CyberDreams text file - 17/03/1998

PRÉSAGE proudly presents:

C Y B E R D R E A M S


Contents:

1. Introduction
2. Wadauthor
3. The behaviour of CyberDreams
4. Recording demos
5. Levels list
6. Permissions


1. INTRODUCTION

First of all, let's make a revision of the files you MUST have in your Doom 2 directory after unzipping the compressed file. Here they are:

ˇ CYBER.BAT - Batch file to install and play CyberDreams (note: we strongly recommend to follow our installation instructions instead of using this file, specially if you want to record some demo/s).
ˇ DEHACKED.EXE - The Greg Lewis program to modify the original .EXE file.
ˇ CYBER110.DEH - Dehacked modifications for CyberDreams.
ˇ CYBER110.WAD - Main WAD.
ˇ CYDREAMS.TXT - You're reading it right now.
ˇ FILE_ID.DIZ - Brief description.

Well, and now the key question: WHAT IS CYBERDREAMS?

In our opinion, we consider that CyberDreams can be described, first, as a pile of Doom levels in which the point is killing Cyberdemons in several ways and situations. But if you have been playing Doom for a long time and have tried the different playing modes (solo, deathmatch and ctf - who the hell plays cooperative?), after finishing CyberDreams maybe you'll have the sensation that this is a different way of playing Doom in which you probably never thought before.

Killing a Cyber never was so difficult in the original game: you had a lot of weapons and ammunitions to fulminate them in a second. The difference in CyberDreams is that your only "weapons" will be your movements, your strategy and a bit of your imagination. The only real weapon that you'll be able to use (and just in a few maps) will be the pistol. And not for killing a Cyber, but for doing other things (anyway, killing a Cyber with the pistol seems completely ridiculous and boring...).

You'll find while playing CyberDreams that in some levels you can exit without killing all the Cybers. We really tried to avoid it, but in some cases it seems impossible, because of the design of the level. At least for us it's clearly obvious that the REAL point of each map is kill them all before exiting. Think about it.

We think the best way to realize what CyberDreams is is to start trying it. And if you get interested in the first levels, you'll probably enjoy the rest of them, which become more attractive and complex. The ambientation of the maps is in most of the cases simple and accurate as well. We have been designing Doom levels for more than a year and a half and we almost have imagined everything that can be done using Doom editors. We got tired a long time ago of seeing the same kind of maps with the same kind of structures. In general, people have forgotten that risk can be one of the best tools while designing. In CyberDreams levels there is a bit of that risk, and a bit of our experience. All we can say is that we tried to make the detailing and the texture alignments in an almost perfect way. For the rest of the things, the veredict belongs to you. We'll surely respect your opinion, but first... please take a look at the whole adventure.

One last thing: the Dehacked modifications refer only to text sequences, weapons, ammunitions and cheat codes. The behaviour of Cyberdemons and the rest of the things KEEPS BEING THE SAME as in the original Doom. Maybe YOUR behaviour won't be the same after playing this adventure, but...

So that's the story. As simple as it seems. We're dying to see what's your opinion about CyberDreams. Just remember that there is more information in this text file that can be interesting for you while (or even after) playing it. Thank you and good luck.

Présage - 1998


2. WADAUTHOR

Name : CyberDreams v1.1
Filename : CYBER110.WAD
Authors : Gonzalo Pérez de la Ossa - Albert Valls
Email Address : albertvalls@jazzartistas.com
Misc. Authors Info : Musicians... and deathmatch addicts.
Description : See 'Introduction'.
Additional Credits To : id for their everlasting DOOM; Ben Morris for DCK; TiC for NWT; Olivier Montanuy for Wintex; JASC Inc. for PSP; Zink The Dink for Endoomer; Greg Lewis for Dehacked; our patient playtesters: Albert, Marc, Roger. And possibly you, if you recognize some graphic of yours into this file. Thanks.


Play information:

Game : DOOM 2 v1.9
Episode & Level : MAPS 01-32
Single Player : Absolutely.
Cooperative 2-4 Player : No starts. No way. Not the point.
Deathmatch 2-4 Player : No. But the game itself is a special deathmatch...

Difficulty Settings : Implemented. (With NIGHTMARE skill, CyberDreams doesn't work right. Don't try it.)
New Sounds : Hmmm. It depends on how many levels you play...
New Music : No... for now.
New Graphics : Yes, some.
Demos replaced : All of them.


Construction:

Base : Levels from scratch (more than ever).
Editor(s) Used : DCK v3.61; Wintex v4.3; Dehacked v3.0a; NWT v1.3; Paint Shop Pro v3.0; Endoomer v1.0.1
Build Time : 7 months.
Known Bugs : We hope everything is working right, but in case you detect some strange thing, please read 'The behaviour of CyberDreams' (below). About conventional bugs, we have detected a couple of HOM in maps 8 and 29. Actually we don't give a shit about the one in level 29. The map is so amazing that probably you will not look for it... Oh, and don't try to save in map 30, or the game will crash. Again, we know the reason, but we can't tell you more...


