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Article #76280

Nostromo's 3D Gaming Newsletter - Issue #6

#76280
From: nost... Nostromo
Date: Fri, 11 Apr 1997 00:00
1252 lines
55960 bytes
Nostromo's Doom and 3D Gaming Newsletter - Apr 1997   Issue #6
(This newsletter uses a maximum line length of 74 characters)

           -----=====>>>>> ***** HEADLINE ***** <<<<<=====-----
                                announcing
                 The 3D Gaming Newsletter Reader's Awards

Distribution

     Currently, this newletter is being posted on various 3D gaming
related newsgroups and sent via E-Mail to the folks on the Newsletter
subscription list.  If you received this newsletter via E-Mail and you do
not wish to receive it in the future or you did NOT get this newsletter
via E-Mail and would like to, drop me a note and I'll add/remove your
name to/from the list.  Back issues available by request.  People who's
gaming projects are featured in this newletter receive an automatic
subscription.

This newsletter also has 3 official web sites and can be viewed at:

http://www.geocities.com/TimesSquare/Arcade/3406/  (html)
http://www.geocities.com/TimesSquare/Arcade/6893/  (text)
http://quake.upit-sac.depaul.edu/~jab/gamenews.htm  (html)

Note: the "html" pages may not appear for the first few days of
distribution.  HTMLizing them takes some time so please be patient.
 
Subscribers = 111 (we broke the 100 mark!!)
---------------------------------------

Staff

Editor - Rich Johnston aka Nostromo
Contributing Writers - Jacob Bielanski aka JAB
                       Bill McClendon aka Crash
                       Robin Davis
                       Glenn Few aka Ice
Official Site Maintainers - Eric James Roberts aka Ricrob
                            Jacob Bielanski aka JAB
                            Epicenter
Usenet Roving Reporter - Eric James Roberts aka Ricrob
---------------------------------------

Editorial Diatribe

     Here we are again and this month we have two things to celebrate.
First of all, I'm writing this on April 4th.  "And what, pray tell us, is
the significants of that, nostromo?"  Glad you asked.  It happens to be
my birthday.  For those that are keeping track, that puts me at 41.
(...and for those that haven't read issue #5, that's sort of an inside
joke).

     Secondly, the newsletter has been running successfully now for
6 months!  ....and it continues to get better!!  So...in light of these
two monumental events (I suppose "monumental" is overstating it a bit but
...who cares?) I've begun the Newsletter Reader's Awards so that you can
vote on what you feel are the best add-ons for various games ever.
You'll also have plenty of award categories to choose from and the voting
will run through the rest of the year.  See section II for more details.

     For you Heretic fans, Robin Davis, game maniac, has provided us with
an article listing his favorite Heretic wads and conversions.  JAB has
provided us with an article asking the basic question, has ID gone
corporate?  Good article and bound to raise a few eyebrows.  Crash
sent us an updated listing of his favorite single-player Quake levels and
Ice continues his episodic story with Part 2 of Demon Repentant: Korn
the Marine.

     Other things you'll run across in this issue include a new and
improved "Noises From the Masses" section, a plea for deathmatchers,
where to get the latest in new Doom and Quake files, books and news
plus the usual web site visitations list and updates on many of the
projects going on out there in cyberspace....including an important
update on STRAIN.

     So...let's get to it.  Now...if you'll excuse me, I'm going to have
my cake and eat it, too.  WHERE'S MY PRESENTS!?
---------------------------------------

Contents

     I.    News, Notes and Noises From the Masses
     II.   The Newsletter Reader Awards
     III.  HERETIC - More SOLO PWAD recommendations!! - by Robin Davis
     IV.   Doom --> Doom][ --> Quake: What'd Id do? Where'd they go
            wrong?  Are they going wrong? - by JAB
     V.    The Virtual World Tour - monthly web site visitations
     VI.   Crash's Single Player Quake Recommendations
     VII.  Demon Repentant Pt. 2 - Korn the Marine - by Ice
     VIII. Things to Come - Ongoing gaming projects
---------------------------------------

I. News, Notes and Noises From the Masses

A Great 3 1/2 Years

Man, it seems like eons ago when I would sit in front of my computer six
or eight hours a day (after work!) making wads...I haven't had as much
fun since. I don't have the intense love of Quake like I had for Doom
...but that level of enjoyment isn't there for me anymore :(. I played
some death match with a fellow Clan member last week (Level 7 of Doom ][,
one of my favorites), and it just wasn't the same as it used to be. I
loved Doom so much; hell, you guys know the feeling! Doom was everything
to me. :)  And now... well, after we played for a while, I felt so sad.
I can't explain it.

BUT! I am so glad I was there- during the whole 3-D revolution. Being
scared so bad I had to turn off the computer in Wolfenstein 3D. Seeing
Doom take over the world. Being able to choose from tens of thousands of
levels to play. Whipping up on my fellow Doom heads on Dwango, night
after night. Having 2 of my levels forever archived on id's Master Levels
for Doom ][ cd (Dead.wad and Ledge.wad, neither real good because they
were early on in my career, both made with DCK 1.0 for Doom, and then
converted with some DOS based program to Doom ][, as I recall). Having my
Voyeur.wad downloaded off AOL over 1100 times, and getting tons of e-mail
from it. Having Doomsday.wad downloaded off my web page over 1000 times
(and who knows how many off of ftp.cdrom.com) and getting e-mail from
around the world telling me how cool it was. I was on Cloud 9!

And now, with the advent of the release of STRAIN, being part of the
greatest TC for Doom ever made...I can say these past 3 1/2 years have
been a blast.

Wow, have I been rambling, or what?

--David
-------------------

News on the Wad Designer's Handbook

The Unofficial WAD Designers' Handbook, Release 2.0, Home Page has
undergone some major and minor changes. In addition to correcting quite a
few small problems, the Basic WAD Structures Addendum is now online!
 
The Unofficial WAD Designers' Handbook is a level editing guide aimed at
helping the beginning Doom/Doom II level author get started right.
Experienced WAD authors will find all of the essential reference material
they need in the Handbook as well, including linedef types, Thing
dimensions, and complete Doom and Doom II texture lists with dimensions
and patch status of each texture.

The newly online Addendum covers construction of all basic Doom/Doom II
structures: Rooms and Hallways, Doors and Doorways, Stairs and
Staircases, Windows, Lifts, and Teleporters. The instructions are given
in a non-editor-specific way.
 
You can view the Handbook and Addendum in your favorite web browser, or
download .ZIP files that contain the documents in Word95, WordPerfect for
Windows 6.0, or plain text (ASCII) formats so you can print them out.

The Unofficial WAD Designers' Handbook, Release 2.0 Home Page
http://www.apci.net/~ron1701/

Good Dooming!
Ron Allen (co-author)

(I dropped a note to Ron about the above and he passed along this bit of
information)

I saw a copy of The Doom Editing Guide on the Doom Editing newsgroup,
and realized that the two works complimented each other well. The Doom
Editing Guide's primary focus is on all the different utilities and
editors out there, which I just didn't cover very well. Likewise, while
it's strong on the editors and utilities, it doesn't cover actual editing
in any large degree. So I contacted Jan-Albert B. van Ree, the author, to
see what he would say about swapping links. He not only agreed to swap
links, he offered to put the Handbook site up on Doomgate! So that's when
I decided to go ahead and HTML the Addendum as well.

The Unofficial WAD Designers' Handbook, Release 2.0, mirror site is now
up on DoomGate! Here's the URL:
http://www.gamers.org/~javanree/handbook/index.htm
-------------------

Doom Editing and Wad Exchange Newsletter

Hey, wadders!

*** DoomNation *** Bi-Weekly Newsletter is just about ready for its first
issue! However, the writing team still would like more editing news,
editing tips, and edited files. You will recieve free publicity and
credit for anything that you send in. Subscriptions are 1 wad for 2
months or 2 wads for 6 months! Remember, e-mail Scuba...@aol.com and
attach your wad files or other edited material in order to get the latest
in Doom editing technology delivered right to your computer! Want your
own article? Send an article with 100 words or more to
Scuba...@aol.com! It's that easy! We will also, with every newsletter,
include a software pack. Remember, all software is from our own
subscribers!

Subscribe today!
 
Paul Wilson
Editor
DoomNATION Online Newsletter
Scuba...@aol.com
-------------------

Whatever Happened to Deathmatchers?

The following is a running conversation picked up in a Doom newsgroup
by Ricrob - our Usenet roving reporter.

XeNoS: Over the last month I have been fortunate enough to play a lot of
  people via modem, and I have come to the conclusion that only a
  precious few players in the whole world play to get better at it. The
  vast majority is either too sensitive to take a beating and quit
  deathmatching as soon as they understand there is more to it, or too
  casual about it in the sense that they are not going to bother
  themselves with trying to improve.

Chris: Tell me about it.  It has always amazed me that people would
  rather go beat a lesser player up rather than seek someone to learn
  from, or worse, shoot monsters for hours on end.

  Beating people gets boring if they keep making the same mistakes.  The
  game is never more fun than when I get out maneuvered and out witted.

  It's too bad that most people just play the games that are the easiest
  instead of the hardest.  Deathmatching is no fun without the pain
  feedback of real red screen, or weapon changing delay, or the starting
  pistol, which are apparently the biggest turn-offs.

Doug: The creme-of-the-crop players have mostly come and gone already.
  Many of the players out there who are fairly new to the game at this
  point somehow missed Doom in it's heyday.  This usually means that they
  didn't have much of a clue about Doom back when it was popular.  I'd
  imagine many of these people aren't exactly the best at this sort of
  game in the first place.  The good game players tend to get and play
  the games shortly after they're released.

  One of these days I'm gonna have to go out and find some matches.  I
  haven't played in a heck of a long time, and while I wasn't great, I
  was very good at one time.  Besides, I take a good beating and it
  doesn't faze me in the least. :-)

XeNoS:  I remember times when people sought someone better then
  themselves to practice and learn... Are those times gone for good? I
  only hope that we will see a new wave of players, maybe the people who
  are discovering the treasures of Doom deathmatch for the first time.

Doug:  Most of the truly good players have moved on to other things.
  It's unlikely that they'll ever come back full-swing.  I played Doom
  for approximately 3 years.  I think that's enough for me.  I might
  still play an occasional game here and there, but my serious doom
  deathmatching days are probably over, and I think others are following
  this same path.
 
  What the problem?  Getting lots of poor players that hang up when you
  whoop their butts? :-)

Nosty notes: This conversation prompted me to consider setting up a
deathmatchers directory here in the newsletter.  If you're a "serious"
deathmatcher....in any 3D game....drop me a note and I'll include you in
the directory.  Then maybe these guys can find some decent
competition, eh?
-------------------

In response to Quake Clans: What is this World Coming To - by JAB
(issue #5)

     I want to say something about Jab's article about Quake Clans.
I would have contacted him, but I would rather this be put into the
feedback section of the newsletter, which is why I choose to reply.
I have a clan, and don't get me wrong, I am not here to chew you out.
Our clan was just a bunch of us living in the same area that were
friends, and we all played Quake, so we started a clan. We just wanted to
play other groups of people, because it's fun.  At least it's suppose to
be.  Jab, you are right, there are too many clans.  Too many punks that
just want a clan for the sake of having one.  You can't schedule wars
with them, they don't know how!  They are ignorant, rude, and shouldn't
even be allowed to have a clan.  My clan has become very popular with
everyone that plays on the server we use, tons of people want to join,
because of the way we handle it.  We know it's all just a game, we're
just out to have fun...
  
        That thing about ten year old punks starting clans, I don't know
about that..  The majority of clans we have come in contact with were
actually College Students.

        In case you want to know, our clan is Clan UnaBombers.  Our web
page is simple, we simply post wins and brag about when we do good.
There's a little bit of clan policy there, but that's just for show.
http://www.gagames.com/unabombers
   
**********************************************
*  Matt Rowell (dymite) -dym...@gagames.com  * 
*                                            *
*  Gamer's Alliance President                *                    
*    http://www.proaxis.com/~jarvisd/        *              
*  Gamer's Alliance QUAKE                    *
*    http://www.proaxis.com/~rowell/quake    *     
**********************************************
---------------------

Announcing a New Quake Editor

My newly released program, Quake Name Editor v1.0a is out.

Basically it is the only program to let you visually create a name for
multiplayer quake with all the cool colored letters and graphics.
Its at:
http://redwood.gatsbyhouse.com/files/miscutils/ezqnameed1.zip
(1553k)
or
http://redwood.gatsbyhouse.com/files/miscutils/qnameed1.zip
(207K)

If you have all the Visual Basic runtime files, you can download the
small one (qnameed1.zip). If you dont, or dont know if you do, you need
the large one (ezqnameed1.zip).

See the readme.txt at 
http://www.nconnect.net/~tookycat/apps/qnameed.html
for more info..

=====================================
Josh Straub ��� took...@nconnect.net
Visit The DeathMatch Center! 
http://www.nconnect.net/~tookycat/
=====================================
-------------------

In response to Circuitous Loquacity - Vol. 1 - by nostromo (issue #5)

By the way, the age thing, about not knowing someone's age or their
profile, and therefore not prejudicing your communication, is totally
true and cool.  I am 29 and generally guess people as being in early 20's
but have run across many a cool gamer, ages 14 - 50.  Its really an
ageless thing. Further, as far as not being able to sit still, I agree
completely. Although, I don't move quite as much as some of my friends
who practically fall out of the chair quite often trying to avoid an
incoming missile or such.   It's quite entertaining to watch another
gamer playing and moving all over the place.

Keep up the good work.

Meister
-------------------

This guy's looking for a file/hack - maybe you can help

   This is the scenario: There is/was a DHE patch wad called
STARLITE.WAD; it was done by a good friend of mine ("Sarkee") and used
modified M-16 sprites from M-16.wad to simulate an M-16 with a scope
mounted on it for DOOM 1. I'll try to attach a gif image so you'll know
what it looked like.

(Nosty note:  I received the image file and I'll send it to anyone who
requests it)

    The wad used an arcane DHE deh patch to bind the IDBEHOLDV cheat
(invulnerability) to weapon number 4 (formerly chaingun, now M-16
w/scope). This gave you night vision (a by-product of the invulnerability
cheat) when you selected the M-16 w/Starlite Scope, but the clever part
was, the no-damage part of the cheat was disabled.

    Sarkee gave me a patch wad to play with (for DOOM 2), and also
uploaded it to a couple BBS's in 1994; but my wad got corrupted
(actually, the deh got overwritten) and it no longer works correctly.
Sarkee is recovering from cancer surgery now, and is otherwise occupied,
so I'm trying to restore the wad and re-post it.

    Everything is back together except the disabling of the IDBEHOLDV
cheat for damage. I'm happy with it the way it is, but I'd like to
restore it the way it was meant to be. Sarkee can't remember now whether
he used a code pointer re-direct, or if he launched it with DM.EXE as a
single-player DM game, or if it was a simple DHE frame swap. (I thought
maybe it was a palette trick but he says no.)

    Can anyone help me out on this one?

    I can supply the part of the wad I've restored if required.

    Rich Brennan
    <rbre...@webt.com>
---------------------------------------

A new 3D Game

I have some good news! I am Andy Light from Ice Software! We create 3D
games and would like all of you to see what we have done. We [are]
offering a 2 level demo...[and]...I would really like to see you all
there. Our games are like DOOM, only smaller, and cheaper. The url is

http://icesoft.home.ml.org/

Thanks,
Andy Light
lig...@cris.com
-------------------

II.  The Newsletter Reader Awards

     Beginning in this issue and running until December 25, 1997,
the subscribers of this newsletter may nominate what they feel is the
best in 3D Game Add-ons.  Awards will be given for various categories
on the following games:

Doom/Doom2
Heretic/Hexen
Duke Nukem
Descent
Quake

Awards will be given in each of the following categories for each game.
(Note:  Many of the awards cartegories are for single level add-ons.
A single level add-on may be a single level within a multi-level set.
Level 6 in Killer.WAD, for example, is a valid nomination for a single
level award category.)

Best New Weapon

Best New Enemy

Best New Thing (anything that is not an enemy or weapon)

Best New Sound Effects

Best New Music - single level

Best use of architectural design - single level (Graphics should not be
considered.  This should be strictly based on the design of the level and
how the design works for overall game play.)

Best New Graphics - single level (The use of graphics and architecture
should not be considered.  This should be strictly based on the artistic
quality and visual effect of the new graphics themselves.)

Best use of interior decorating, graphics and lighting effects
 - single level

Best use of tricks, traps and teleporters - single level

Best use of weapons, enemies and things - single level

Best Deathmatch single level

Best Deathmatch multi-level

Best multi-player single level

Best multi-player multi-level

Best single player single level

Best single player multi-level

Best TC - (The add-on must have at least one new enemy or weapon with
engine modifications and at least one of the following to qualify as a TC
- New graphics, new sound effects, new things, new sprites)

Rules for nomination votes

1.  You must be a subscriber to this newsletter to send in a nomination
vote.  Subscription requests may be sent to nost...@sonic.net

2.  You may send in as many nomination votes as you like.  However, you
may NOT send in more than one nomination vote for the same add-on in the
same award category.

3.  In order to keep the awards process as impartial as possible, you may
NOT send in nomination votes for any add-on that you created or assisted
in creating or playtesting.  This is to prevent 30 guys on a team from
nominating their own stuff with 30 votes.  However, you may advertise
your creations for nomination vote consideration.  See "Advertising
Rules" below.

4.  When you send in your nomination votes, make sure to include the
following infomation:

The Game being used
The Name of the add-on
The File name that includes the add-on
The file date and size
Where the add-on is located by direct link, if possible
List of award categories you wish to place a vote on for this add-on

5.  Nomination votes will be accepted until December 25, 1997.  At that
point, the nomination votes will be tabulated and the 5 or so add-ons in
each category with the most nomination votes will be listed in the
January issue of the newsletter.  The readers will then have a month to
review and play the nominations and send in their votes for the BEST!

6.  Do NOT send any files with your nomination votes!

Advertising Rules

As mentioned in Rule #3 above, creators of add-ons and their assistants
are not allowed to vote on their own stuff.  However, the newsletter will
gladly provide advertising space to mention your creations for
consideration of nomination votes.  Here are the rules for advertising:

1.  You may send in as many consideration ads as you like.  However, use
your best judgement.  Don't send in an entire list of your library
knowing full well that most of them are not going to be recongnized as
worthy candidates.

2.  When sending in an ad for nomination consideration, please include
the following information:

Game being used
A direct link to the file so that it can be downloaded.
File size.
The award categories you wish readers to consider when using your add-on.

3.  I can imagine a plenthora of advertisments coming in so your ad will
only appear in the newsletter once.  Please do not attempt to send in the
same ad for the same add-on for the same award category twice.  After 
your ad has appeared, it will be placed in an archive that will be made
available by request.

4.  Do NOT send any files with your advertisements!

     Also, if you advertise your considerations on your own web site,
feel free to include a link to my E-mail address (nost...@sonic.net) for
a newsletter subscription.  This will help to increase the subscription
base and get in more votes!

Final notes - Although I pondered the idea of breaking it down into years
...as in the best of '96, etc....I abandoned the idea as I'm going to be
plenty busy with this as it is.  As editor of the newsletter and overseer
of the voting process, I will NOT vote and will remain completely
impartial throughout the voting process.....so don't send me gifts <grin>
...although I do reserve the right to advertise my stuff for
consideration.  I'll wait until next issue before I do that, though
...don't want to use my position to jump the gun.  Another thing I wanted
to mention was the fact that I, myself, do not play some of the games
listed.  Therefore, if you can think of any other award categories that
seem appropriate for a particular game besides what's listed or you feel
that some of the categories do not apply to a specific game, drop me a
note.  I'll be glad to take it under consideration.

This article will be reprinted at the end of each issue up through the
December issue.  Advertisments for consideration will preceed this
article in all future issues.
---------------------------------------

           III. HERETIC - More SOLO PWAD recommendations!!
                    By Robin Davis (Aged 44!!)

1. AGLOVANE.wad - aglovane.zip - by Dr. Bombay (conversion of his
    Trans.wad for Doom2).
  Great & extremely deadly in places - awesome in Doom2 as well.
 
2. ALOHA.wad - aloha.zip - 2-level Doom pwad conversion by unknown author
    of Aloha999.wad (8 Level Masterpiece by Alamain).
  This has long been a favourite of mine & it wasn`t until recently that
  I found out it was an 8-level wad originally (the Heretic conversion
  only features the first 2!!) - I`ve now converted the WHOLE 8 levels
  over to Heretic. Once again, tough & complicated layout that may take a
  while to solve - persevere with it tho`, it`s worth it!!

3. ARENA.wad - arena.zip - by Kevin Haley & Bill Courneya.
  Great alternative (Ep. 3, Level 9) showdown with d`Sparil.

4. ASTERIAL.wad - asterial.zip - by Tom W.Green.
  Excellent, large & imaginative level - very tough in places - yet to
  completely solve!!

5. BIGRED12.wad - bigred12.zip - by Richard Carlson.
  You`ll find out why it`s called so when you download it!! Quite large
  & complicated level with unfortunately one nasty bug that causes the
  game to bomb out to dos when you approach the door to the room
  (Cinema??) with the Green key!! Great level in any case!!

6. CARNAGE.wad - carnage.zip - Complete Episode\9 Level replacement by 
    Robert Echhardt.
  Great series of levels with graphics\sounds & music from Doom & Hexen.
  VERY tough & complicated in places - the opening level is one of the
  best intros I`ve seen\played so far!!
 
7. CHAOSIAN.wad - mandor11.zip - by Richard Carlson.
  Once again very imaginative & creative graphics patch involving "new
  monsters" - you are basically being attacked by different coloured
  balls (with matching sound effects!!) - shades of Patrick McGoohan`s
  "The Prisoner" spring to mind!! - it`s a pity other Heretic Authors
  haven`t played around with the sound\look of the game (as in Doom,
  Hexen, Quake etc). Great wad - only complaint I have is that I want
  more of it!! - maybe a WHOLE Episode next time `eh, Richard
  (Hint hint!!).
 
8. GRANITE.wad - granite.zip - by Patrick Engel.
  Tough & complicated level - have yet to finish it!!!

9. GROK-IT.wad - grok-it.zip - by Dan Teeter.
  Very imaginative & early Heretic wad involving diff. graphics\textures
  & new music - the opening musical theme is a real favourite of mine
  - Great atmosphere!!

10. GULAG.wad - gulag.zip - by Jeff Weisand.
  Sort of Heretic meets Hexen on the Beach!! Very large & complex levels
  (another multi-wad!!) which I`m still trying to solve. Not one to blast
  through - unless you know it VERY well of course!!

11. HARETICK.wad - haretick.zip - by Unknown Author.

12. HERETRIX.wad - heretrix.zip - 8 Level wad by Kent the Hacker.
  8 Solo Deathmatch Levels - once again, non-stop action ALL the way!!
  Jack-be-nimble, jack-be-quick would definately be the recipe for
  survival with these wads!!

13. HOMELAND.wad - homeland.zip - by Wayne Leutaryler.
  Massive & pretty tough level with many tricks\traps to keep you
  occupied (& dying!!) - Welcome to the Slaughter - Another Classic!!

14. HWANGO1.wad - hwango1.zip - 16 Level wad of Deathmatch levels (some
     with no Monsters!!) compiled by Shalafi.
  Brilliant set of Deathmatch Levels - many for Solo play!! - with some
  excellent sound effects - a REAL blast from start to finish!!

15. HTRINITY.wad (Unholy Trinity - Trinity College, Cambridge)
     - by Steve McCrea, Simon Wall, Elias Papavassilopotous.
  The Legendary Doom wad converted to Heretic`s format - I must admit I
  think it suits it better in Heretic.

16. INCUBUS.wad - incubus.zip - 9 Level wad - by Jeremy Wagner
     (Apparently 13!!).
  BRILLIANT Episode replacement with new\modified weapons & GREAT
  midi-file soundtrack!! Tough, but definately playable - non-stop action
  all the way!! You WON`T get bored with this one!!

17. IRVEL.wad (Irvel`s World) - irvel.zip - 3 level compilation of 3 of
     his Heretic levels - by Scott McNutt.
  A great compilation of Scott`s levels which will certainly keep you
  occupied for some time - Excellent & complex levels.

18. KNT_KEEP.wad (Knight Keep) - knt_keep.zip - by Unknown Author.
  Another large & complex level which I`ve had for some time now
  - definately one of the best of the earlier levels - real-in-your-face
  stuff that will keep you wired for some time - see how long you last
  when first playing it!!

19. MERIDIAN.wad - meridian.zip - by Jeffrey Steelman.

20. OCTOWAD.wad - octowad.zip - by William Green & Steve Spaeth.
  Definately one of the most original levels I`ve ever seen with stunning
  music by Einsterzender Neubatten ??) - VERY large & complex wad - still
  haven`t managed to finish it yet - found all the keys but no exit yet!!

21. OH-NO.wad - oh-no.zip - 9 level wad - by Sally McGill.
  Excellent, tough & imaginitive series of levels by one of the few
  female authors I`ve found so far - there MUST be more out there
  somewhere - come on out of hiding!!!

22. PLANETX.wad - planetx.zip - by Rick Tropperman.
  Really good puzzle orientated wad that took me quite a while to solve.
  (Check those wall textures!!).

23. RECANT11.wad - recant11.zip - by Dr. Sleep.
  One of the first Heretic levels I downloaded over 2 years ago & STILL
  play even now!!! Easily as good as the original Heretic levels (as are
  most of the ones on this List!!).

24. RSVDOGS.wad (Reservoir Dogs) - rsvdogs.zip - by Jeffrey Steelman.

25. RWATERS.wad (Raging Waters) - HRWATERS.zip - by Greg Hagesdom.
  Great, tough & large level that I`ve played on numerous occasions now
  - Action all the way!!

26. SMUDGE.wad - smudge.zip - 3 level wad by Christian David Klie.

27. TOWER.wad (Tower Assault) - tower.zip - by Michel Perie.
  Another STUNNING level featuring tons of sound\graphics patches from
  Doom & Hexen - Michel describes it as a co-op level but although tough
  is certainly playable solo - just keep practising!!! Only pain is in
  getting the Crossbow\switch at the beginning!!

28. UNCATH2.wad (Unholy Cathedral) - uncath2.zip - by Carl Boothroyd.

29. UNDERGROUND.wad - underground.zip - 9 Level Series
     - by David Declercq.
  Another excellent series of levels - some of these are LARGE tho` so be
  patient!!  Very tough & complex in places - save often!!!

30 - 32. WATER1.wad\WATER2.wad\WATER3.wad  (Waterwalls 1, 2 & 3)
     - water1, water2, water3.zips - all by Philip Ward.
  Philip describes these as solely Multi-play Levels, but I`ve always
  found `em GREAT for Solo Play - basically run around & blast `em!!!
  Apparently there are some more coming out soon - hope so anyway!!

33. WINDS2.wad - winds2.zip - by Chris White.
  Another favourite which I`ve played many times - check out the tidal
  currents in the Lake area!!

34 - 37. WIZARD.wad\WIZARD2.wad\WIZARD3.wad\WIZARD4.wad - wizard,
    2-4 zips - all by Phil Burnham.
  These are probably some of the toughest & complicated levels I`ve ever
  played - AWESOME doesn`t even begin to describe them!!! 1 & 4 are
  probaly my faves though. To be honest, I`ve now had Wizard 4 now for
  approx. 1.5 years, & I`ve yet to even begin to solve it - any clues
  anyone? (Phil??!!) - Great new Crossbow sound effect (which has
  gradually started appearing in a few of the more recent Heretic wads
  (I can`t blame you either, it`s fantastic!!).  Great Harpsichord theme
  to go with the Carnage too!! Absolute STONE COLD CLASSIC!! If ANYBODY
  HAS any TIPS or help on how to tame this beast - email me!! So far I`ve
  only been able to access certain areas (or ANY keys for that matter!!)
  by cheating!!! Getting the Blue key would appear to be part of the
  solution - correct me if I`m wrong, though!!

38. HWY.wad (Whyvern Heights) - hwyvern.zip - by David J.Reid.
  Stunning wad visually with some unbelievable textures (some from Doom
  & some original!!) - once again very original level with 100% ACTION!!
  CLASSIC!! If anybody has got his "Palace of Malice" (or indeed anything
  else he`s done!!) please get in touch (Or at least let me know where I
  can download it - c`mon don`t be shy!!).

FAVOURITE DOOM 1\2 CONVERSIONS by Yours Truly!!

1. B9.wad - (Doom - e1l2bee9.wad) - by (the Legendary) Unknown Author.
2. BUNKER.wad - (Doom - Bunker.wad) - by Terry Hamel.
3. CIRCLE.wad - `O` OF DESTRUCTION from Doom2 (Original Game!!).
4. DANTE.wad - (Doom - dante.zip) - by Dr. Sleep.
5. MATRIX.wad - (Doom - matrix.wad) - by Donald Cathcart.
6. SEWER.wad - (Doom - sewers.wad) - by Jon Oden.
7. THEATRE.wad - (Doom - theatre.wad) - by James Wilson.
8. TITAN.wad - Doom - titan.wad) - by Sean Birkel.
9. TMP.wad - tmp.zip - by Unknown Author.

It`s absolutely amazing how many Doom & Doom2 wads make excellent Heretic
wads - many being improved in the process - over the last couple of years
I`ve converted 100`s of them over, with the result that my Heretic
directory is now over 150 megs. Who cares - it`s FUN!!

Would still be interested in recommendations & tips from others -
response was a bit "light" last month - i.e. nobody bothered!!!
C`mon, get in touch!!!

email rda...@fastnet.co.uk
---------------------------------------

IV.  Doom --> Doom][ --> Quake: What'd Id do? Where'd they go wrong? Are
                           they going wrong?
                         +------------------+
                         | JAB, Alpha Geek. |
                         +------------------+                 
  
        "WARS should be fought this way.
         Then, when the country has been overrun,
         Every can then go home to bed."
                        Neil Kyberd (ne...@senet.com.au)

        December 14, 1990 -- Commander Keen, Invasion of the Vorticons is
released by 4 young programmers and artist. Marketed by Apogee, it would
mark the beginning of, not only a series of games, but one of the coolest
companies on Earth (and Phobos and Deimos!).

        Again, on May 5, 1992, Wolfenstein 3-D is released by Apogee, but
created by the masters at the newly formed Id software. Over 250,000
copies have been sold since. Today, the Computer Gaming World Hall of
Fame has recognized Wolfenstein 3-D as helping to shape the world of 3-D
gaming, we now come to expect today. However, in my opinion, these early
games were plagued by an evil name. A name that wanted more to force a
profit out of these games than enjoyment. That name is Apogee. Id, like
many companies, finally broke off from Apogee and became free.

        "Doom, when it first came out was the BEST! Never before seen
         anything like it."
                        -JAB Van Ree

        On December 10, 1993, DOOM plagued the internet with it's amazing
9-level shareware (which Apogee credits itself for). Being the first of
Id's creations NOT released under the Apogee label, it seemed to contain
a certain "freedom". It isn't just my opinion that says losing the Apogee
thing helped, considering DOOM was awarded Game of the Year by both PC
Gamer and Computer Gaming World. Thousands of doom players were very well
fooled into thinking that this game was true 3-D. Carmack's programming
gave the GRANDEST of illusion to you the player. Nostromo himself said
that you cannot play this game without tilting around in your chair.

        In fact, not to long ago, after reading all there was on DOOM and
DOOM][, and the little amount on Quake, I decided to re-install DOOM and
DOOM][. I knew almost all the secrets, the graphics seemed crappy, the
lighting was totally unrealistic, and you know what? I still love that
damn game.

        "...DOOM ][: Better gameplay for singleplay, better textures,
         more monsters, and a cool new weapon ... not very good for
         Deathmatch."
                        -JAB Van Ree

        October 10, 1994, DOOM ][: Hell on Earth, the much hyped DOOM
sequel was released on a day known as "DOOMSDAY". It's initial release
amount to about 500,000 copies, and to this day it has sold 1.6 million
copies with "...no end in sight." It saddens me very slightly, that this
game displayed very few advancements on the game engine itself, and
released NO shareware. The first signs of releasing for money. However,
it was still a kick ass game, that showed the world what a small group of
geeks can do (Bill Gates being the biggest example!).

        Quite personally, I beleive Id removed far too many "good"
textures from this game, that were in the original DOOM. When I was heavy
into DOOM map editing, I found myself making plain DOOM maps, just
because I like the textures in that more.

        qtest1-"Finally something that looks like things you see every
                day. Realistic light, normal architecture, but the
                weapons and other GFX weren't too hot."
                        -JAB Van Ree

        August, 1996 -- QUAKE comes. I was saddened at the initial of
Qtest, and Quake Shareware, for I was told (by pretty pathetic sources)
that Quake would have the same requirements as DOOM, but it turned out it
needed a pentium I didn't have. Thankfully, shortly before the release of
the full version of Quake, I had a pentium. I remeber being told how Id
already had 500,000 pre-order copies sold. That number eventually reached
750,000, just PRE-ordered. It saddened me though. I found myself quickly
growing tired of Quake and Id. Must more faster than DOOM or DOOM][. I
saw more and more of the Id team breaking off and forming their own
companies or just plain leaving. Then the hiring of an "executive" from
Arthur Anderson. I don't want to place stereotypes, but I hear from
numerous sources that Arthur Anderson is about as "Corporate" as they
get.

        Now don't get enraged at this, but I beleive Id is becoming
another Apogee. Cool companies sprout off Id, but Id itself isn't cool.
I also see it in the "Official Id software" addon packs, actually done by
Hipnotic and Rouge, with the assistance and game engine of Id. Don't
think I'm just bashing Id. I'm just saying, they aren't the all-time
loved "under dogs" I remember. John Carmack is still John Carmack, Adrian
Carmack is still Adrian Carmack, but Id isn't Id anymore.

        Not all share my negativity <snicker!>. JAB Van Ree (yes, someone
else called JAB) Believes this is Id's all time game. "..single and CO-OP
play ROCK! And DM...well, you know what I'll say. This is THE game for
multiplay...Stuff like CTF and TF only prove my point".

        Also, Jeff (jef...@ix.netcom.com) had some high and low
opinions. He mentioned how "...they [Id] never answer technical e-mails
...I'm not gonna pay $$$$$ for support on a $50 game when WIN95 support
is free." That's about all the BAD stuff he mentioned. He mentioned how
cool Id was for freely releasing things like VQuake, GLQuake, WINQuake,
and QuakeWorld. He mentioned their great DEMO's. The cool "try before you
buy" systems x10. and numerous other things including the awarding of one
of Carmack's ferrari's.

        What's Id coming to? Who cares! Just get over it and stop goin on
and on and on and on and on an--.

        E-mail me w/ your Opinion: biel...@centuryinter.net
---------------------------------------

V. The Virtual World Tour - Monthly web site visitations

The Curse
Official web site for The Curse clan.  Very colorful and artistic graphics
highlight this clan site done with an Egyptian theme.  Very nice.
Check it out at:

http://www.wwgv.com/cyberdmn/
-------------------

Mike's Doom 2 Stuff
Personal page with some great Doom wads for solo, co-op and deathmatch.
If you want some of the best, you'll find it here.  Check it out at:

http://members.aol.com/jffbb/index.html
-------------------

The Iron Lich's Home Page
Great personal site with some really fine music.  Lots of stuff going on
here including information on DOOM32 - a 32 level compilation wad put
together by the Iron Lich for Doom2 that levels made by such notables as
Paul Schmidt (Eternal Doom), Mike Rowell (Gamer's Alliance) and many
others including yours truly who decided to throw in Nostromo's Run.  The
Iron Lich also included one of his own levels which was added to
Doomgate's All-time Best list.  Check it out at:

http://www.netins.net/showcase/ironlich/
-------------------

WTF Productions Home Page
This home page centers around a development group devoted to making
add-ons for Doom, Quake, Hexen, etc.   Here's what JAB Van Ree has to
say about it.

WTF Productions : a group of people who create great addons and make
them freely available.  We are currently starting to master the skills of
Quake editing so watch out for a SUPERB Quake release soon.

