THE SVEEDISH DOOM CHEFS PRESENTS: O V E R L O A D D M Title : Overload Deathmatches Filename : OVERLOAD.ZIP (OVERLOAD.WAD and OVERLOAD.TXT) Date Finished : august 29 1998 Developers : Ola Bjorling (Team ruler, gfx guy and dictator) ola@techno.org http://members.xoom.com/bjorling Tobias Forsberg (slave mapper) planet_quido@hotmail.com http://members.xoom.com/quido Nicklas Linnes (slave mapper, music) klafshslafsh@hotmail.com http://members.xoom.com/Linnes Martin Friberg (slave mapper and human toolshed) nails@hem2.passagen.se http://www.doomshack.com/doomster Testing: Lars Ljung, Fredrik Lind Additional testing: Matthew Dixon & Dan Twomey Other Releases : Olas stuff: Tantrum (TANTRUM.ZIP) The talosian incident, map 8 (TALOSIAN.ZIP) The Darkening, graphics (DARKEN.ZIP) A few textures for Gothic DM 2 Upcoming (as of this release): graphics for Mordeth episode 3, The Darkening episode 2. Minor additions to other projects, such as sky textures and stuff like that. Tobias stuff: None at all! Nicklas stuff: None at all! Martins stuff: Trent's Rhapsody (DM) Live Backwards (DM) UAC Corporation (SP) Crestfallen (SP) Working on Ninja Doom and Beyond Doom TACTC Misc. Developer Info : Ola: Born 1979. I've been DOOMing since 1993 and editing since mid 94. Tobias: 5 years old. A great fan of LEGO. Nicklas: Born 1981. If I told you more I'd have to kill you. Martin: Born in 1978. Runs DooMster (http://www.doomshack.com/doomster/) Been dooming since -95 and editing since late -95. Description : 16 rather small and quite high-paced deathmatch levels that I (Ola) originally started making for myself and some friends to play since everything else what too big or just plain ugly. (And we're too lazy to look for good levels :-) Later I introduced Nicklas and Tobias to DOOM editing and they started making maps for this project too. Martin Friberg teamed up quite soon to help us. There are a few new textures in there, all being commercial quality and no fucking MS Paint CRAP. Any switches you find have to do with the exit. There are no switches to reveal weapons or other goodies. Some thoughts from the aurhors of Overload: If you think these levels are too small - go play something else. Overloads levels are small because we wanted them that way. You dont like respawnfrags? You like to hunt your oponent? You hate symetric levels? Then dont play Overload, because its not made for you. However, if you feel like some insanely fast DM play in damn good looking levels, Overload is for you. Some other things which has made these maps symmetrical are the facts that they are small (in case noone noticed) and if one made them irregular it could give unfair disadvantages in forms of starting points closer to weapons and such. Better cover in some places. Since these maps are lightning fast, everyone should play on the same conditions as your enemy. In bigger maps everyone has LOTS of time planning out a strategy compared to these. Additional Credits to : The whole team thanks: id for the greatest game of all time Ola thanks: * Lee Killough for essential Visplane info and some info on the "slime trail" bug. Lee also gave me a new, unreleased version of BSP, 2.4b, to fiddle with. Thanks! * Eric James Roberts for help with rocket- eating walls. * Mr. DOOM (Tom Sanner) for great inspiration. * Lars Ljung for making me look good in DM. * Jeff Rabenhorst for the excellent EdMap. * Julia and all other friends for being there. Tobias thanks: * Lars Ljung for making me look good in DM. * Jeff Rabenhorst for the excellent EdMap. * Mom for changing diapers. * Ola Bjorling (with two funky dots over the second o) for editing help. Nicklas thanks: * Lars Ljung for making me look good in DM. * Jeff Rabenhorst for the excellent EdMap. * AST (Advanced Sucking Technology) * Ola Bjorling (with two funky dots over the second o) for editing help. Martin thanks: * Lars Ljung for making the other guys look good in DM. * Malcolm Sailor for inspiration * Ben Morris for DCK * Rand Phares for