3. THE BEHAVIOUR OF CYBERDREAMS

While making the adventure we had to change a bit our way of designing. We had ideas for Cyberdreams that seemed to be not comprehensible for any Doom editor. In fact, we have a few maps which still stay just as good ideas but not possible to turn them into a reality.

Still, the main reason to write this chapter in the text file is to explain some of the important things that can happen while playing the adventure and which can be considered as "errors", though they are just limitations of the Doom engine. Most of them are on behalf of how the Cyber is killed.

1) The first, and probably the most desperating one, is that sometimes, Cyberdemons won't die in levels 4, 11, 12, 19 and 30. We are almost sure that in Doom, Cybers can die only in three ways:

ˇ building stairs below them when the ceiling is low enough to "squeeze" the Cyber.
ˇ crushers that can be activated by a switch or an invisible line.
ˇ ... and of course by teleporting.

In those maps, we use the first method and without any apparent reason stairs don't kill the Cybers. Maybe it depends on every little thing that is being done within the map at the moment that they are activated (player actions, moving sectors, or Cyber movements). If any Doom designer has ever been in a similar situation and knows more about this problem, we'll appreciate his comments (see email above).

2) With the second method it seems that switches never fail, altough lines sometimes do. Once again, this is not just a CyberDreams problem, but one thing that can happen in the original game as well. Lines don't always activate when the player crosses them at high speeds. This can happen in two different circumstances: using turbo (something that you can't do in CyberDreams) or crossing the line just after receiving some special "kiss" of any Cyber, which makes you gain speed inmediately. This can happen in three or four levels, but basically in levels 21 and 31 (we really hope not!).

3) Fortunately we are absolutely sure that every time you teleport into a place where a Cyber stays things will work correctly (that is, the third method NEVER fails...).

There is a "moral" problem that you'll notice in some levels if you save your game. If Cyber wasn't facing you at the moment you desperately pressed F2 and took a deep breath, the next time you reload it the Cyber won't move or even know where you are until you let him know. If you go on with this game without "waking him up" it can be considered as cheating. That's the reason why we think the best way to play CyberDreams is without saving. If you ever use saved games, please be honest and use your fist (remember you can use the fist?) or let him (them) know where you are if the Cybers are apparently swimming into wet dreams. This is very important specially in map 21.

Finally, we hope you'll discover some strange things that can happen in some levels. They are not errors at all, but curious to see.


4. RECORDING DEMOS

To record a demo... see 'demos' section.


5. LEVELS LIST

01. WARM UP: ONE ON ONE
02. THE S-2 FACTOR
03. THE BRIDGE BETWEEN
04. COME ON IN
05. CYBERS AND HOLES
06. JOHN'S LAMENT
07. UNUSUAL FRIENDSHIP
08. HAPPY END?
09. DOUBLE DUPLEX
10. ESCAPE FROM THE HIDDEN TRINITY
11. SEQUENTIAL MOVEMENTS
12. LORDS OF THE RING
13. AFTER THE RING
14. SATYRS, GARGOYLES, LIONS... AND SUFFERING
15. FOUR LEAF CLOVER
16. URBANITY.
17. TIC-TAC-TOE
18. THE BLOCKED WAY TO ARCH-ITECTURE
19. ARCH-ITECTURE
20. ANTI-CLOCKWISE
21. BLEEDING WOODS
22. HOT DOG
23. HARD DESCENT, HARDER CLIMBINGS
24. SORRY, 66% MAXIMUM
25. PURE BLOOD
26. THE TOUGH TWINS
27. YOU SEE ME, YOU DON'T
28. THE FLOATIN' CONSPIRACY
29. THE WAY TO GOD'S MANNA
30. ???
31. WITH A LITTLE HELP...
32. ...FROM MY FRIEND



ˇ Levels 01,04,05,07,10,11,12,13,16,18,23,25,26,27 and 31 by Gonzalo.
ˇ Levels 02,03,06,08,09,14,15,17,19,20,21,22,24,28 and 32 by Albert.
ˇ Levels 29 and 30 by Gonzalo and Albert.


6. PERMISSIONS

Authors MAY NOT use these levels as a base to build additional levels.

You MAY distribute this WAD project, provided you include this file, with no modifications. You may distribute this file(s) in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.


Présage are:

Gonzalo Pérez de la Ossa (gperezdelaossa@hotmail.com)
Albert Valls (vrmr@wanadoo.es)



(End of file)

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