ********* Level name : Excalibur Build time : Under a week Known bugs : No bugs known Inspiration : MAP12 of DOOM64, MAP15 of REQ (DM) Authors comments : Originally an experimental map, it's a little something different. I started with the outlines and the walkways. No problem. I moved on to the east and west buildings, and I quickly sketched out the south building. Let it be known that no other changes was necessary, not even detailing. Thank christ. The idea of the pentagram when walked upon evelates a switch beyond suddenly. The Yellow caves was redrawn from an older E4M2. The DM map is an old creation I built on New Year's Eve 2018. According to the text file, it was supposedly influenced by "You Don't Know" by Psalm Trees (I listen to a great deal of lo-fi hip hop). ********* | E4M7 | ********* Level name : Flesh and Metal Build time : Under a month Known bugs : No bugs known Inspiration : MAP11 of AV, MAP08 of MM, E4M6 of DOOM Authors comments : An enormous, gorgeous level composed of a marble stronghold, in the style of Against Thee Wickedly & Nemesis, built upon a pretty fun underground expanse, that reminds me of And the Dead Shall Rise. It's very cool and beautiful, but insanely difficult. Virtually every portion of the map is deadly, with lots of snipers to pick you off in the caverns and plenty of nasties including three Cyberdemons! I begun with the Red Key area and its surroundings, and expanded it to the ends of the universe. This plan kinda crashed because the map suddenly became too big. Unfortunately, I had to remove a lot of the map. The Blue Key section was a last minute change to fix several bugs and design flaws, and the Yellow Key was moved from the starting canyon to the far side of the periphery. This map remains striking to me, not just for its unbridled sense of scale and grandeur, but for the poignant air of melancholy that fills the vast chambers, sombre halls and monstrous chasms. Thank you Lee Jackson! Lastly, I was very worried how could it end up, I was expecting many visplanes, HOMs and so on. But the final result looked rather nice, no major problems at all. Very satisfied with that. This is my best level by this time. Merry Christmas, ya filthy animals! ********* | E4M8 | ********* Level name : At the Heart of It All Build time : Couple of hours Known bugs : No bugs known Inspiration : E3M8 of DTWID, MAP54 of PSX Author's comments : The final map of Perdition, where the opening to Hell is guarded by the ultimate evil that brought forth eternal damnation (i.e. the spiderdemon). It's quite challenging with a few twists and surprises of my own. This level will hopefully give you a remarkable showdown. It's full of tension and dread ... and it's awesome. ********* | E4M9 | ********* Level name : Twisted Steel Build time : A single week Known bugs : No bugs known Inspiration : E4M9 of DOOM, ATTACK, E1M1 of DOOM (DM) Authors comments : A very early creation of mine, and one of the few maps I ended up redoing completely. It takes place in a refuelling and storage base for starships. As always, you have to play quickly or you'll be in deep shit rather fast. Overall, the gameplay turned out great and I'm satisfied with the visuals. If it wasn't obvious already, this was originally a map I created in the style of Knee-Deep in the Dead. And before I get complaints, it's supposed to be really hard, with the shiny reward of the BFG9000 early and a soulsphere. Just be aware and cautious of the hitscanners, not too hard, ey? The DM part was an old map for DOOM2. I just retextured it, added detail & light effects, added multiple paths, etc. =========================================================================== * Author Information * Designer : Scorpius Also known as : Thomas Baden Thanks/Greetings : I would like to thank all of those who helped by providing feedback and criticism. You have just made my dream come true, one of which I am proud of! My compliments to Adolf Vojta, Orin Flaharty, & Jens Nielsen, who keeps amazing me with their maps. Most of which are from over a decade ago! Mental. They truly inspired me to create DOOM maps. :3 Comments : I am very proud and super happy with this product. Thank you for waiting so patiently while I worked hard to create the best maps I could. The initial goal was to make these maps as authentic to the original Thy Flesh Consumed levels without losing its core identity as an infamous episode, particularly the inclusion of the inconsistent difficulty curve. Most of the maps are designed in the style of classic megawads, such as Memento Mori, to revitalize the feel and look of the levels, as well as a reminder of the "good old days." It is designed to be much more difficult than Ultimate DOOM, especially on Ultra-Violence. The project started mid Spring, during my first year of college. I was so caught up with the assignments and exams I was given, that I thought to try something relatively new, making DOOM maps! This was pretty therapeutic for me, to work my artistic skills into something I am very passionate about. At the beginning I was quite unfamiliar with the episode. Easy enough, just played the living shit out of it. I actually know every secret and monster spawns like the back of my hand. Overall, I really enjoyed creating Perdition. It was great experience, though my tendency to leave maps unfinished and nasty habit of designing areas that were too similar to other levels (and sometimes downright copy them), really irritated me. By the time Winter rolled in, I decided to incorporate some Deathmatch levels. I imported two of my older maps, refurbished them for Ultimate DOOM, and I quickly designed a third map. I personally think they together really add to the experience. Anyhow, I rambled on for way too long. Thank you for reading and hey, thanks for downloading and playing DOOM: Perdition! <3 =========================================================================== * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text 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. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors