=========================================================================== Advanced engine needed : Vanilla Primary purpose : Single play =========================================================================== Title : BACULUS Filename : BACrc1 Author : Glen Christie (Crunchynut44) Email Address : [redacted] Description : An entire megawad from scratch inspired by the likes of Scythe, Plutonia 2 and many many more. An easy going mapset compared to whats out there, designed to appeal to anyone looking for a relaxing general play through. The making of this WAD has been a hell of a journey for me, from very humble begginings this mapset has been through one serious development hell. Years and years of slowly getting better at mapping and writing music that is far beyond the scope of these levels now, but im still very happy with the result even if its aged. Anyway, enjoy! Additional Credits to : Keyboard_doomer for the extensive testing. galileo31dos01 for some additional thorough testing and bug finding/fixing and for some new graphics including the fancy new HUD and TeamTNT/Stewboy/Jimmy to whom I pilfered some MIDIs from, also AD79 for the water fall textures from his WAD 50 monsters, it looks great and is an edited texture from the Iwads... Thanks all ********************* WAD Misc Info *************************************************** (sorry in advance for bad spelling/punctuation, Im too lazy to proof read) Map 01 - Midi - Sunbeam - Crunchynut44 Talk about develpment hell, this went from one of my first levels, to a cut level, to a revamped level due its (strangely to me) popularity. Enjoy the Romeroésque C-shaped layout and run and knuckle action. It hardly resembles its first itteration.....thankfully, becuase the secrets were beyond unintuitive. Map 02 - MIDI - Climbing Under by Crunchynut44 Inspired by Scythe map 02, this is just a cute map with a ton of interconnection. It also had a rennovation in its later years. Map 03 - MIDI - Soldier of Chaos by Jonathan El-Bizri Not as interesting as some of the other maps in the WAD, but it serves a nice purpose and I honestly love the chaingun secret. I wish I was always that creative. Map 04 - MIDI - Gaslight by Crunchynut44 Originally, I hated this map. It required too much back tracking and didnt feel open-ended. I nearly replaced it but its amazing what some additional corridors and interconnectivty can bring, it became one of my favourite maps of the set when everything came together years later. I just find it a fun map that can be played in a few different ways. Also, this is one of my better MIDIs and it just fits nicely. Map 05 - MIDI - More by Tom Mustaine Actually made for a different WAD this level just fit nicely, more or less filler but I do like the optional key secret. Overall cute map. Map 06 - MIDI - Dreamgate by James Paddock Another map that really needed a spruce up to make it even remotely enjoyable, when I started it I had big ambitions to make a "massive" underground temple unearthed by scientists. What you see is what you get, an underground building that requires back-tracking. Yuck! Map 07 - MIDI - Pillar of Awesome by Crunchynut44 (Halo theme by memory remix) This is a filler level, enjoy it for what it is! Map 08 - MIDI - Minerals by James Paddock Many years ago, this level was a 3 minute adventure through tight hallways with a very cute outdoor area. Over a decade later I replaced the entire map with this surreal sprawling techbase that weaves in and out of a rocky outcrop. Its truly one of my more interesting levels only exemplified by Jimmies brilliant MIDI. I really like this map. Map 09 - MIDI - Orbital by Crunchynut44 This was my first map ever submitted to Doomworld (so many years ago), I vaguely remember a Spidermastermind somewhere in it and a very bland outdoor area. At some point in time I spruced it up and added some ammo, a good run and gun map IMO with a cool opening shot. Map 10 - MIDI - Resovior by Crunchynut44 This level was originally a water based temple inspired from Koruses Speedy Shit Map02 which I cut and turned into a more interesting Doom2 Map 02 / mountain based design which I think hits the mark a lot better. Its a decent map... Map 11 - MIDI - Depth Charge by Stuart Rynn (stewboy) Ahh, my favourite map of the set. Origianlly it was a bit shorter and less interconnected but it only took a few additional areas to create this lovely seaside hub gravitated by Stewboys angelic melody. By todays standard this level is probably boring but it just really tickles my funny bone and I find myself returning to it, reminded by my lifes earlier days. It just has that effect I guess.... Map 12 - MIDI - AimShootKill by Tom Mustaine This map have the best interconnecting layout I have ever made, the map itself is a bit sloggish but somehow I have managed an intertwining layout that impresses me to this day. Not much else to say, this map is boring other than the cool pathing... Map 13 - MIDI - Horizon by Tom Mustaine Tight, cramped but cute. Enjoy this water temple map.....thing. Before I added custom textures I made a distant waterfall with a scrolling Compblue, which I left because it actually looks pretty cool! Map 14 - MIDI - The Worst Decision I Ever Made by Jimmy This MIDI man, just so good....This level is more or less filler, I do think the archvile section is cool to look at yet underwhelming from a gameplay perspective. The idea was good, the execution was shit. Map 15 - MIDI - Conquistadors - Crunchynut44 (Time commando soundtrack that I recreated some years ago) False 3D bridges still intimidate me, but I managed it here. I didnt really revamp this level but the exit to the secret level was orignally very stupid, it still is but at least its not as bad. The theme is very cool, gameplay wise its ammo stingy but can work if you co-ordinate it right. The setting is beautiful, however... Map 31 - MIDI - Crumbling by Crunchynut44 This map sucks, sorry to everyone who has played it and suffered trying to find the super secret exit. Map 32 - MIDI - The best chords I never use - Glen Christie I didnt really nail the egyption theme as much as I would like. It does a great job indroducing the BFG nice and early which I think is cool if playing the WAD continuously. I like this map, though perhaps a bit bland for the map 32 slot, you be the judge. I did like the BFG area so much I used it as the title pic, which I also think is cool as a lore/set piece for the wad. Map 16 - MIDI - Imps Predicament by Crunchynut44 I dont like this map, but the caco section is kind of okay?? Map 17 - MIDI - Death's Bells by L.A. Sieben This map was inspired by one of AD333s speedmaps from years ago that simply resonated with me, I think the setting works briliantly and I adore the Quake-like scaling secret that leads to the plasma gun. This level is cool, considering how old it is. I also think the separated bar secret is unique. Map 18 - MIDI - Emerald Echelons by Crunchynut44 Inspired by Eric Alms Futura lvels in Scythe, this is one of my favourite maps of the Wad. For some reason I dont often use these textures and I really should, the level isnt that elegant but I think its rich in atmosphere, though the gameplay and balance is a bit on the tighter side. Map 19 - MIDI - Jade Empire by stewboy Many years ago this map was as bland as it gets and progression was so confusing. A decade later I retextured the whole thing and moved the Key placement so it had momentum when blasting through the map. It went from one of the worst to one of the better maps themeatically, and its a great rompt overall withthe edits made. Map 20 - MIDI - Mystic Cave Zone from Sonic the Hedgehog 2 Originally this map had a sky texture where the black void is, but damn does the black void add a sense of threat! This map while a little incoherent provides a good challenge and the sense of place is next level. Map 21 - MIDI - Blood Jungle by Jonathan El-Bizri, from TNT: Evilution This map was originally made for another project, though funnily enough it works so much better as the first Hell map of this WAD. I like the option of two paths and even the idea that you only have to take one to complete the map. Great atmosphere and kind of creepy at that! Map 22 - MIDI - Bystreet by Akse and Jimmy Initially this map feels hard but if you figure out the right route thorugh the map it becomes very easy. This map takes heavy inspiration from Whispers of Satan, if you couldnt tell.... Map 23 - MIDI - Former Angel by Crunchynut44 The map that was originally in this slot I hope to erase from my memory. That Midi and the map itself was so awful I still get embarrased I put it out to the public. The replacement map had en entirely different theme at first and now has a cool demon / city vibe, I I just love the vivid reds! Map 24 - MIDI - Cold Wires - Stewboy Seemingly the most popular level of the set, the theming is coherent and it has a cool non-linear progression. By todays standards this level is pretty bland but I remember thinking at the time that the aesthetics were pretty top notch. Admittedly I love the overall aesthetic and theme. Good cyber placement and an adorable BFG secret, apparently this level hits the mark.... Map 25 - MIDI - Hallows Eve by Crunchynut44 Allthough the gameplay didnt inspire me, Ribbicks mapping style in Sunlust with his large open circular layouts sparked the creation of this map. The difference being I have a 100th of his creative spark and ability, hence why my maps sucks and his dont. Map 26 - MIDI - Souls Trapped Between Rotten Bricks by Vladislav Baymurzin (ClumsyDoomer) The MIDI makes this map feel better than what it is. I find it really tough which being towards the end I dont mind. Not much to say on this one, the end room skull decoration is neat... Map 27 - MIDI - The Disparity by Crunchynut44 Allthough this map is pretty old and saw a few tweaks over the years its one of my favourite personal maps. It has such a deep sense of place and really nails the aesthetic, I surprise myself with how well the path weaves in and out of itself. Map 28 - MIDI - The Dank by Crunchynut44 Another level I really like, the times key trap is one of the best sequences in the wad imo. Nice sector detailing for how old it is and I remember this being one of the first maps I ever made where I figured out how to make a decent looking outdoor area. Map 29 - MIDI - Godsend by Crunchynut44 This level is some what intimidating but overall I think its a bit of a sloppy effort for a closing map. Not much to say on this one, its ambitious considering how old it is. Map 30 - MIDI - Down Below by Crunchynut44 Inspired by the final level of Quake with the long brooding entrance, I really think this map works to finish the wad. A giant slaughtersque followed by a race to the top overseen by the IOS. This map has a lot of atmosphere and I probably couldnt do any better to this day. =========================================================================== * What is included * New levels : 32 Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : No Other files required : None * Play Information * Game : Doom 2 Single Player : Player starts only Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : 7 - 8 years Editor(s) used : DB2, Slade May Not Run With : Chocolate Doom (Visiplane errors) Tested With : Zandronum 3, PrBoom+ 2.5.1.4 * Copyright / Permissions * This work is licensed under the Creative Commons Attribution 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/ You are free to copy and redistribute the material in any medium or format; and remix, transform, and build upon the material for any purpose, even commercially. If you do so, you must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors