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  1. _ _ _ _
  2. /\ \ /\ \ /\ \ /\ \
  3. / \ \ / \ \ / \ \ / \ \
  4. / /\ \ \ / /\ \ \ / /\ \ \ / /\ \ \
  5. / / /\ \_\ / / /\ \_\ / / /\ \ \ / / /\ \_\
  6. / / /_/ / // / /_/ / / / / / \ \_\ / / /_/ / /
  7. / / /__\/ // / /__\/ / / / / \/_/ / / /__\/ /
  8. / / /_____// / /_____/ / / / / / /_____/
  9. / / / / / /\ \ \ / / /________ / / /
  10. / / / / / / \ \ \/ / /_________\/ / /
  11. \/_/ \/_/ \_\/\/____________/\/_/
  12.  
  13. *******************************************
  14. *PLUTONIA***REVISITED***COMMUNITY**PROJECT*
  15. *******************************************
  16.  
  17.  
  18. --------------
  19. C O N T E N T:
  20. --------------
  21.  
  22. 1. INTRODUCTION 4. LEVEL INFORMATION
  23.  
  24. 1.1 Compatibility 4.1 Map List
  25. 1.2 Resources 4.2 Map Info
  26. 1.3 MIDI Music
  27. 5. BUGS
  28.  
  29. 2. STORY
  30. 6. AUTHOR INFORMATION
  31.  
  32. 3. INSTALLATION 6.1 Contributors
  33. 6.2 Credits/Thanks
  34.  
  35. ----------------
  36. [1] INTRODUCTION
  37. ----------------
  38.  
  39. [1.1 Compatibility]
  40.  
  41. Plutonia Revisited is designed to be vanilla compatible so it should run
  42. virtually, if not, on every port. Plutonia.wad is a definite prerequisite.
  43.  
  44. [1.2 Resources]
  45.  
  46. - Additional textures and graphics were made by Thomas van der Velden
  47.  
  48.  
  49. [1.3 Midi Music]
  50.  
  51. ** You may use these Midi tracks provided that you give credit to the
  52. composer and the project**
  53.  
  54. All other music are from other sources
  55. (Check map info for more details)
  56.  
  57. ---------
  58. [2] STORY
  59. ---------
  60.  
  61. After destroying the weird looking face in the end of your last crusade against hell, you sit back and
  62. relax, gloating over all the steaming carcasses you've produced. You did not know, however, that this
  63. was just a gambit, a distraction. The demonic forces have posessed the ethereal architects of reality
  64. and bent them to further warp your world for the past six months.
  65.  
  66. You, unaware of this, suddenly see a portal opening. Thinking it was an exit that would inevitably lead
  67. you home, you jump into it without hesitation. Suddenly, you end up in some kind of cyber-reality, and
  68. you feel a strong deja vu. Is hell just recycling ideas nowadays?
  69.  
  70. Unfortunately, the gatekeeper decided to move on from his usual thirst for universal domination
  71. and settled for a personal vendetta against you. Why? Well, you've kicked its arse several times so
  72. there's no question that it'd like to see you gone. Gatekeeper bound his reality weaving lackeys to
  73. create your own personalized hell. You grind your teeth as a result of aggravation that you cannot shake,
  74. like a splinter in one of the small crevices within your body. You can only hope that killing yet another
  75. flat bastard at the end of this road will mean freedom. But hey, what can you do? The last several times
  76. has let you down, so what are the chances it will happen again? You think to yourself,
  77. "This time it's personal."
  78.  
  79.  
  80. ----------------
  81. [3] INSTALLATION
  82. ----------------
  83.  
  84. Simply either drag drop prcp.wad onto a source port executable (i.e. Zdoom or Prboom).
  85. Alternatively you can type into the command line:
  86.  
  87. " chocolate-doom -iwad plutonia.wad -file prcp.wad "
  88.  
  89. If you aren't using chocolate-doom, replace chocolate-doom with the name of your source port of choice.
  90.  
  91. *Copied from Plutonia2 txt info* Engines without internal DEHACKED support that
  92. DO support DeHackEd (such as Chocolate Doom or the old PrBoom v2.02) need the
  93. -deh parameter to load the DeHackEd patch.
  94.  
  95. Engines that do not support DeHackEd (including Doom95, that is included
  96. in various releases of Final DOOM) can also run the add-on, but without any
  97. new music or in-game story texts.
  98.  
  99.  
  100. ---------------------
  101. [4] LEVEL INFORMATION
  102. ---------------------
  103. [4.1 Map List]
  104.  
  105. MAP01: Stonewall
  106. MAP02: Temple of Cetza
  107. MAP03: Escape from Ghost Town
  108. MAP04: Emerald Pools
  109. MAP05: That Flooded Place
  110. MAP06: Stony Halls
  111. MAP07: Caughtisle
  112. MAP08: Rules of Death
  113. MAP09: Ruined Kingdom
  114. MAP10: Bloodbath
  115. MAP11: Will you be my NME?
  116.  
  117. MAP12: Velocity
  118. MAP13: Slaughter Zone
  119. MAP14: Undertaker
  120. MAP15: Helix
  121. MAP16: Gambit
  122. MAP17: The Unholy Crypt
  123. MAP18: Phantom Silence
  124. MAP19: Venom
  125. MAP20: Sinister Daybreak
  126.  
  127. MAP21: Asmodeus' Circle
  128. MAP22: Suicide Mission
  129. MAP23: Necrogenesis
  130. MAP24: Terra Incognita
  131. MAP25: Wicked Garden
  132. MAP26: Poison Ivy III
  133. MAP27: Planned Overload
  134. MAP28: Dance with the Devil
  135. MAP29: Atlatl
  136. MAP30: In the Eye of the Beholder
  137.  
  138. MAP31: Cyberdemon Vertigo
  139. MAP32: Have @ It
  140.  
  141.  
  142.  
  143. [4.2 Map Info]
  144.  
  145. -=-=-=--=-=|Map01|=-=-=--=-=-
  146. Level name : Stonewall
  147. Author(s) : Joshy
  148. Build time : A week on and off
  149. editor(s) used : Doombuilder 2
  150.  
  151.  
  152. Music track : Original Project midi by PRIMEVAL.
  153. Bugs : None
  154. Inspiration : First map of plutonia1/2.
  155. Authors comments : This was pretty much the first time I attempted to
  156. map in strictly vanilla only. The results turned out
  157. to be very pleasing! I wanted to achieve a similar
  158. non-linear layout like in Congo and this was how I'd
  159. imagine the first map to be.
  160.  
  161. -=-=-=--=-=|Map02|=-=-=--=-=-
  162. Level name : Temple of Cetza
  163. Author(s) : Paul Corfiatis (pcorf)
  164. Build time : 1 Week
  165. editor(s) used : DoomBuilder 1.68
  166.  
  167.  
  168. Music track : MAP08 from Doom 2
  169. Bugs : None
  170. Inspiration :
  171. Authors comments : MAP03 for the Plutonia Revisited Community
  172. Project. Medium difficulty. Save often or you
  173. will be slaughtered.
  174.  
  175. -=-=-=--=-=|Map03|=-=-=--=-=-
  176. Level name : Escape from the Ghost Town
  177. Author(s) : UltimateLorenzo
  178. Build time : Two months
  179. editor(s) used : Doom Builder
  180. Music track : E1M9
  181. Bugs : None. Mail us if any
  182. Inspiration : The original Plutonia map 05.
  183. Authors comments : The original "Ghost Town" is a very fun map, full of action and enemies.
  184. I was especially inspired by the music, my favourite DooM track. I hope
  185. my map has the same feeling of the original.
  186.  
  187. -=-=-=--=-=|Map04|=-=-=--=-=-
  188. Level name : Emerald Pools
  189. Author(s) : C30N9 and Joshy
  190. Build time : 5 days
  191. editor(s) used : Doombuilder 2, XWE
  192.  
  193.  
  194. Music track : Demons on the Prey (different version than the game's)
  195. Bugs : None
  196. Inspiration : MAP16: The Omen from original Plutonia
  197. Authors comments : With inspiration from The Omen's layout, Emerald Pools
  198. is named for having several nukage pools. Sometimes
  199. it is very hard. Expect some real traps!
  200.  
  201. -=-=-=--=-=|Map05|=-=-=--=-=-
  202. Level name : That Flooded Place
  203. Author(s) : Keeper of Jericho
  204. Build time :
  205. editor(s) used :
  206.  
  207.  
  208. Music track :
  209. Bugs :
  210. Inspiration :
  211. Authors comments :
  212.  
  213. -=-=-=--=-=|Map06|=-=-=--=-=-
  214. Level name : Stony Halls
  215. Author(s) : Matt Tropiano
  216. Build time : A week or two (back and forth in testing).
  217. editor(s) used : Doom Builder 2, Slumped, MIDI2MUS
  218.  
  219.  
  220. Music track : Custom track by PRIMEVAL
  221. Bugs : None that I can find.
  222. Inspiration : Inspired heavily from the early maps in Plutonia. Non-linear, viney, and stony.
  223. Authors comments : ...
  224.  
  225. -=-=-=--=-=|Map07|=-=-=--=-=-
  226. Level name : Caughtisle
  227. Author(s) : Joshy
  228. Build time : Two days
  229. editor(s) used : Doombuilder2
  230.  
  231.  
  232. Music track : Original Project Music by PRIMEVAL
  233. Bugs : Some HOMs.
  234. Inspiration : Plutonia1/2's map07 and Speed of Doom Map07 too.
  235. Authors comments : Was trying to think of a way to change the gameplay a bit rather than
  236. merely mancubuses and arachnatrons, so I put two cybers that needs to
  237. be killed before the player can move on. Pretty cool, hey? Was aiming
  238. to have a similar outdoor kind of theme with moats and whatnot like
  239. the original caughtyard map but in the end, I was getting bored with
  240. it. Made it an island instead. It was easier to do and not to mention,
  241. looks pretty nice too! All worked out well in the end.
  242.  
  243. -=-=-=--=-=|Map08|=-=-=--=-=-
  244. Level name : Rules of Death
  245. Author(s) : FranckFRAG
  246. Build time :
  247. editor(s) used :
  248.  
  249.  
  250. Music track :
  251. Bugs :
  252. Inspiration :
  253. Authors comments :
  254.  
  255. -=-=-=--=-=|Map09|=-=-=--=-=-
  256. Level : Map 9
  257. Level name : Ruined Kingdom
  258. Author(s) : Tatsurd-cacocaco
  259. Build time : 1 Month
  260. editor(s) used : Doom Builder 2
  261. Music : "Crypt" from Hexen
  262. Bugs : Some HOMs under vanilla doom
  263.  
  264. Inspiration : Plutonia Map08 "Realm", Plutonia Map02 "Well of Souls"
  265. Authors comments : This is my second map for the project. I made this map as a remake
  266. of original Plutonia map 08. Also, I made the area outside the
  267. castle and the area after blue key's door while considering original
  268. Plutonia map 02. Judging from the tendency of Plutonia's maps, my
  269. first map (Map 16) is a little longer. Therefore, I aimed to make the
  270. same scale as original Plutonia map 08. However, I added many elements
  271. from Plutonia too much, so this map is a little longer after all.
  272. I was really annoyed at VPOs and spent many hours to fix them in the
  273. huge area after blue key's door. The main cause was that I couldn't
  274. delete some details by compromise easily. In the end, I was overcome
  275. by VPOs and deleted something. However, I really like this part.
  276.  
  277. -=-=-=--=-=|Map10|=-=-=--=-=-
  278. Level name : Bloodbath
  279. Author(s) : JC
  280. Build time : One week
  281. editor(s) used : Doom Builder v1.68.0.385
  282.  
  283.  
  284. Music track : Custom Track by PRIMEVAL
  285. Bugs : several HOMs in the first hall and outdoor arena in the end
  286. Inspiration : Plutonia Map 4, 6 and 14
  287. Authors comments : This is my first contribution in a megawad. Making a vanilla compatible wad
  288. is not easy; always check if there are not too many details so that there won't
  289. be HOMs =)
  290. The map is quite difficult for the first episode so I hope you will reach the end =p
  291.  
  292. -=-=-=--=-=|Map11|=-=-=--=-=-
  293. Level name : Will you be my NME?
  294. Author(s) : Darkwave0000
  295. Build time :
  296. editor(s) used :
  297.  
  298.  
  299. Music track :
  300. Bugs :
  301. Inspiration :
  302. Authors comments :
  303.  
  304. -=-=-=--=-=|Map12|=-=-=--=-=-
  305. Level name : Velocity
  306. Author(s) : K!r4
  307. Build time : 4 or 5 evenings, I'm not sure...
  308. editor(s) used : Doom Builder 2
  309.  
  310.  
  311. Music track : "Facing the Spider" from Doom
  312. Bugs : Where? Thanks to hawkwind BTW.
  313. Inspiration : Plutonia map 12, Plutonia 2 map 15
  314. Authors comments : Well, I didn't make a map since 2 years before this one. Fortunately
  315. Belial and dew gave me some awesome feedback that reminded me how to
  316. make a solid gameplay, as well as new elements to think about for my
  317. next projects.
  318. Basically it's a remake of Plutonia map 12 called "Speed", early versions
  319. were more like my map 15 for Plutonia 2 though. Howewer it has evolved
  320. into an acrobatic and brutal map just as "Speed" was instead of being
  321. a quick "run and gun".
  322.  
  323. -=-=-=--=-=|Map13|=-=-=--=-=-
  324. Level name : Slaughter Zone
  325. Author(s) : Paul Corfiatis (pcorf)
  326. Build time : A few days
  327. editor(s) used : DoomBuilder 1.68
  328.  
  329.  
  330. Music track : E3M1 from Doom 1
  331. Bugs :
  332. Inspiration :
  333. Authors comments : MAP19 for the Plutonia Revisited Community
  334. Project. Fairly hard in difficulty. Save often or you
  335. will be slaughtered.
  336.  
  337. -=-=-=--=-=|Map14|=-=-=--=-=-
  338. Level name : Undertaker
  339. Author(s) : James "Phobus" Cresswell
  340. Build time : A few days spread over a month
  341. editor(s) used : Doom Builder 1.67
  342.  
  343.  
  344. Music track : Original MIDI track by stewboy
  345. Bugs : None Known
  346. Inspiration : None
  347. Authors comments : This map formed around an idea for a trap (at the start)... which then had
  348. to be toned down twice before it was possible to survive. The rest of the map
  349. was designed to be compact and violent - with the dark areas being the safest.
  350.  
  351. -=-=-=--=-=|Map15|=-=-=--=-=-
  352. Level name : Enigma Helix
  353. Author(s) : Xaser Acheron
  354. Build time : Four doggamn months. I'm fast.
  355. editor(s) used : Doom Builder 2, chocorenderlimits.exe, SLumpEd
  356.  
  357.  
  358. Music track : "Dread", a custom track I wrote for something unrelated.
  359. Bugs : Savegame buffer overrun. Noclipping around is likely to result in a VPO or two.
  360. Inspiration : Map18 (Neurosphere) and various Plutonia bits.
  361. Author's comments : Large-ish map revolving around a massive spiraling structure set in a rugged bloody
  362. landscape. Plenty of buildings and interconnected areas, all of which sport a hectic
  363. gameplay style. The centerpiece and namesake of this map is shrouded in mystery (hence
  364. the name), but is thought to have been designed by a demonically posessed architect to
  365. be some sort of demonic shrine. Its corrupt influence has not only attracted demon
  366. presence but also decayed the landscape surrounding it, a fact the numerous dead trees
  367. and rivers of bloody water are likely to reflect. Rumors exist that the shrine houses a
  368. hidden portal to an unknown dimension, but one would have to be a fool to believe such a
  369. myth (if it weren't for the slot this map happens to hold, of course). The author also
  370. muses that this might just be the realization of the SHiTWADS Spiral Tower remake he's
  371. always wanted to do.
  372.  
  373. -=-=-=--=-=|Map16|=-=-=--=-=-
  374. Level name : Gambit
  375. Author(s) : Matt Tropiano
  376. Build time : A week or so.
  377. Editor(s) used : Doom Builder 2, Slumped, MIDI2MUS
  378. Music track : Custom track by PRIMEVAL.
  379. Bugs : None, as far as I and the other testers know.
  380. Inspiration : Patience is its own reward, and players shouldn't be
  381. so hasty to run into battles that they cannot hope to
  382. win. My goal for this was to create different types of
  383. obstacles that would prevent their progress other than
  384. a missing key or elusive switch - in this case, it was
  385. firepower. In this map, the player will have to find
  386. better weaponry, wait out monster infighting, and run
  387. from seemingly unstoppable hordes in order to gain
  388. advantages in battle.
  389.  
  390. -=-=-=--=-=|Map17|=-=-=--=-=-
  391. Level name : The Unholy Crypt
  392. Author(s) : evocalvin
  393. Build time : about 2 months (including testing)
  394. editor(s) used : Doombuilder 2
  395.  
  396.  
  397. Music track : 'Donna to the Rescue' (E3M2)
  398. Bugs : maybe some texture misalignment,slight HOMs in red key room.
  399. Inspiration : Plutonia Map 13
  400. Authors comments : This was the remake of the plutiona map13.
  401. More details and bigger,
  402. It's also slightly harder than original map 13.
  403. I hope you like my map. Have fun !!! :)
  404.  
  405. -=-=-=--=-=|Map18|=-=-=--=-=-
  406. Level name : Phantom Silence
  407. Author(s) : evocalvin
  408. Build time : about 1 month (including testing)
  409. editor(s) used : Doombuilder 2
  410.  
  411.  
  412. Music track : Plutonia 2 map11 "Become the Hunted" by James Paddock
  413. Bugs : Various texture misalignment, slight HOMs on somewhere
  414. Inspiration : sunder map5,plutonia map 3&11, Death-Destiny's map
  415. Authors comments : A map combines wiht the cliff / lava and mini arch-vile maze.
  416. some nasty traps await you
  417.  
  418. -=-=-=--=-=|Map19|=-=-=--=-=-
  419. Level name : Venom
  420. Author(s) : Mattias Johansson (Waverider)
  421. Build time : About a month
  422. editor(s) used : Doombuilder 2
  423.  
  424.  
  425. Music track : Original MIDI track by stewboy
  426. Bugs : It's not possible to save the game under vanilla/chocolate, the map is too big for that.
  427. In all other ways, the map is fully vanilla and chocolate compatible, and will function perfectly.
  428.  
  429. Some texture alignment flaws on a couple of STONE6 textures. Also a few minor slime trails.
  430. Inspiration : Plutonia 1 Map12, 19, 24 and 27. Doom 1 E2M5 & E3M7. HR1 Map16 & 24. AV Map10.
  431. Authors comments : A tech base / cave complex that's partly covered in blood.
  432.  
  433. -=-=-=--=-=|Map20|=-=-=--=-=-
  434. Level name : Sinister Daybreak
  435. Author(s) : Tatsurd-cacocaco
  436. Build time : 10 Days
  437. editor(s) used : Doom Builder 2
  438. Music track : "Ballad of the Demons" by PRIMEVAL
  439. Bugs : Small HOMs under vanilla doom
  440.  
  441. Inspiration : Plutonia Map15 "The Twilight", Plutonia Map04 "Caged"
  442. Authors comments : I made this map as a remake of original Plutonia map 15.
  443. Especially, I was inspired by the start room which is adjacent
  444. to the exit room, the T-junction against the red sky, and areas
  445. filled by chaingunners. At first, I made a long and flat passage
  446. to the T-junction, so you could see T-junction in the near the
  447. start area, but this idea was hindered by terrible HOMs under
  448. vanilla doom. As a result, I added two doors and stairs among
  449. the passage. Also, I decided to add some elements of original
  450. Plutonia map 04 which is a little similar to Plutonia map 15.
  451. The elements were mainly used in yellow key part, and I made
  452. a trap in the blue key part from the yellow key room in original
  453. map 04. You obtain the blue key and the yellow key and you push
  454. some switches in an area is accessible by these keys. After that,
  455. a large area appears in the front of the T-junction like original
  456. map 15. What do you encounter in the area? Play it yourself!
  457.  
  458. PRIMEVAL, he did a remix of "Waltz of the Demons" for this map.
  459. Really thanks for the cool music!
  460.  
  461. -=-=-=--=-=|Map21|=-=-=--=-=-
  462. Level name : Asmodeus' Circle
  463. Author(s) : Keeper of Jericho/Belial
  464. Build time :
  465. editor(s) used :
  466.  
  467.  
  468. Bugs :
  469. Inspiration :
  470. Authors comments :
  471.  
  472. -=-=-=--=-=|Map22|=-=-=--=-=-
  473. Level name : Suicide Mission
  474. Author(s) : Michael Jan Krizik (Valkiriforce)
  475. Build time : 4 days, a little bit each day.
  476. editor(s) used : Doom Builder
  477.  
  478.  
  479. Music track : Mission Possible by PRIMEVAL
  480. Bugs : None that I know of.
  481. Inspiration : Impossible Mission (hence title reference)
  482. Authors comments : I'm actually surprised at my effort on this map. I've never really had
  483. to stay within the limits of chocolate doom before but I managed well
  484. within the limits. I thank God for all the wonderful ideas that came
  485. to me right away as I got started. :) Originally the starting area
  486. looked a lot like the end area but I changed it around due to chocolate
  487. doom's limitation of visplanes; but I'm glad I changed it now cause both
  488. areas feel original in their own way now.
  489.  
  490.  
  491. -=-=-=--=-=|Map23|=-=-=--=-=-
  492. Level name : Necrogenesis
  493. Author : William Huber
  494. Build time : ~4 days
  495. Editor used : Doom Builder 1.68
  496.  
  497.  
  498. Music track : "Deep into the Code" by Bobby Prince,
  499. from the original Doom
  500. Bugs : Small HOMs here and there maybe, hopefully all the sources of
  501. VPOs have been nailed
  502. Inspiration : Plutonia map 27, Death-Destiny's "Satan's Angel",
  503. Necromantic Thirst map 24
  504. The blue key area is a tribute to Plutonia map 06.
  505. Author's comments : Felt like doing a map for Plutonia Revisited. The cool
  506. new status bar and menus were crying for green-themed
  507. maps, so I tried this grey-green combo.
  508.  
  509. My first doom2.exe-compatible map. Probably the last one
  510. also, unless I make something for Whoo's TNT 2, don't know
  511. yet.
  512. There's one cool thing about making vanilla maps : at
  513. least you don't spend hours on detailing. But otherwise
  514. I'm not a big fan of working under such limitations,
  515. resource and engine-wise.
  516.  
  517. The overall design was much more open during the beta
  518. stages, but sadly I had to create and enlarge those rocky
  519. pillars in order to avoid massive VPOs and HOMs.
  520.  
  521. "Necrogenesis" is actually a nod to both Plutonia map
  522. 14 and to my own map 24 in Necromantic Thirst, which also
  523. features a large greenish cavern filled with venom.
  524.  
  525. -=-=-=--=-=|Map24|=-=-=--=-=-
  526. Level name : Terra Incognita
  527. Author(s) : 4mer
  528. Build time : 4 weeks on and off
  529. editor(s) used : Doom Builder 2, chocorenderlimits.exe
  530.  
  531.  
  532. Music track : "In the Dark"
  533. Bugs : A few homs hopefully not noticeable.
  534. Inspiration : Plutonia Map24, Map27. Memento Mori Map 24. Hell Revealed Map 24.
  535. Authors comments : Thanks to the testers whose suggestions helped improve the map and spice it up a bit.
  536.  
  537.  
  538. -=-=-=--=-=|Map25|=-=-=--=-=-
  539. Level name : Wicked Garden
  540. Author(s) : Xaser Acheron
  541. Build time :
  542. editor(s) used :
  543.  
  544.  
  545. Music track :
  546. Bugs :
  547. Inspiration :
  548. Authors comments :
  549.  
  550. -=-=-=--=-=|Map26|=-=-=--=-=-
  551. Level name : Poison Ivy III
  552. Author(s) : Joshy and Belial
  553. Build time : Hours
  554. editor(s) used : Doombuilder 2
  555.  
  556.  
  557. Music track : Original Project midi by Stewboy
  558. Bugs : None, hopefully.
  559. Inspiration : All the poison themed maps in Plutonia and Tombstone.
  560. Also Speed of Doom's Map23 and Claustrophobia's Map27 (the
  561. previous maps of the poison ivy series.)
  562. Authors comments : In case you are still wondering why I called it Poison Ivy again.
  563. Well, I think it sounds cool and is great for levels that are fast
  564. paced and loaded with poisonous gameplay and poison/plants/viney themed
  565. levels; my favourite kind of levels. :-) Be prepared to expect another
  566. poison ivy map to come up in the near future. ;-)
  567.  
  568. This map was kinda a pain to map as my mapping methods are not
  569. so vanilla-doom friendly with VPOs coming in at various areas. Many
  570. thanks to Belial for fixing those issues up and adding a little bit
  571. of his touch to the map.
  572.  
  573. -=-=-=--=-=|Map27|=-=-=--=-=-
  574. Level name : Planned Overload
  575. Author(s) : ArmouredBlood
  576. Build time :
  577. editor(s) used :
  578.  
  579.  
  580. Music track : Original Project midi by Stewboy
  581. Bugs :
  582. Inspiration :
  583. Authors comments :
  584.  
  585. -=-=-=--=-=|Map28|=-=-=--=-=-
  586. Level name : Dance with the Devil
  587. Author(s) : Matt Tropiano
  588. Build time : A couple of weeks, off and on.
  589. Editor(s) used : Doom Builder 2
  590.  
  591.  
  592. Music track : Doom E2M1
  593. Bugs : None that I can find. I tried REALLY hard to keep the mancubi
  594. and cyberdemon in the lava pit area from triggering the revenant
  595. lifts. I think I got it right, this time.
  596. Inspiration : Always wanted to make a map in which cyberdemons were the main
  597. focus but you couldn't outright kill them yet. I think I succeeded.
  598. Authors comments : Monster infighting is the key to drawing cyberdemon fire away
  599. from the player, especially in the south and western areas.
  600.  
  601. -=-=-=--=-=|Map29|=-=-=--=-=-
  602. Level name : Atlatl
  603. Author(s) : Mechadon
  604. Build time : I'd guess about 12 hours in total spread across about two weeks for
  605. the bulk. The final version was submitted a couple of months after
  606. it was started.
  607. editor(s) used : Doom Builder, SLADE3, XWE
  608.  
  609.  
  610. Music track : "They're Going to Get You" by Robert Prince (Doom E2M4)
  611. Bugs : None that I know of aside from any VPOs I may have missed.
  612. Inspiration : While there isn't one particular map that inspried me, I thought about
  613. my many playthroughs of Plutonia years ago while working on the map. I
  614. also listend to a lot of Aidan Baker and Tim Hecker while working on the map.
  615. Authors comments : I enjoy playing non-linear maps, so from the get-go that's what I set out to
  616. make. While I have played through Plutonia many times, I wasn't exactly
  617. familiar with that style of maps it's made up of. All I could go on was what
  618. I remembered from playing it. I think I nailed the look and feel of a
  619. Plutonia map pretty good. The difficulty is up there as well and it all comes
  620. to a hectic conclusion at the end of the map. Seeing as it's in the MAP29 slot,
  621. I hope the difficulty is appropriate enough for the second to last map. My aim
  622. was to have that same feeling of playing through the original Plutonia but with
  623. flow that's more akin to my own style than that of the Iwad. I hope you guys enjoy
  624. playing it! And I would like to thank dew for his excellent advice on gameplay as well.
  625.  
  626. -=-=-=--=-=|Map30|=-=-=--=-=-
  627. Level name : In the Eye of the Beholder
  628. Author(s) : Thomas van der Velden
  629. Build time :
  630. editor(s) used : Doombuilder, XWE, GIMP2
  631.  
  632.  
  633. Music track :
  634. Bugs : none known
  635. Inspiration : Doom2, Plutonia(2)
  636. Authors comments : Special thanks to the testers for their useful input.
  637.  
  638. -=-=-=--=-=|Map31|=-=-=--=-=-
  639. Level name : Cyberdemon Vertigo
  640. Author(s) : Whoo
  641. Build time :
  642. editor(s) used :
  643.  
  644.  
  645. Music track :
  646. Bugs :
  647. Inspiration :
  648. Authors comments :
  649.  
  650. -=-=-=--=-=|Map32|=-=-=--=-=-
  651. Level name : Have @ It
  652. Author : William Huber
  653. Build time : ~40 hours
  654. Editor used : Doom Builder 1.68
  655.  
  656.  
  657. Music track : "I Already Know About id" by John S. Weekley ( Primeval ),
  658. inspired by the SNES version of "Nobody
  659. Told Me About id" by Bobby Prince
  660.  
  661. This midi was created on request by me.
  662. Thanks a lot to Primeval for making it :)
  663. Bugs : HOMs may appear in the two open courtyards.
  664. Hopefully there's no source of VPO.
  665. There might be some minor texture misalignments in
  666. the caves, though.
  667. Inspiration : Doom II map 01, TNT Evilution map 01,
  668. 2high2care ( a DM map made by Lucas "Nero" Birtles
  669. from the ZDaemon community ), Plutonia map 32,
  670. Hell Revealed II map 32
  671. Author's comments : Plutonia's "Go 2 It" was the first slaughtermap I played.
  672. At that time, when Hell Revealed didn't exist and
  673. when I was still playing with a keyboard, Go 2 It
  674. was an impressive monster of a map to me.
  675. "For expert marines only", heh.
  676.  
  677. Thus, I think it's an honor to be given a chance to
  678. create a Go 2 It sequel. Nobody had claimed the 32th
  679. slot of Plutonia Revisited so far, so it was
  680. a good opportunity for me to seize.
  681.  
