================================================================ Title :Vengeance Island Filename :island.wad date: (3/13/98) Tampa, FL Author : docweasel Email Address : doc@docweasel.com (primary) doc@docweasel.com (secondary) Misc. Author Info : prettyfartsmeller Description : Sniper's dream Additional Credits to : Mr. McFeeley ================================================================ * Play Information * Episode and Level # : MAP01 (Doom II) Single Player : Yes, probably best application (skill 1/2,3,4/5) Cooperative 2-4 Player : Yes (ditto) Deathmatch 2-4 Player : The starts are there, I don't know how great it is for DM Recomended # of players (deathmatch) : 4 Difficulty Settings : Yes, A lot of variety and thought given to settings. Best if played at HurtMe at least (don't be a wimp) New Sounds : No New Graphics : No New Music : No Demos Replaced : None Monster types : Monsters (and weapons to kill them) are encountered with increasing difficulty. All monsters are included somewhere in this level. *Construction * Base : New level from scratch Editor(s) used : Editor: WinDEU32 (version 5.24) Nodes: DeepBSP 3.1a Reject: RMB 2.3 Construction time : Many sleepless nights, many days skipping work Known Bugs : Maybe some HOM here and there caused by weird angles, especially in revenant lake room. I tried to fix them all but may have missed some that only show up at certain angles. Please forgive. Additional Description : Plenty of secret rooms,tricks and traps, but I tried to make sure there were no "dead-ends" or anything secret that would prevent you from getting through the level if you don't find them, but they sure help. All the weapons, keys and neccesary switches are guarded by increasingly deadly monsters. I tried to give the different areas of the level their own distinct atmosphere, through use of lighting and decor, while trying to be consistant. Special care was giveto lining up textures and avoiding"cut-off" wallpaper. Extensive use of x and y offsets. The Island requires 2 SWITCHES and 1 RED KEY SWITCH be tripped in order to complete the level. The first SWITCH opens a DOOR revealing the SWITCH to open the EXIT DOOR, the 2nd opens the EXIT DOOR, a 3rd SWITCH opens a DOOR revealing a TRANSPORTER back to the room with the EXIT DOOR. AMMO is plentiful, and all weapons except the PLASMA GUN and the BFG9000 are provided at the beginning. Several PLASMA GUNS and BFGs are scattered in hard to access areas throughout the map. There are many TRANSPORTERS, some MOVING vertically to limit access, throughout the MAP to keep the MONSTERS moving around the MAP so that each time you play the LEVEL its a unique experience. You can also use many different routes to finish the MAP. It is not contructed in a LINEAR structure. There are also many shortcut TRANSPORTERS hidden in the rooms by which you can quickly move from one section of the safe hallways and rooms to another in a distant corner. Some TRANSPORTERS located outside the safe areas may TRANSPORT you into danger. This, as well as the availability of AMMO and HEALTH throughout, makes the MAP ideal for DEATHMATCH PLAY. Below are more detailed instructions. If you don't wish any further hints, stop reading now. HINTS: ################################################################################ 1. When you spawn on the PLAYER 1 spot in the START ROOM, the final EXIT is to the SOUTH. You must trip a SWITCH on the MAIN MAP to open the DOOR. For testing purposes, or to complete the level without working the entire map, it is also a BLUE KEY DOOR. No BLUE KEYS are available until you leave the room, and you will be unable to re-enter the room until you've completed all the keys and SWITCHES on the main map, but using CHEAT CODES you can open the DOOR and complete the level if you wish. 2. To the WEST is a DOOR to a WEAPONS CACHE. The SWITCH opening this DOOR is on the SOUTH EAST side of the room. The SWITCH directly in front of you on the EAST wall open a DOOR to a TRANPORTER that takes you to the MAIN MAP. 3. After transporting, you are taken the LAUNCH PLATFORM. You have 3 choices of direction. All directions lead to paths accessing the entire map, so no choice is a dead end. EAST: a hallway accessed by using the SWITCH on SOUTH wall of the platform. This direction is the quickest route to the EAST PILLAR, which has a SWITCH. This will also lead to the BACKYARD area, including the TEMPLE. NORTH: a hallway by which you can access the MAIN ISLAND, at the apex of which stands a pillar with a SWITCH. This hallway bi-sects the MAIN MAP into an SOUTH EAST and SOUTH WEST QUADRANT. WEST. a hallway which leads to the PRISON and also a wall path that will take you clockwise around the perimeter of the entire MAIN MAP. 4. All directions trip various MONSTER SPAWNS, but some are more hazardous than others. When you walk on the island, you progressively open DOORS to HOLDING ROOMS releasing MONSTERS, until you reach the top and trip the SWITCH. 5. Every direction leads to safe SNIPER ROOMS, most filled with AMMO, so you can snipe the MONSTERS and also cause MONSTER fighting to thin them out a bit before venturing outside and tripping any of the SWITCHES or even attempted to gain any of the KEYS. The sheer density of MONSTERS on this level makes attempting a SPEED RUN, instead of killing your way through very difficult, if not impossible. PACIFIST or TYSON runs would also be next to impossible, or take many, many hours to complete. SWITCHES AND KEYS ################################################################################ WARNING: There are spoilers ahead. If you don't want to know a secret, avert your eyes and don't read that section. K1 YELLOW KEYS: There are 2 YELLOW KEYS. The BLUE KEY is found on the same route and after one of the YELLOW KEYS. The sanest route is to first get one of the YELLOW KEYS (and the BLUE SKULL KEY while you are at it, if you choose K1b) which will allow you access the RED KEY room in the PRISON. K1a. EAST: Take the EAST hallway, then turn NORTH, then EAST again. At the bottom of the final stairs, there is a small room with AMMO and several stands, WINDOWS and a DOOR. Look out the SOUTH WEST WINDOW and you'll see the RAD SUIT. Go out the DOOR, turn SOUTH into the BACKYARD, get the RADIATION SUIT and either jump into the TOXIC LAKE and go to the extreme SOUTH EAST corner where there is a TELEPORTER which will take you to the top of the TEMPLE where you can jump down on the YELLOW KEY CARD at the SOUTH EAST corner of the thin ledge around the TEMPLE seperating it from the TOXIC LAKE, or walk around the thin ledge to the YELLOW KEY CARD. K1b. EAST: Take the EAST hallway, then turn NORTH, then EAST again. At the bottom of the final stairs, there is the SMALL EAST CORRIDOR ROOM with AMMO and several stands, WINDOWS and a DOOR. Turn NORTH and follow the wall to end and turn EAST down the stairs into the BASEMENT. Take the lift down. First there's a room with AMMO. Continue SOUTH until you see the PILLAR with 4 SWITCHES. Watch out for the tripped CRUSHING CEILING. NORTH SWITCH: Opens the 2nd DOOR to the next ROOM as well as a MONSTER ROOM there. EAST SWITCH: Opens the 1st DOOR to the next room as well as a MONSTER ROOM in the ROOM you are in. SOUTH SWITCH: Opens the DOOR letting you out of the BASEMENT, as well as the BLUE KEY ROOM. WEST SWITCH: Opens the DOOR to a MONSTER ROOM in the room you're in, you don't have to trip it to progress. After tripping the SWITCHES, go EAST, then turn NORTH. About halfway up the long room, there is a jog in the EAST WALL. On the SOUTH FACE of this wall there is a hidden DOOR. Enter the PORCH and get the YELLOW SKULL KEY. Return to the long room and all the way to the top and final room of the BASEMENT. If you enter the last room you'll trip the DOORS to the cages in that room, releasing the MONSTERS (ARCHVILES on HARD). Go to the LIFT in the NORTH EAST corner and leave the BASEMENT. Continue to BLUE KEY: K2 BLUE KEY Go SOUTH, then WEST around the perimeter of the BASEMENT, then turn NORTH and go to the end. There is a DOOR to your EAST. Inside is the BLUE SKULL KEY. Use the SWITCH on the EAST wall to trigger a LIFT for a shortcut back to the entrance of the BASEMENT. Retrace your steps to the LAUNCH PLATFORM. K3 RED KEY Return to the LAUNCH PLATFORM and go WEST following the corridor down the stairs to the very end, turn NORTH and open the TALL DOOR venturing out onto the ledge around the RED BRICK ARMOURY ROOM. The DOOR requires a YELLOW KEY. The RED SKULL KEY can be found in the SOUTH EAST corner of the room, inside the cage. S1 RED KEY SWITCH In the NORTH WEST corner of the PRISON there is a TELEPORTER which will take you back to the LAUNCH PLATFORM. However, you will have noticed a TELEPORTER halfway along the WEST corridor: it takes you to the 2nd to last room before the BACKYARD and saves walking through the entire EAST corridor. However you get there, return to the SMALL EAST CORRIDOR ROOM. Leave the room and jump off the ledge on the NORTH and into the water below. There is a large hexagonal TRANSPORTER PLATFORM nearby. Walk on that to be taken up on the EAST PILLAR. There, you can trip the TEMPLE DOOR RED KEY SWITCH. Edge up to the SWITCH and trip it from the edge, there is a TRANSPORTER SPOT directly in front of the SWITCH which may take you into danger. After flipping the RED KEY SWITCH, jump off (this will release almost all of the MONSTERS from the HOLDING ROOMS) and go SOUTH WEST through a small opening. There is a TRANSPORTER that is blocked to MONSTERS that will take you to a safe room in the MIDDLE WEST section of the MAIN MAP. Next, go SOUTH through the hallways until you are back on the LAUNCH PLATFORM where you first spawned into the MAIN MAP. Now take the EAST HALLWAY again, this time when you reach the small room, go out the DOOR and head SOUTH, then up the TEMPLE steps. The TEMPLE DOOR should now be open. S2 SHOOTER SWITCH (INSIDE THE TEMPLE) Enter the TEMPLE and SHOOT the SWITCH on the SOUTH wall. This will open a DOOR revealing aTRANSPORTER in the SOUTH WEST QUADRANT of the map, below and slightly NORTH EAST of the LAUNCH PLATFORM which will allow you to return to the START ROOM. Shoot the SWITCH on the WEST wall of the TEMPLE revealing a TRANPORTER. This will transport you back to the LAUNCH PLATFORM. S3 BLUE KEY SWTICH (APEX OF THE NORTH ISLAND) Now there is only one SWITCH remaining, which will open the EXIT DOOR back in the START ROOM. Take the NORTH HALLWAY and use either the EAST or WEST wing of the hallway to jump on the MAIN ISLAND. Trip each LARGE SKULL SWITCHES to lower the tiers of the MAIN ISLAND allowing you to reach the MAIN ISLAND PILLAR at the apex. There you will find the MAIN ISLAND SWITCH. After tripping this SWITCH, run NORTH and down the steps to the loWEST water level, then WEST to the wall, then SOUTH as far as you can go, then EAST. In the extreme SOUTH EAST of this area is a small room now open containing the TRANSPORTER which will take you back to the START ROOM. After flipping the MAIN ISLAND BLUE KEY PILLAR SWITCH the BOSS SHOOTER will be revealed in a SMALL TEMPLE on the WEST WALL and begin SPAWNING MONSTERS (this is why this SWITCH should be left for last, no matter what order you get the KEYS). There is also a DEAF guard in the final TRANSPORTER ROOM in the SOUTHEAST corner of the SOUTH WEST QUADRANT. Lure him away rather than waste time fighting him or you may be over-whelmed with spawned MONSTERS closing in.. Enter the FINAL TRANSPORTER, which will take you back to the START ROOM. The EXIT will now be revealed. ENTER, trip the SWITCH which CRUSH the BOSS SHOOTER and finish the LEVEL,