his great Doom Consitency Checker Yes, we ARE mocking this Lars guy. ;-) =========================================================================== * Play Information * Map # : MAP01 - MAP16 Single Player : Yes - to look around Cooperative : No, silly Deathmatch : Take a wild guess Difficulty Settings : Nope. Just play skill 5 old deathmatch for max ammo. The levels have the weapons we find to be most suitable. New Sounds : No New Music : Yes, but not for all levels. New Graphics : Yes - Textures, sky, map names, title pic, intermission background, credits screen and ENDOOM. The OFACExxx textures are based on an advertisment for Final DOOM. The OWOODxx textures are based on ids WOODxx ones. OEVILxxx textures are based on ids MARBFAC3 texture and their corroded metal ones. All others are made from scratch, including the sky: it is not a photo, as some seem to believe. Demos Replaced : 3 of 'em: GREEN: GREY: MAP: SCORE: DEMO1 is Tobias vs. Nicklas 11 21-15 DEMO2 is Tobias vs. Ola 13 25-19 DEMO3 is Nicklas vs. Tobias 01 24-23 All players are mousers. Recorded via serial cable with a P133 and a P2/300. All demos last 5 minutes. * Construction * Base : New levels from scratch Build Time : Some levels took 30 minutes, other took 30 hours... See details for each map below. Tool(s) used : A whole slew of 'em: Ola used: EdMap 1.40 EdMap 1.31 DMAPEDIT 4.0 BSP 2.3x BSP 2.4b Adobe Photoshop 3.0.5 Metatools KPT Bryce 2 3D Studio R4 Wintex 4.3 DEUSF 3.8 WinDCC 2.02 DSHRINK MS-DOS EDIT :) Tobias used: EdMap 1.40 BSP 2.3x Wintex 4.3 Nicklas used: EdMap 1.40 BSP 2.2 MidiSoft Studio MS-DOS EDIT >:-] Martin used: DCK 3.62 DCC 1.04 ZenNode 0.98a Known Bugs : The slime-trail bug appears in some levels. We have done our best to remove this by running levels through DMAPEDITs nodebuilder (quite efficient with this bug) and BSP 2.4b, but some lightshadings can still cause the slime trails to show at certain angles, like in map03 and 4. May Not Run With... : DOOM Legacy, DosDOOM and ZDoom. Well, it WILL run, but the sky will look really ugly or tile in strange ways if you use mlook. Mlook is for Quack, and not DOOM, anyways. Also, *some* of the source ports that support high resolutions will have the map titles and stuff wrong. Blame them, not us. MAP01 Title : Fragtastic Author : Ola Bjorling Description : 4 Pillars is all you have to hide behind. This is a shotguns-only level. Lots of respawnfrags, but it's quite easy to fool your opponent as you respawn... Construction time : About 10 hours (had to redo it from scratch since EdMap felt like eating it. Argh!) The texture aligning took ages. Gameplay pace : INSANE Recommended # of players: 2 MAP02 Title : Deja Vu Author : Ola Bjorling Description : A very small level consisting of 4 identical rooms each holding 1 weapon; Super Shotgun, Rocketlauncher, Chaingun and BFG 9000. Learn to use all the weapons and you'll have a huge advantage. Construction time : originally made in 30 minutes and then fine-tuned for an additional hour and a half. Gameplay pace : INSANE Recommended # of players: 2 MAP03 Title : Close Quakecounters Author : Ola Bjorling Description : Quake'ish level with neat 3D effects and nice level of detail. Weapons are Rocketlauncher, DB shotgun and Plasma rifle. If you learn to use the SSG and RL in combination, the victory will be yours. Construction time : About 20 hours. Gameplay pace : MEDIUM Recommended # of players: 2 - 3 MAP04 Title : Threesome Author : Ola Bjorling Description : Triangular little bugger that looks a bit like a temple. Weapons are DB shotgun and rocketlauncher. Learn to aim or you'll frag yourself with the rockets... Some slime-trails in this one, seems impossible to get rid of. Construction time : About 20 hours. Gameplay pace : INSANE Recommended # of players: 2 MAP05 Title : Fort Fury Author : Ola Bjorling Description : A small yet innovative DM level that makes great use of jumping. Extremely detailed level. Weapons to be found are Shotgun, DB shotgun and the Plasma rifle. Construction time : 20-30 hours. Gameplay pace : MEDIUM Recommended # of players: 2 - 3 MAP06 Title : Satans Circus Author : Nicklas Linnes and Ola Bjorling Description : Quite large area-wise, but you can see your opponent almost all the time, making it very high-paced. Nicklas did the basic layout while Ola cleaned it up and added some decorative details. It's a bloody miracle it doesn't VPO... Weapons are Shotgun, DB shotgun, Chaingun and the Rocket launcher. Construction time : 20 hours. Gameplay pace : HIGH Recommended # of players: 2 MAP07 Title : Frag Isle Author : Nicklas Linnes Description : A small altar of some sort in a little valley. Weapons are rocketlauncher, Super Shotgun, Shotgun, Chainsaw and Chaingun. Construction time : Nicklas doesn't wear a watch. Gameplay pace : INSANE Recommended # of players: 2 MAP08 Title : Panic Is My Name Author : Tobias Forsberg and Ola Bjorling Description : Very simple layout, but with some funky detailing and great gameplay. Weapons are Plasma (RL in skill 3), Shotgun and Super Shotgun. Construction time : 15 hours. Gameplay pace : INSANE Recommended # of players: 2 MAP09 Title : Satans Sewers Author : Tobias Forsberg Description : Run around in these ancient, dark sewers and kill people. Thats it, really. Weapons are Chaingun, Shotgun and Super Shotgun. Construction time : 20 hours. Gameplay pace : HIGH Recommended # of players: 2 MAP10 Title : Ruins Of Valhalla Author : Nicklas Linnes Description : Probably the most detailed map in the WAD. The old Norse Gods must have been kind to Nicklas and done some kick-ass node calculating as thanks for the maps name. Otherwise it'd get a VPO for sure. Weapons are Rocketlauncher, Plasma, Chaingun, Shotgun, Super Shotgun and Berserk. Construction time : Nicklas can't tell the time. Gameplay pace : HIGH Recommended # of players: 2 MAP11 Title : Paranoia Author : Ola Bjorling Description : A map heavily inspired by Frenzy (map03) in MRDOOM30.WAD. Round and round it goes, but with a twist - learn to use the little windows and you have a huge advantage! See the demo in the WAD. I would have put more detail in there if it wasn't for the Visplane limit. Weapons are Rocketlauncher and Super Shotgun. Construction time : About 15 hours. (Had to redo it from scratch) Gameplay pace : INSANE Recommended # of players: 2 MAP12 Title : LLAWEHTNIELOH Author : Tobias Forsberg Description : The only really non-symetric level in Overload. Weapons: Chaingun, Shotgun, Super Shotgun, BFG 9000, Rocketlauncher Construction time : 20 hours. took 19 to spell the title. Gameplay pace : MEDIUM Recommended # of players: 2 - 3 MAP13 Title : Screaming Fury Author : Martin Friberg and Ola Bjorling Description : Open arena-style level. Weapons are Super Shotgun and Rocketlauncher. Construction time : 20-30 hours. Gameplay pace : INSANE Recommended # of players: 2 MAP14 Title : Frag-Mentation Author : Nicklas Linnes Description : A tight bugger for people with good steering. Weapons: Shotgun, Super Shotgun, Rocketlauncher, Plasma, Berserk, Chainsaw, Chaingun Construction time : Time is only an illusion, anyway. Gameplay pace : HIGH Recommended # of players: 2 MAP15 Title : High Fragquency Author : Nicklas Linnes Description : This map earns its name with its high gameplay speed. The design is somewhat inspired by the works of Iikka Keranen. Weapons are Chaingun, Chainsaw, Shotgun and Super Shotgun. Construction time : 71654 seconds. Approximately. Gameplay pace : INSANE Recommended # of players: 2 MAP16 Title : Fragmageddon Author : Tobias Forsberg Description : This maps gives you a really intense battle. Provided tools of destruction are Super Shotgun, Chaingun and Plasma - if you can find it... Construction time : 20 hours. Gameplay pace : INSANE Recommended # of players: 2 * Where to get this WAD * FTP sites: Mother of all DOOM sites : ftp.cdrom.com/pub/doom/ ...or our favourite mirror: http://ftp.sunet.se/idgames/ BBS numbers: Do BBSs still exist? :-) Other: Nope.