Slipgate (v1.2)
by
Bryant (Gunrock) and Kevin (Solution) Robinson

=================================================
Advanced engine needed : ZDoom 2.0.63a or higher
Primary purpose : Single + coop play
=================================================
Title
: Project Slipgate: The Special Edition
Filename : slipgate.wad
Release date : 2001, updated on Nov 08, 2004 and Dec 08, 2006
Author
: Bryant (Gunrock) and Kevin (Solution)
Comment
by Jive: on the "CREDIT" lump, it's said that the levels designers are
Kevin Robinson and Curtis Lumpkin, but I don't see anything related to
Curtis on this current text file... Strange!
Email Address : moonscrapper@aol.com
Other Files By Author : Dark7, Southern Cross Gold and various other
projects.
Misc. Author Info : Gamer
Description : 11 detailed levels made specifically for
ZDoom.Includes scripting, ambient sounds, and
various other zdoom effects.I highly recommend
GZDoom to get the most of these single player
missions.
Additional Credits to : Marc (fanatic) Pullen for the quake graphics.
===========================================================================
* What is included *
New levels : 11
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required : None
* Play Information *
Game : Doom 2
Map # : 1-11
Single Player : Designed for
Cooperative 2-4 Player : Designed for
Deathmatch 2-4 Player : No
Other game styles : None
Difficulty Settings : Not implemented
* Construction *
Base
: New from scratch
Build Time : couple of months
Editor(s) used : Doombuilder
Known Bugs : none
May Not Run With... : only works with zdoom but even better with
GZDoom. So if you have a 3d graphics card you
will get the maximum out of these levels.Please
get GZDoom to get the full impact of the game!
* 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 NOT distribute this file in any format.
* Where to get the file that this text file describes *
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Web sites: http://jove.prohosting.com/demise3k
http://jove.prohosting.com/demise3k/projects.html
FTP sites: idgames database
Played, revised and reviewed on
February 07, 2007
Resume of what I made on the version dated 2001, and updated on Nov 08, 2004:
-
Map01: Removed the effect "Secret" from the sector 278: unuseful, and
Gzdoom is not able to be advised that you are entering sectors with
such a tiny width (16).
- Map02: moved the barrel (thing 10) toward the wall: it was possible to explode it, but not the wall.
-
Map08: I had to add the action 13 (open locked) for the sector 574 (red
door) on the inner side. Once inside the room, the door closed and I
was unable to open it again after having killed he cyberdemon.
- I
have added 2 highres skies made by me, in the same spirit than the ones
used by the Robinson's bro (they were taken from Doom2 and Hell
Revealed).
- I made my own flat to display for the screen at the end
(the one choosen by default was absolutely not correct because the font
was more or less melted with the background)
Review for the version updated on November 08, 2004:
-
Map01: Interesting use of the textures coming from Quake, but the
monsters are VERY easy to defeate and the gameplay is done for very
newbies. To make a script advising that you have to shoot the little
red buttons for discovering the secrets is simply strange ("shoot the
target to find secrets"), more especially as those secrets are VERY
hard to discover. For one of them, you have to shoot on a wall... The
red buttons are for nothing here!!! I was able to discover 2 on 3. The
third one will stay unknown...
- Map02: and suddenly becomes the
VERY hard game. Monsters are particulary hard to kill because they are
placed on opposite sides of the rooms: when you are shooting on the
left, the monster from the right is shooting you, and when you know
that it's a chaingunner... I died many times, and I began to be a bit
nervous... My progression was so ridiculous that I didn't have time to
save my game, and I had to start again from the beginning several
times, which is not good for my nerves...
- Map03: here again, I
wasn't able to find the 2 secrets, but one. The gameplay is better, but
the progression is without surprise, with long corridors and boxes
everywhere. None has another purpose than to fill the space... The
details of the architecture are very well done, thus thay are not
numerous. But I won't be critical, and I am quite happy wih this map.
As always, the lights are well rendered: they are coloring the space
with their own color, and it's nicely done. Rocketters, chaingunners,
hell knights, demons, soldiers, etc... They are greatly placed, and
you'll have to be carefull. None will come in your back and there is no
surprise, but you have really the feeling that they are here to stop
your progression, which is a good idea, instead of trying to kill you
while coming from everywhere or by surprise.
- Map04: Very nicely
architectured, but I disliked to have to come back at the beginning to
activate something, then to come back at the opposite side fro another
activation, then to come back again. The monsters are not numerous, and
this map is quite easy again. That said, I passed 45 minutes on it,
which means that my legs are tired by such a travel...
- Map05: it's
a very good surprise. Here, all has its purpose, and the end is a time
countdown. You have 15s to find the exit, otherwise you are burned with
the napalm put to destroy the whole basis. The decision to put a sphere
of invulnerability is killing the gameplay: 2 shots with the BFG, and
bye bye the cyberdemon... It would have been better to remove this
thing.
- Map06: you go from one point to another, through a sort of
canyon. That's it. You want more comments from me? Hey, I want more fun
from this map, but there wasn't more...
- Map07: quite easy, well
architectured but, like usually, without unusefull details. The part
throught the river of acide is boring (hey, this acide won't hurt you,
which is fine, but it would have been better to use the texture of the
water, or of the blood...)
- Map08: Nothing special to comment here.
It's a good map, and I had fun with it, thus I found it far too much
easy. And here again, I wasn't able to find more than 2 secrets on 3.
The secrets are definitely too much hard to find!!!
- Map09 and Map10 are very well done, and the architecture is darn fine!!!
-
Map11 was also a good surprise, even if the spidermastermind is very
easy to kill, like all the boss in the wads made by Gunrock. And the
was to end is also pleasant, but I won't reveal it.
- Gameplay: 7/10
- Architecture: 8/10
- Difficulty: 5/10 for the good players, 10/10 for the beginners
- Balance health/monsters: 9/10
- Balance ammos/monsters: 9/10
- Use of the Zdoom features = 6/10
- Final note: 7/10
Version Updated by Gunrock on Dec 2006 (The Special Edition): Most of the bad points have been corrected
- Gameplay: 9/10
- Architecture: 10/10
- Difficulty: 9/10
- Balance health/monsters: 9/10
- Balance ammos/monsters: 9/10
- Use of the Zdoom features = 6/10
- Final note: 8.7/10
This Edition is definitely better than the previous one, and the gameplay is no more for beginners, oh no!!!
I
won't give a 9 because of the poor use of the Zdom features, and some
wrong decisions, like the fact to have choosen the texture of the acid
for the rivers of the map07, thus it is not hurting you, apart the fact
that it's boring!! Same thing for the Map06, quite boring with its rare
monsters here and there.
The architecture is definitely perfect!!!
Jive, Manaus (Amazonia), Feb 02, 2007
¤¤¤¤¤¤¤¤¤¤¤¤¤¤
¤¤ Tools used ¤¤
¤¤¤¤¤¤¤¤¤¤¤¤¤¤
- Edition / Rectification / Missing textures research and addition with :
"XODE Multimedia Doom Builder" ("The cornerstone of every map")
aka "Doom Builder" aka "DB" (free of charge)
by Pascal "Gherkin" vd Heiden, Version 1.68.
http://www.doombuilder.com/
- PWAD examination with "Wintex" ver 5.0 (A WAD Editor Copyright (c) 1995-2002)
Olivier Montanuy montanuy@inf.enst.fr
Javier Almenara aojavierfdo@hotmail.com
jao2000@evangelion.com
WEB Pages: http://doortohell.tripod.com
http://www.geocities.com/locusfocus
- Examination with XWE:
XWE - extendable Wad Editor version 1.16
Developped by Csabo
wadedit@marchmail.com
http://doomworld.com/xwe
- Normal Nodes, Blockmap and Reject Table rebuilt with :
"Zennode.exe" (Ver 1.2.1, from Marc Rousseau) (C) 1994-2004
rousseaum@pictel.com
http://www.mrousseau.org/programs/ZenNode/
- Gl Nodes built with:
"glBSPX Node Builder" (v2.20) by Andrew Apted (C) 2000-2005
Based on BSP 2.3 (C) 1998 by Colin Reed, Lee Killough
http://glbsp.sourceforge.net
- Graphic's creation or modification
Paint Shop Pro 7 (WinShare Killer Apps)
http://www.wska.com
- ".dfl" file to use with KDX, the King Elvis Launcher:
The King Doom Experience - Your Doom Frontend Experience.
This toolset allows you to get the best out of your Doom installation.
This is the best software available of this kind
Available at http://kingdoom.tk/
- All the stuff is zipped, using a buyed WinZip(R) Version 10.0 (6698)
Copyright (C) 1991-2005 WinZip International LLC
http://www.winzip.com/version.htm
#######################################################################
# Author : Jean-Yves Delpech aka "Jive" aka "The Freeman", 52 #
# Email : dlw@doomwadstation.com
#
# Web site : "Doom Legacy Wads" aka
DLW
#
# http://doomwadstation.com/dlw/
#
#######################################################################
#
Email :
gzdoom@doomwadstation.com
#
# Web site : "GZDoom Wads" aka
GZW
#
# http://gzdoom.doomwadstation.com/
#
#######################################################################
#
Where to get GZDoom
:
#
#
#
# Web site: http://grafzahl.drdteam.org/index.php?page=topic&id=230 #
#######################################################################
# Thanks to T.v. Elsuwé, Steven McGranahan, Robert Bäuml and Bell Kin #
# for their large contribution and to others Legacy Team members. #
#######################################################################