================================================================ Title : Okori Filename : okori.wad Distributed As... : okori.zip Release Date : 13th March 2004 Author : Russell Pearson Email Address : rddp@duellist.net Website : www.duellist.net Description : A single player level for ZDoom. Additional Credits to : Breakbeat Era and some unknown Kodo drummers (see main text below). Other Files By Author : Null Space (nulspace.zip) Doom Raider (lite version) (dr1-lite.zip) Doom Raider (full version) (dr1-full.zip) Lego Base (legobase.zip) Lego Base Enhanced (legob-sp.zip) Tunnel Run (tun-run.zip) Blastem 2 (blastem2.zip) DoomTown (doomtown.zip) Deleted Scene (deleted.zip) Deleted Scene2 (deleted2.zip) Close Kill (c-kill.zip) Voidtest (voidtest.zip) Lego Textures (legotex.zip) Wood gfx (woodgfx.zip) Doom2 Flats (d2flats.zip) Lego Base Original Cut (legob-oc.zip) Fear Spirits (fearsprt.zip) Twin Pistols (twingun.zip) ZDoom Tooth Door (toothy.zip) Spider Demon Railgunner (railspdr.zip) ================================================================ * Play Information * Advanced engine needed : Yes. ZDoom (whatever the latest version is. I tested this using Zdoom cab63.) New Levels : Yes Episode and Level # : MAP 01 Single Player : Yes Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Difficulty Settings : No Recommended Difficulty : Ultra Violence New Sounds : No New Graphics : No New Music : Yes Dehacked/BEX Patch : Yes Demos Replaced : No Other files required : None * Construction * Base : This was built from scratch but based on map07 and is an area taken from my level entitled 'Decade'. . Editor(s) used : Wintex, PSP, Wad Author, Dehacked and Notepad :) Known Bugs : None ================================================================ * Copyright * Authors MAY use the contents of this file as a base for modification or reuse. This level is copyright Russell DD Pearson (2004). You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. ================================================================ * Blah de blah de blah * Okori..... This level was inspired by map07 from Doom2, and is effectively a heavily modified extract from a larger map of mine entitled 'Decade' (at the time of writing this Decade has not yet been released). Whilst the architecture is essentially the same as that found in Decade, the 'Thing' placement has been modified, and a dehacked patch added, to make this small map more playable and challenging. The version contained within Decade probably (definitly) won't be as harsh. I haven't set up difficulty settings. This map was designed for 'Ultra Violence'. The title screen music is a two second sample taken from Breakbeat Era's track 'Time 4 Breaks'. This loops nicely :) I was going to contact BBE to ask for permission to use this sample but the band seems to be non-existant now and their website nolonger exists. Still, I've only used a two second sample from a track that is 4m20s duration so I doubt this will affect them financially. If they contact me and object to my use of the sample then I'll remove it. The main track used in the level is an extract from a very long kodo drumming mp3 that I got on emule. The track was simply entitled 'Kodo drums' so I have no real idea of it's origin. Again, I've only use a limited sample from what is a very long piece, so I hope I'll not be annoying anyone by using it. As I do not strictly speaking have permission to use these samples I will be respecting Ty's rules concerning mp3s in wads. As a result, this wad WILL NOT be uploaded to the idgames archive. Oh, and being able to jump will definately make things easier for you in this level. -Russell Pearson (13th March 2004) email: rddp@duellist.net (put 'DOOM' in the subject title or your email may be accidently deleted as spam). ================================================================ OKORI order of play/playing tips ***WARNING, SOME MAY CONSIDER THIS INFO TO BE A SPOILER*** Firstly, don't waste time killing imps. Sure, shoot them if they're in your way, but when the number of imps falls below a certain level more will spawn into the map. So concentrate your fire on the larger monsters. Secondly, there are 4 silver 'gate4' pads around the inner edge of the map. Once items are picked up from these pads more will spawn in the take their place after a given time. The pad you start on is initially empty, but will soon be occupied by a medipack (and will be replaced by more medipacks when this is picked up). A second pad has a beserk pack. Once this pack is picked up, medipacks will repeatedly spawn into it's place. A third pad has green armour (green armour respawns here) and the fourth has a box of shells (again more boxes of shells will respawn here). 1) The first thing to do is deal with the four mancubus on the raised platforms. These platforms are effectively 'life support' systems for the mancubus and each one needs to be deactivated by using its respective switch. If you kill a mancubus before deactivating it's life support it will simply be brought back to life. 2) After killing the mancubus a central platform will rise out of the nukage giving you access to the blue armour and a heap of ammo. Shortly after this the outer walls of the arena will raise allowing a bunch of arachnatron to attack. 3) Kill a few arachnotrons and the main floor of the nukage area will rise up allowing you more space to run about in. Kill a few more and some revenants will start to spawn in. 4) Shoot the revenants! As you kill some a few more will spawn in, but after a while this will stop and you'll get some more mancubus appearing. 5) Shoot the fat guys! Again as you kill some a few more will spawn in. Once you've killed all these a wall will lower releasing a modified spiderdemon. 6) Shoot the spider demon. Killing him will stop the imps from respawning and you can now focus your attention on said imps. 7) Killing the remaining imps will complete the level and the exit door will open. simple :)