We always chose quality over Quantity. Not much releases yet but they
are all good. We are also working on our last big DOOM project:a
32-level PWAD for DOOM ][ (yes big also... but quality still first) It
will feature mostly new levels and some souped up older WTF stuff.
To set the mood we searched the net for some MIDI stuff and made a few
of our own as well. It will be done soon... (It's done when it's done :)

Check it out at:

http://www.gamers.org/wtf/
-------------------

Alex's Doom Page
Nice personal page for Doom featuring the VENOM series of wads.  Also
has a variety of links for utilities, links, codes, etc.  Plus a great
download page where you can get any shareware 3D action game you want.
Check it out at:

http://www2.awinc.com/users/fjanini/doom/

-------------------

The Doom Zone
Nice personal page with the T2 soundtrack going in the background.  
Contains some nice pages of reviews, links and a page dedicated to
Team TNT.  The site is also loaded with screen shots from various wads.
Check it out at:

http://www.geocities.com/TimesSquare/Alley/2497/
-------------------

The Brothers Grinn Page featuring Quack: Duck of Doom
Pick of the month!!
I checked out this page when I received the following note

We did the story art for STRAIN, and are now working on a comic spoof of
Quake called Quack.  Basically it's an anthropamorphic Duck in Quake like
world.  It will be serialized and appear twice a month, four pages at a
time.  I wanted to ask you if you could mention it in the newsletter?  It
will be starting in early April.  If you want to see the art, just ask. 
Thanks.
The Brothers Grinn

Well....here's your mention and the page is great.  Very original stuff.
Check it out at:

http://www.iquest.net/~stuart/Quack1
-------------------

Dark Preachers
Home site of the Dark Preachers Clan for Quake.  Great logo and real
zippy music highlight this page.  Good info on the players and a few
links.  Check it out at:

http://www.netcomuk.co.uk/~jaffa/index.html
-------------------

VI.  crash's single-player Quake favorites

since i don't have a "top ten" list or the like on my page, i often get
mail asking me what my "top ten" list would be. here's a list of the
levels i think are currently the best of the best for the single-player
Quake enthusiast. i didn't formally rank them (because i'm really
indecisive), so these are in no particular order:

* hell's sewers (bbprev.zip)
* horror erotique (erotique.zip)
* the guardhouse (guard.zip)
* the insurrection 1 (legacy.zip) & 2 (opus.zip)
* suicide staccato (mexx6.zip)
* darkness diabolical (pb1.zip)
* notlob's castle (sgc6.zip)
* the underworld (undrwrld.zip)
* village of dread (village.zip)

others of note:
* the rest of the "insurrection" series, available on the BSP homepage
  at planet quake (www.planetquake.com)
* the rest of the mexx*.zip series
* the other "notlob"s (sgc4 & sgc5.zip)
* shadow over innsmouth (shadow.zip)
* the epoch turning (epoch.zip)
* king solomon's mines (ksm.zip)

you can check the reviews for these, and download them directly, from
<cheap plug>my page</cheap plug> at www.geocities.com/TimesSquare/1481/
---------------------------------------

VII.  Demon Repentant
      Part Two: Korn the Marine
 
Janet brought out a Marine suit.
"Here you go, Korn. I got this off a dead Marine. I hope it fits."
Korn took the suit with gratitude and tried it on. It fit.
"Wow, it fits! You are one lucky Hell Knight," Janet said. "Now let's
find you some weapons."
 
Much later....
 
Korn smiled at his reflection in the pool. He looked like a Marine, even
with his goat-like legs. He had:
 
The Super Shotgun
The Chaingun
The Rocket Launcher
The BFG
 
"You know, Korn, you have an edge that I don't have. You have a natural
attack--two natural attacks, actually. Your claws and your fireballs.
Humans don't have those things."
Korn nodded in agreement.
 
Ok, I kinda have a case of writer's block(damnit), so this is the....

End of part 2

Ice
---------------------------------------

VIII.  Things to Come

DOOM - Eternity (New additon!!)

James -- QuasarKing

        Eternity Total Conversion for Ultimate DOOM, recently announced
on the internet, is my first major DOOM project, but is coming out great.
It is a new TC with a very interesting theme, time travel.  This presents
some new opportunities in level design.  The story goes that just before
the events in DOOM II, UAC had started space-time experimentation.  They
discovered how to open "temporal portals," or gates through time.
Unfortunately, the invading demons found this portal and learned to open
their own.  Now they are jumping through Earth's history in an attempt to
alter it so that they can seize all souls in the universe.  Of course,
they call on you to put an end to this new invasion.  That's just a basic
run down, of course.

        Eternity TC v1.0 (which is not related to Serenity II: Eternity)
will include nine levels replacing the first episode.  The majority of
these are made from scratch, but I found a few wads that were just too
awesome to pass up and fit our theme, so I souped them up and put them
in.  It will also include a new soundtrack, many new sound effects, new
graphics, and some cool special effects (like the time portal -- let's
just say that HOM now has a use).  I am ready to announce that the secret
level will feature a romp through a World War II war ship.  I can't say
I've ever played a level on a boat before!  Another feature is that the
installation routine automatically creates the new executible using
DeHackEd 3.0a, without changing any original files. This new file will
provide the player with a new weapon, the flame thrower, a DeHackEd
classic and a most-wanted on most players' lists.  It also has some other
surprises stashed away.

        While Eternity TC may not be as expansive as some total
conversions out there today, I feel it provides the player with what can
only be called the raw, pure DOOM experience.  And remember, if Eternity
receives enough support, we will release additional episodes.  Episode II
is already planned, its just up to you, the players, to make it a reality.

For more information on Eternity TC, e-mail me, James Haley, at
<Quasa...@aol.com>, and check out the Eternity TC Home Page at
<http://members.aol.com/quasarking/>.

And one last thing--Contrary to previous announcement, Eternity WILL
feature both cooperative AND Deathmatch capibility!
-------------------

DOOM2 - Castle Heng & Metal Moon (Update & something new)

1st: Castle Heng as its final version is ready for download at
http://members.aol.com/doomxiii/castheng.zip
and won't be changed (save the usual bugfixes etc.)

2nd: Florian Lindner has returned from Austria and will continue testing
the two player version (he is responsible for two player implementation
in the Castle Heng project, he is also responsible for the many, many
cyberdemons in this mode)

3rd: Heng World II (the next ten levels) has been delayed for we had a
hd crash on heng.org (the Windows-PC Heng World has been developed on)

4th: We will probably use a different editor/node-builder for
Heng World II (DoomEditPM for OS/2 instead of WadEd)

5th: We have plans for Dark Forces levels (but this will probably take a
long time, and will probably have to move behind our UNIX project (the
same guy plans on developing a Linux version for mixed Intel/Motorola
computers (very seldom...))).

6th: Metal Moon (the newest project) is at its 8th level. I'm ready to
send betas to people who want to test the new style.

That is all. :-)
Greetings, Andrew

(Later in the month, I received this note)

I have just finished the first 8 level episode of Metal Moon!

http://members.aol.com/doomxiii/metal.zip

Not too much of new effects... save the probably new "flying" enemies!
(last level)

A bit easier than Castle Heng, more perfect in graphical things, still
many cyberdemons, a new story (trooper trying to destroy a Death Star
like moon), a classic comeback of the orginal Castle Heng, etc

Have fun!
Greetings, Andrew
-------------------

DOOM2 - FetalDM8 (Update)

Is currently in the making, and going great! Screen Shot of some Maps are
available at Adelusion's Home Page.

http://members.aol.com/adelusion/adel.html

Looks like the FetalDM series is not going solo this time, Adelusion
(Anthony Czerwonka) has taken on some Level Designers to help out with
his popular series. Who you may ask... well, here is the list so far....

Anthony Czerwonka... Textures, Levels, etc... DYST3, STRAIN, REQUIEM, and
  all the FetalDM's thus far.
Mark Klem... Music... Done the Music for the MM's, and REQUIEM, STRAIN.
Iikka Keranen... Levels... DYST3, REQUIEM, and ADDICTIV DM series.
Michal Mesko... Levels... DUSK, AN_COOP, and NONDMS
Adam Williamson... Levels... MM, MM2, and REQUIEM
Chris Martin... Levels... Adel's 666th Visitor to his Site!

If you are interested in Helping out, and maybe make the Project BIGGER
give Adel...@aol.com a shout.
-------------------

DOOM2 - Insertion (Update...sorta)

Music has started, but no really big update to report!
-------------------

DOOM2 - Mordeth (Update)

After the release of the first episode of Mordeth, I started looking for 
some help on the upcoming levels. Well, I'm glad to announce that the 
Mordeth TC Project now has a team ! Current members are Gaston Lahaut 
(levels- and sprite designer, dehacked work, moderator); Martin Dunst
(level designer), Dead Clare (music), Adelusion (level designer and
textures) and last but not least Iikka Ker�nen (level designer and
textures).

Our first objective is to make the new textures, objects and monsters for
the second episode. When that's done (a month?) we can start designing
levels 7 to 11. The upcoming levels will be released per episode.
Expected to be due early summer.

If anyone out there is interested in what is going on here, and who likes
to join our team, please feel free to mail me at
g.la...@stud.warande.ruu.nl

for some more info... Also, keep an eye on the Mordeth Home Page at
http://www.warande.ruu.nl/~glahaut/mordeth.htm
since the latest news will first appear there.

A word to all doomers who have played Mordeth: Thanks !! I really loved
it to receive your feedback and praise !! :) A word to all the other
doomers... soon some reviews will be released regarding Mordeth, so that
you can hear from someone else how fabulous this TC is... :)
===================================
Gaston Lahaut
Author of Mordeth
http://www.warande.ruu.nl/~glahaut/mordeth.htm
===================================
-------------------

DOOM2 - Requiem (Update)

Well, the project took another unexpected turn, one of the LAST remaning
levels was being built, and his Hard Drive CRASHED! So, the author gave
up, and now another is working on one to finish things up.....

Thus, still eagerly awaiting REQUIEM's Public Release..... you'll just
have to wait just a little bit longer.... as for now, again, 10 Screen
Shots area available at Adelusion's Home Page.

http://members.aol.com/adelusion/adel.html
-------------------

DOOM2 - S*T*R*A*I*N (Big Update!)

     STRAIN is actually nearly complete!  All the playtesting has been
done and the final tweaking and post production work is being done now.
Discussions on distribution are taking place.  Yes! After more than a
year and a half of hard work by many individuals, the best TC for Doom2
ever (IMHO) is about to go public!!  ...and the newsletter subscribers
will be the first to know of it's release!!!  Keep your eyes glued to
your mailbox for the upcoming announcement.
-------------------

DUKE NUKEM (2) - (No Name) (New Addition!)

Britt sent me this note on a Duke Nukem project he's involved with

       I just read the March newsletter and I am impressed!  Anyways, you
said you had a lack of Duke Nukem participation, well I've got some great
stuff for ya then.

        I've got a 5 man team working on a total conversion project for
Duke Nukem 3D right this second, we are getting close to the final release
date and we are very proud of what we've done, we think we have the best
TC for Duke right this second, but we don't want to release it until it's
perfect. We have all new music, 4 new MIDI's in all, 2 levels are
completed, about half of the artwork is complete, the SFX are done, but
the best part is you actually get that feel of walking threw a city as a
giant robot. Here are some pics included with this letter so you won't
think I'm BS'ing you.

bre...@netdepot.com

(I didn't incluce the pictures he sent me, of course, but he's right...
it does give you the feel of walking through a city as a giant robot.)
-------------------

QUAKE - The Dark Cathedral (Update)

Oh, and here's updates on the Dark Cathedral:

HiroShima, the only guy that really knew anything about QC has left. He's
taken a job doing professional mapmaking, and working on the Dark
Cathedral, would conflict greatly with his job.

On the other hand, Colin Barker and Ben Hopkins and Eastpunk, have all
begun level making. Got off on a bad start, but we're doing better
through communication.

Me? I'm just a bum. I can't really make the quality of levels these guys
put out, and art is my only real "schtick" so to speak. I've posted an
idea for a true blue miltary Quake conversion, but have gotten little
response.

Also, if people wanna check out the quad productions page, Colin Barker
has taken over, and regular (sort of) updates shall continue. The URL is:
http://quake.upit-sac.depaul.edu/~jab/quad.htm
-------------------

QUAKE - Aliens Total Conversion (Update...kinda)

Hmmm, there's not that much to say ... coding, coding and coding - yeah,
that's the main thing ... Carsten works on some alien egg models, Carl
does model textures and Tracy captures some pics ... sorry ... back to
work ...
-------------------

Other projects currently in the works:

DOOM2 - BEYOND DOOM: The Apocalypse
DOOM2 - Eternal Doom
DOOM2 - The Experiment
DOOM2 - Independance Day
DOOM2 - Nostromo's Run
DUKE NUKEM (1) - (No Name)
---------------------------------------

That's it for this month

Happy Gaming

nostromo

   This newsletter may be distributed freely by any medium
with the following restriction:  This letter may NOT be used,
whole or in part, in any capacity that generates monetary income.
This newsletter is free.
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From: nost...@sonic.net (Nostromo)
Subject: Nostromo's 3D Gaming Newsletter - Issue #6
Date: 1997/04/11
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