  682. Hopefully Have @ It will be as hard now as Go 2 It was back
  683. in the day.
  684.  
  685. Fun facts : the map was called "Go 4 It As Well" before
  686. I was given new suggestions by the Doomworld community.
  687. The map was then supposed to be called "Go 8 It", but
  688. in the end Xaser convinced me to use Primeval's suggestion,
  689. "Have @ It".
  690.  
  691. The map's layout went under major changes after I
  692. realized VPOs couldn't be avoided. There was supposed to
  693. be some huge cave behind the lowered Mancubi wall, and
  694. quite a big fight there with an army of Hell Knights and
  695. some Cyberdemons popping-up behind them if you went too far.
  696. I had to remove this part.
  697. Moreover, at first I only planned to mix parts from
  698. Doom II map 01 and TNT map 01, but when the map was
  699. halfway-done, K!r4 ( co-author of "Go 4 It" ) told me it
  700. would be nice to have pieces of E1M1 in there, so that
  701. every Go 2 It sequel could somehow add elements from
  702. new maps while keeping references to maps already included
  703. in previous iterations.
  704. I liked his idea and redrew the ending part to
  705. include a section from E1M1. Thanks K!r4 ;)
  706.  
  707. Anyway, enough with words, now Go Play It !
  708.  
  709. --------
  710. [5] BUGS
  711. --------
  712.  
  713. There are inevitable HOMs and possibly VPO's we might've overlooked. VPO can occur with noclip running
  714. on chocolate-doom.
  715.  
  716. Otherwise, we hope it's clean as a whistle! :-)
  717.  
  718.  
  719. --------
  720. [6] CONTRIBUTOR INFORMATION
  721. --------
  722.  
  723. [6.1 Contributors]
  724.  
  725. Contributor : Josh Sealy
  726. Also known as : Joshy
  727. Email address : joshzfield2001 AT hotmail.com
  728. Webpage : n/a
  729. Other files by me : gzthgs.wad, ndcp2.wad (map13,27,32, helped finish map15's layout)
  730. 1024clau.wad (map13,28, helped with map26), ihic.wad,
  731. sodfinal.wad (speed of doom), cc4.wad (3 maps)
  732. Personal thanks : The Doomworld community for the excellent support, enthusiasm and whatnot, you guys rock!
  733. The testers for doing an awesome job and ensuring the project is heading on the right
  734. track.
  735. Dew for being such a cool guy with his wise advices, support and inspiration and, blah,
  736. simply put, he's just a 'cool guy who is just cool and doesn't afraid of anything.'
  737.  
  738.  
  739. Contributor : Matt Tropiano
  740. Email address : mtropiano@gmail.com
  741. Misc. Author Info : Longtime mapper, infrequent releaser.
  742. Other files by me : Go to the idGames Archive (www.doomworld.com/idgames),
  743. search "whole textfile" for "Tropiano". Enjoy.
  744. Personal thanks : Josh Sealy for the Project Coordination and giving me
  745. an excuse for going back to Vanilla Doom,
  746. Pascal v.d. Heiden for Doom Builder,
  747. PRIMEVAL for custom music,
  748. Belial, Dew, Hawkwind, Snakes, TendaMonsta, and
  749. MegaDoomer for their testing and input. Lots of your
  750. insight will go into making my future maps better!
  751.  
  752.  
  753. Contributor : James Cresswell
  754. Also Known As : Phobus
  755. Email Address : james@mpcressy.com
  756. Webpage : www.phobus.servegame.com
  757. Other Files By Me : on /idgames: -Scourge (ph_scrge.zip)
  758. -White Light (ph_wl.zip)
  759. -Warpzone (ph_wz.zip)
  760. -Scars of the Wounded Prey (ph_quik1.zip)
  761. -Too Much Brown Texture Pack demo room (2mbrown.zip)
  762. -zctcmaps MAP05 (zctc.zip)
  763. -Twisted Joke (ph_dac.zip)
  764. -Community Chest 3 MAP18 (cchest3.zip)
  765. -Justice - Infernal Mechanics (ph_quik3.zip)
  766. -ZPack - Random Maps for ZDoom E1M2, E2M1, E2M0 (zpack.zip)
  767. -Coils of the Twisted Tale (ph_quik2.zip)
  768. -Ten Community Project MAP05, MAP16 (TCP.zip)
  769. -Virus Episode 1 "Shareware Demo Release" (ph_virus.zip)
  770. -Tiny Pack 1 - "Tiny Chances of Survival" (ph_tp1.zip)
  771. -Claws of the Enraged Beast (ph_quik4.zip)
  772. -The Mouth of Death (ph_mod.zip)
  773. -Phobus' Fragments of DAC2009 (ph_dac2.zip)
  774. -White Light: 2010 Edition (ph_wlx.zip)
  775. Personal Thanks : The Doom Community, for keeping going so long!
  776.  
  777.  
  778. Contributor : Charles-Aurélien 'Charly' Goulois
  779. Also known as : K!r4, Kusanageek, Mangeurdenfants, 0rw3ll and thousands of other nicknames.
  780. Email address : kusanageek@gmail.com
  781. Webpage : http:kusanageek.com and http://blogs.wefrag.com/Mangeurdenfants/ (both in French)
  782. Other files by me : Plutonia 2 maps 07, 15 and 32 ; Spira (WIP) ; Arcane Doom map 19 (WIP)
  783. Personal thanks : Joshy, Belial, dew, Snakes and hawkwind for their nice feedback
  784.  
  785.  
  786. Author : Mattias Johansson (Waverider)
  787. Email Address : waverider@bredband.net
  788. Other Files by me : Some hard disk warmers maybe ;)
  789. Misc. Author Info : A hardcore Doom enthusiast :)
  790. Personal thanks : Everyone who created the game, ports, editors and of course
  791. everyone involved in this project. Special thanks to
  792. the testers of my levels: dew, hawkwind and Belial for
  793. feedback and quality suggestions, and to PRIMEVAL for making
  794. the atmospheric and scary midi song.
  795.  
  796.  
  797. Contributor : UltimateLorenzo
  798. Also known as : Toranaga, Lorenzo
  799. Email address : ultimatelorenzo@gmail.com
  800. Webpage : www.ultimatelorenzo.it.gg
  801. Other files by me : DooM 2 Episode Patch (d2ep.zip)
  802. DooM Castle (dcastle.zip) (with Ismaele)
  803. Death Is Just The Beginning (djb10.zip)
  804. Italian DooM Deathmatch (itdoomdm.zip) (with Ismaele)
  805. Enterprise NX-01 (nx01.zip)
  806. The Prometheus Experiment (promex.zip) <== Play it! It's my best DooM wad!
  807. 3 levels for the Italian DooM Megawad (itdoom1.zip)
  808. Final Heretic Chapter One: The Docks (fhc1.zip) (for Heretic)
  809. Assimilation Demo (assi_d.zip)
  810. Paradice (prdc.zip)
  811. Infernal Venice (infve.zip)
  812. Personal thanks : Snake, hawkwind, dew, TendaMosta, Belial for testing and comments.
  813.  
  814.  
  815. Contributor : Brett Harrell
  816. Also known as : Mechadon
  817. Email address : mekaddonn-AT-gmail.com
  818. Webpage : http://mekworx.phenomer.net
  819. Other files by me : check my website :P
  820. Personal thanks : everyone who makes stuff for Doom
  821.  
  822.  
  823. Author(s) : JC
  824. Email address : superjc@free.fr
  825. Webpage : http://superjc.free.fr/
  826. Other files by me : Survive in hell ( not released yet )
  827. Personal thanks : The Doom Community, PRIMEVAL for the music of my map
  828.  
  829.  
  830. Contributor : evocalvin
  831. Email address : ticalvin@ymail.com
  832. Misc. Author Info : A Doomer from Hong Kong, Been playing Doom since i'm 8 years old.
  833. Other files by me : No, This is my first and second map
  834. Personal thanks : Joshy - comes out Plutonia Revisited Community Project.
  835. ID Software & The authors of The Plutonia Experiment.
  836. CodeImp - author of DoomBuilder
  837. Simon "Fraggle" Howard - author of Chocolate Doom
  838. Belial and Snakes -for testing and give me useful comments
  839. dew - gives me useful feedbacks and speed route suggestion.
  840. hawkwind - pointed out the bugs and some mistakes from my map.
  841. t.v. - for the texture pack
  842. James Paddock - the music - Plutonia 2 map11 "Become the Hunted"
  843.  
  844.  
  845. Contributor : Tatsurd-cacocaco
  846. Also known as : Tatsuya Ito
  847. Email address : tatsurd@yahoo.co.jp
  848. Webpage : http://tatsurdcacocaco.ninja-web.net/
  849. Youtube : http://www.youtube.com/user/tatsurdcacocaco
  850. Other files by me : Heretic Treasure Chest (E3M7), DEMONS BattleField
  851. Personal thanks : PRIMEVAL, he made music for my map (Map16).
  852.  
  853.  
  854. Contributor : William Huber
  855. Also known as : [WH]-Wilou84
  856. Email address : huber_w@epita.fr
  857. Webpage : http://doomfrance.forumactif.com/
  858. Other files by me : A few maps for yet-unreleased projects ( as of this writing )
  859. Personal thanks : Joshy for starting the project, Thomas van der
  860. Velden for the cool resources he made, and all the
  861. testers and map authors who worked hard for
  862. Plutonia Revisited.
  863.  
  864. Fraggle for Chocolate Doom and GhostlyDeath for
  865. Chocorenderlimits, my main testing engines for this map.
  866.  
  867. Last but not least, of course, id and the
  868. Casali brothers.
  869.  
  870.  
  871. [6.2 Credits/Thanks]
  872.  
  873. Testers:
  874. - Snakes
  875. - Hawkwind
  876. - P. Woda aka Belial
  877. - Dew
  878.  
  879. Musicians:
  880. - Stuart Rynn
  881. - PRIMEVAL
  882.  
  883. Graphics:
  884. - Thomas van der Velden
  885.  
  886. Many immeasurable thanks to those credited for their contribution and
  887. support to/for the project.
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