Mass Mouth
by
Mike "Cyb" Watson

This wad needs ZDoom 2.0 (or higher) to run
Date Completed: July 19, 2003 (fourth version)
November 11, 2002 (third version, 'Do Over!')
Febuary 23, 2000 (second version)
Febuary 21, 2000 (initial release)
Title
: The Adventures of MassMouth Do Over!
Filename : massm_do.wad
Wiki's special page about Massmouth
Other Works : http://doom.vect.org/
Author : Cyb (Mike "Cyb" Watson)
Wiki's special page about Cyb
Author Info : Ummm...insert something about Cyb here
Email Address : cyb@vect.org
========================
Questions, comments, complaints, flames, and so on, don't hesitate to mail me: cyb@vect.org
-Cyb
====================================================
Here are my complaints...
By Jive on 18 sept, 2006 for GZW
I
had to lower the volume of the sound "DSNOWAY" (the one you hear when
you hit a wall without effect). It was so horripilous that I thought
firstly to delete it, thus I had the idea to lower it by 50%, which is
the less that I had to do to make it acceptable...
-
Map01: I had to rise the ceiling upon the first monster (which is not
really a monster but a creature helping you), so that its head was no
more stucked in it...
I had also to make such a work for the second sprite (a sort of spacial
motor), which was stucked in the ceiling. Now, it appears...
"normally", and it's on a better support (surprise...)
I
have also improved this map, using some of the awesome Zdoom's
features. Now, you have more job to do, and the switch is used for
something, instead of being there for nothing. There is no battle, no
monster appart the worm, your boss, but it was funny to study what
could be done to improve this map. I hope to have succeeded!!!
I
have applied the changes for the chair of the worm on Map03, Map06,
Map08 and Map10 (with the slopes and all the cool stuff, like the
lightings for the Map10).
Here is how it was looking like before my work: the sprites were stucked in the ceilings

and here is the first correction applied:

Here is the full screenshot for the worm, your "boss":

Then I tried to obtain a better result esthetically:

But I wasn't happy. So, I used slopes:

Once done, I worked on the spacial motor. Here is the very first result of my work:

But here also, I wasn't happy. So, I worked more on it:

What you have to know is that I created 4 triggers, all with an important necessity:
- one is lowering the platform, so that the motor is on the floor.
- one is opening the area where will be the motor
- one is moving it there.
- one is making it operative
I made also a work on this hall, so that it's now really lighted.

Additionnally,
for the pleasure, I created an opened small room (where is the candle).
It has its purpose, because you will find another opened room where was
the Freenman's engine before his flight over the galaxy. So, on the
level, the 2 Freeman's rooms are opened.
I didn't make any other
work, all being as fine as possible, even if I had to use the "God"
mode to bypass some monsters, like the final spider.
What?... No,
I'm absolutely not ashamed to have used this mode, as far as it was
absolutely impossible to play it normally, like I have the use to do it
(Skill 4, no cheat, no auto-aim)
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
Tool used
I
didn't make any fondamental modifications of the levels, but
adaptation, when needed, in order to obtain a full compatibility with
OpenGl mode, and a debug for remaining problems. At least, you should
not find that I made anything on it, and ALL the credit should be
rewarded by the author.
I am only a supervisor, with the idea to let
you think that the author made a good job with this wad!!! It's what he
would have done if he had
have the following tools used by me:
- Edition / Rectification / Missing textures research and addition with :
"XODE Multimedia Doom Builder" ("The cornerstone of every map")
aka "Doom Builder" aka "DB" (free of charge)
by Pascal "Gherkin" vd Heiden, Version 1.68.
http://www.doombuilder.com/
- PWAD examination with "Wintex" ver 5.0 (A WAD Editor Copyright (c) 1995-2002)
Olivier Montanuy montanuy@inf.enst.fr
Javier Almenara aojavierfdo@hotmail.com
jao2000@evangelion.com
WEB Pages: http://doortohell.tripod.com
http://www.geocities.com/locusfocus
- Examination with XWE:
XWE - extendable Wad Editor version 1.16
Developped by Csabo
wadedit@marchmail.com
http://doomworld.com/xwe
- Normal Nodes, Blockmap and Reject Table rebuilt with :
"Zennode.exe" (Ver 1.2.1, from Marc Rousseau) (C) 1994-2004
rousseaum@pictel.com
http://www.mrousseau.org/programs/ZenNode/
- Gl Nodes built with:
"glBSPX Node Builder" (v2.20) by Andrew Apted (C) 2000-2005
Based on BSP 2.3 (C) 1998 by Colin Reed, Lee Killough
http://glbsp.sourceforge.net
- Pwad reconstruction with "Wadman.exe"
"Doom WAD File Manipulator", ver 1.03 by Carl W. Moore (Nov. 06, 1994)
(Sysop: The Cutting Edge BBS (505)-479-4064)
- Graphic's creation or modification
Paint Shop Pro 7 (WinShare Killer Apps)
http://www.wska.com
- ".dfl" file to use with KDX, the King Elvis Launcher:
The King Doom Experience - Your Doom Frontend Experience.
This toolset allows you to get the best out of your Doom installation.
This is the best software available of this kind
Available at http://kingdoom.tk/
- All the stuff is zipped, using a buyed WinZip(R) Version 10.0 (6698)
Copyright (C) 1991-2005 WinZip International LLC
http://www.winzip.com/version.htm
#######################################################################
# Author : Jean-Yves Delpech aka "Jive" aka "The Freeman", 52 #
# Email : dlw@doomwadstation.com
#
# Web site : "Doom Legacy Wads" aka
DLW
#
# http://doomwadstation.com/dlw/
#
#######################################################################
#
Email :
gzdoom@doomwadstation.com
#