=========================================================================== Archive Maintainer : Update to : Advanced engine needed : maybe ZDoom / GZDoom Primary purpose : Single play, Coop and Deathmatch partially =========================================================================== Title : Demonic Assault's Remains Filename : da_remains Release date : 21.07.2023 Author : bowserknight / OneDoomedAngelo on YT Email Address : [redacted] Other Files By Author : CH_test.wad (unreleased) Misc. Author Info : Description : Back in 2014 - 2016, I used to be part of a small team that wanted to make their own 32-maps mega- wad called Demonic Assault. Unfortunately, we stopped at 25 maps and the project never got fini- shed. For the longest time I didn't really know what to do with my maps after that but I've finally decided to upload them to the public! It would be a waste if nobody ever saw them. These maps are more geared towards experienced players, some of them even have slaughter-ish parts in them and can be quite frustrating at times. Most of these were inspired by other games or maps. I only ever made 7 maps in my entire life, 5 of them were for this wad. Before, I made a short arena-style map just to try a few things out. A long time after Demonic Assault I made a test map for a mod called "Colourful Hell" which is also unfinished at this time, since the mod itself is still being worked on. Additional Credits to : doomdaniel95, Paul Vonk, Liam Fitzpatrick (3 of the guys who also worked on this) =========================================================================== * What is included * New levels : 5 Sounds : No Music : Yes Graphics : No Dehacked/BEX Patch : No Demos : No Other : No Other files required : No * Play Information * Game : DOOM2 Map # : Map07, Map16, Map28, Map30, Map32 Single Player : Designed for Cooperative 2-4 Player : Player starts only, untested Deathmatch 2-4 Player : Player starts only, untested Other game styles : Difficulty Settings : Yes * Construction * **** MAP 07 **** Name : Terror Dungeon Base : New from scratch Music : Hypostyle (from Hexen) Order of Creation : 5th map by me (2015) Editor(s) used : Doombuilder 2, Ultimate Doombuilder Known Bugs : Softlock at the end if you don't kill 1st Arach- notron May Not Run With : Unknown Tested With : ZDoom / GZDoom Inspired by : Hexen (1st Boss Map: Hypostyle) Comments : I've always liked Hexen's first boss map. It's just a series of challenges which ends in a simple boss fight. I tried to recreate most of its rooms in this map but I couldn't figure out a good way to include that one room where you have to platform on pillars over lava. Now the main lobby only has 3 paths instead of 4. The fights here can be very hectic and claustro- phobic but at least the map is rather short. And I hate to admit it, but I also created a terry version of this map some years ago. It only re- places the final room with a stupid terry trap. I promise none of that is in this version. **** MAP 16 **** Name : Blasted Battlefield Base : New from scratch Music : Bowser's Road, midi version (Super Mario 64) Order of Creation : 3rd map by me (2014) Editor(s) used : Doombuilder 2, Ultimate Doombuilder Known Bugs : Minor graphical glitches, should be fixed tho May Not Run With : Unknown Tested With : ZDoom / GZDoom Inspired by : Super Mario 64 (Bob-Omb's Battlefield) Comments : This is an almost 1 to 1 recreation of Bob-Omb's Battlefield, with some small liberties. Most of the crates, trees and other objects are in the exact same spots as in Mario 64. Even the dead marines you can find in some places are supposed to be the pink Bob-Ombs from the original. The Mancubi and Pain Elementals are supposed to be those big iron balls rolling down the mountain. I had some issues with this map, because I kept getting weird HOM effects at various textures and I had no idea why. I also lost the map at one point and had to use an older version and do all the difficulty settings over again. But all in all I like this one! **** MAP 28 **** Name : Twilight Network Base : New from scratch Music : The Midnight Wandering, midi version (Metal Slug 3) Order of Creation : 2nd map by me (2012) Editor(s) used : Doombuilder 2, Ultimate Doombuilder Known Bugs : May Not Run With : Unknown Tested With : ZDoom / GZDoom Inspired by : A dream I had Comments : A long time ago I dreamed about this map which had a bunch of big, round structures suspended in mid- air inside a black void, all at varying heights, and connected via several bridges / stairs, like everything's connected. I wasn't really able to convey that in this map, it didn't turn out nearly as interesting as I imagined. I used to like the concept of this map but now, I actually kinda dread playing it. It takes a long time to complete, the design isn't anything special and some of the later fights are too over-the-top. The main gimmick here is that you have to beat the map twice, which I thought was cool at first but it just draws out the map too much. But it was only the 2nd map I ever made so I guess it's alright. Like map 16, I lost this map at one point and had to re-do a few things through an old version. **** MAP 30 **** Name : Deep Inside the Evil Base : New from scratch Music : Default Order of Creation : 6th map by me (2016) Editor(s) used : Doombuilder 2, Ultimate Doombuilder Known Bugs : Not a bug, but with bad luck the icon can ruin your day with Archviles May Not Run With : Unknown Tested With : ZDoom / GZDoom Inspired by : MDK2 (Inside of the final boss' body) Comments : Like in the game MDK2, you have to enter the body of the final boss and blow its brains out, liter- ally. Gameplay-wise, it's sort of a race-type map. The Cyberdemon at the start is supposed to drain all your ammo, so don't be surprised when you end up only the pistol. You're not supposed to be able to kill everything, you just have to survive long enough until you reach the Rocket Launcher which lets you kill the Romero Head. The explosions of the rockets are barely big enough to reach between the veins and damage Romero. This time, it takes a lot of hits for him to actually die. All in all, I really like this map, even tho I could've designed the early parts a little bit differently. **** MAP 32 **** Name : Tower of Souls Base : Modified (DOOM 1) Music : Default Order of Creation : 4th map by me (2014) Editor(s) used : Doombuilder 2, Ultimate Doombuilder Known Bugs : Hit detection on Romero Head is wonky May Not Run With : Unknown Tested With : ZDoom / GZDoom Inspired by : DOOM 1 (E2M8: Tower of Babel) Comments : With all these maps like Go 2 It from Plutonia, or Dis 2000 from Hell Revealed 2, it made me want to also take one of the classic maps and turn it into a harder version. The name Tower of Souls comes from Actraiser 2 on the SNES but it doesn't have anything to do with that apart from the name. The thing here is that there's a lot more Lost Souls, hence the name. To make matters worse you have to carefully use rockets against them until you get better weapons. Thanks to the amount of open space, this map is actually fairly easy compa- red to some of my others. It used to be created with Hexen settings, where you could only continue to the next part after killing the required Cyberdemons. But for the sake of the megawad, I switched to normal Boom settings so now all the fights are time-/ switch-based. * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY not distribute this file in any format. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors Web sites: FTP sites: