This must be kept
small and powerful. It is limited to a 700K download size.
Episode One: Evil
Unleashed or All Hell Breaks Loose
You are a soldier
in the UAAF (United Aerospace Armed Forces) assigned to the secondary military
research base on the darkside of the giant moon Tei Tenga (nicknamed “the
Butt End of Space”). You and four friends are having a game of cards
in the hangar bay. One of your friends leaves to go on shift.
Meanwhile, the research
team are doing experiments at the anomalies found on the moon. There
is a flash of horrible light and energy and two gates open at equidistant
points on the moon’s surface, the larger of the two at the lightside.
Every awake is quickly killed. One reaching for the alarm button
has his hand chopped off. Briefly your friend is grabbed, his hat
falling off in the lab. Then they spread out through the airducts
and possessing sleeping people with magic.
A short while later,
a strange alien creature bursts into the room. (“What the hell?”)
A fight ensures. Whoever’s left in your squad investigates the base,
where a dark tale begins to unfold. A bunch of small hostile alien
creatures have invaded the base. Strange symbols are drawn everywhere
in the blood of dead soldiers and scientists. The more you go forward,
the stranger and grosser the walls become. One your way, you find
your friend’s cap.
After you make it
to the control lab. You also find a gate to another place in the
wreckage of what was a containment chamber. One the other side, you
find two huge beasts in a circular natural rock canyon and the remains
of the lab team. Between the beasts is your friend and they quarter
him. You defeat the beasts, turn to leave, only to find the hole
closing! You’re trapped here! You climb the rock walls, and
look at your surroundings from the top of this extinct volcano: “Oh, hell…”
These actors appear
on episode one:
will look similar, but their suits will be of different colors. Other
color changes will reflect different weapons and in the commercial game,
these poor folks were possessed in their sleep. Their uniforms can
be palette changed to reflect different behavior.
bastards, the imps come in different flavors, with later ones firing spikes
do a lot of damage up close. Later Troops cast magic.
do a lot more damage up close. Later sargeant cast floor-boiling
at the end of episode one, these guys do the following:
description of behavior and how they are beat here.)
Unique to this episode
are the following things.
The bases on the
planet Tei Tenga used to be the glory posts, but lack of progress with
the research has cased money to be funneled away to the point of its current
staff – a group of dedicated, almost messianic scientists and a skeleton
crew of security people.
The two bases
are Lightside and darkside: the planet does not rotate, so there is no
day or night. The anomalies being studied are on the planet’s magnetic
The intro cinematic
goes like this (a lot of pictures are repeated, so don't worry):
space of planet (ballmapped):
base, moon Tei Tenga (rotates)
and "darkside", then rotates to darkside and zooms in and fades out)
room with live guys playing cards. Small pictures of each of their eyes
blinking, looking to other side. Back to main view.
out. I gotta go on duty anyway. See you guys.
or die, Buddy.
door shuts): I'll pay you after my shift, Petro. I got some money hid.
View of side
of moon. Sparks and red light at both bases.
Lorelei: Would you
faces of lab guys, flashed and faded out.
for alarm, chopped off (Both in strobe flash.)
Such an indecisive wimp, eh Chen?
it, Barrett. All right, I’ll go ... (pause) gimme all your twos.
back and forth in strobe, see demon claw behind him.
in silhouette as door to room opens behind them with backlit demon.
Flash of their
demon's eyes fades down to title background. Goes to credits.
over demon face.
toward screen as it fades out.
The end cinematic
shows the dead twin demons. Cut to close up of player, then comment from
other live players. (Actually, probably just shot of them atop cliff, and
just drawing the ones left.)
pan of Hell.
Cut to player
close-up: "Oh, hell...
roll hyping Doom 2 over scary demon lord's face. Eyes open and big word
"Doom" appears masked over it. Fade to black.
Go to high
scores, then Demo Loop.
Go through Depot
2, Mess toOfficers' Quarters. Get a Colonel's Hand. Use the Colonel's Hand
to get into the control center. Get through Power Plant maze and trip the
breakers. Power turns on. Use the Colonel's hand to gain access to the
Lab (though monorail system, which is dangerous, because there's a lot
of demons and not a lot of health) or through main lab entrance. Fight
your way through the lab to the Anomaly passage, using the Colonel's Hand.
Go down there, and kick some twin demon butt.
DOOM BUILDINGS AND AREAS:
This section will
show the allocation of puzzles, traps, and POs (photo opportunities, denoted
by a Ä ) in the areas of episode one. There should be at least one
of each per floor. Every area should have interesting stuff to go and explore,
if not vital stuff to obtain. Otherwise, why is it there? Why isn't something
cool there instead? Oh, yeah, easter eggs are noted with a ª.
has one of these, describing which style of walls are present, and the
kind of feeling, mood, and detail I am looking for.
mining colony original structures, made by Porta-Bild Inc, makers of the
Snap-Snug line of generic economy pressurized buildings. Some of
the shabby, Jabba places in Star Wars, Aliens. (Except looks stuck
Bright shiny, high-tech buildings by StarStruct, Inc. 2001 and Star
Wars’ Imperial stuff.
Shabby, old, sturdy supports in a energy-carved mine, along with the natural
caves in which the anomaly was found. Gray, red, and brown granites
and the like.
The demons have made some areas more “like home.” You know sorta
Art Decomposed. Everything is harsh sharp rock, with living organs
in the walls, plus the occasional glowing bit or tortured soul.
hangar fell into disuse after the glamour faded from the Tei Tenga bases.
It now stores used up equipment, junk, and the room where the soldiers
play cards. Sunk into wall of canyon. You can see out a window on the second
has become grungy since it has fallen into disuse.
Description: Hangar is UAC style. However, since it has fallen into
disuse, it is slightly shabbed-out UAC, with the occasional dripline of
oil or rust. Not everything is perfectly ordered. Stains on floor of hangar.
Area: a lot of stuff on palettes. Storage canisters.
toilet, three stalls. ª Easter Egg: stand in front of toilet close
door, wait (if you have speech 'n' sound pack)-peeing sound.
standard fare, only one. If you stay on the elevator long enough,
sounds (“Please do not loiter on the elevator. Thank you.”).
Desk: desk of the dispatcher.
from hangar bay.
just to depot. One track. You can go this way if you want.
Huge room, with the odd crate. On floor huge 2's and track for landing
ship. Crane above. Crane operator booth opposite doors. It may be possible
to open the doors after the power is turned on. Two big elevator platforms
can lower to basement if power is on.
Leads on a path to Supply Depot Two.
Room: Locked up Forklift thing, Storage stuff.
Official and messy looking room.
Messy, microwave, cabinets, tables, Rolleeä chairs.
have swinging doors (to show that off)
to second and basement floors.
Control Room: where they meet to play cards. Large crate surrounded by
small crates. Cards drawn on top of crate. In this room there should be
4-minus-the-number-of-players bodies on the floor. Can have personal palettes
corresponding to who isn't playing. Map on wall with flashing problem areas.
Should be at end of hallway, so demons are on your way out. Player starts
basic futuristic offices. Desk, screen on wall, cabinets.
to figure out a generic toilet area to paste everywhere.
Room: one of the first place to get items.
Room: Neat-o computers set into wall. One extruded control desk.
Goes between three floors. Should have up and down and number indicators,
maybe a place for lights to go by like in Star Trek.
View window out toward crane. Extruded control desk.
hallway: you can see out onto the surface, and the sky. Perhaps a ª
Supply Depot Two
Still used as a
storage depot, but not as active as the main supply depot. Holds lots of
Description: The supply depot is UAC, in normal UAAF shape because
stuff is still routed from here to the other buildings on the base. The
monorail tunnels are dull and utilitarian.
from hangar two the underground circuit's two rail system.
Office: The guy who actually dispenses materiel.
Desk: Controls access to monorail switcher and elevators.
rooms, possibly crate maze, or at least important stuff hidden behind crates.
Equivalent of a motor pool is here. Health items hidden in maze. Massive
freight platforms travel to second floor and basement.
with maze containing storage crates with weapons. Outside, part of the
running track rests on the building
all the waste for the whole facility, splits it into water, nutrients for
the lab's gardens, solid fuel, and a bit of unusable waste which is either
jettisoned from the dome or used by the cook.
Description: This is UAC: pristine on the upper level, but basement
is very grungy near the gross parts. They try to keep it clean, but you
to the Mess Hall. Huge vats of processing waste. Too bad we are not in
Smell-O-Vision. Billions of bacteria are converting the waste to nicer
substances. Waste processing tanks are large, round, flat deals with a
large arm that slowly traces the radius of the tank. (If no animation,
then just bubble the liquid a bit like it is moving.)
quite spiffy and neat, in direct contrast to the basement.
the grunts, including our soldiers, sleep, shower, and shit. Have their
names on some lockers, perhaps, or have the lockers respond to them. There
are five soldiers for each shower and toilet.
Description: UAC, but less nurnie covered, because it is just a box
to stick people in. Each desk unit will have electronics, but walls are
Murphy Desks, Lockers, Showers, Bathrooms, Tons of possessed humans. Lots
of dead guys. Elevator to roof. Some items in lockers. Horrible massacre
in shower. There is an access hallway to the monorail system, used to transfer
goes down to the quarters. Control box by it. There is a running track
going from here to the training center. They want to keep all the grunts
out of the way, and maintain space efficiency.
tower, this contains a huge antenna, comm equipment, and soon. This is
usually inhabited by robots (non during the game, or at least game one),
and is just jam-packed with dangerous technology (as underneath the efficiency
of the UAC design, the nuts and bolts are sucky, from committees and
(profit-increasing) measures. Also, only robots are gonna see it, right?
Desctiption: This is UAC, but is only meant to be traversed by service
robots. The foolish
person who enters will find tech dangers up the wazoo. Electrical flashes,
fields, and many other problems are in here. This is really what the UAC
stuff looks like underneath the surface. Check out them circuit boards,
then futurize 'em, dangle some dangerous wires from the ceiling, and you
got the idea.
Room: One supervisor is here to keep a human in the loop for all the robotic
maintenance, to guard the place, and to handle special situations.
is just one intense maze of tech problems. The player, if brave, can make
it to the Robot Elevator Tube. On the way are many demon corpses.
floor houses even more horrible tech traps. Some demons are here, wounded
already. Can they stutter-walk programmatically? Anyway, you must deal
with tech-traps and demons. In a part of the maze is a CRT running through
communications messages, some detailing very criminal proceedings by the
demons, and at the end of it, an awesome weapon. Either the missile launcher,
or tons of heat-seeking missiles for it. Probably the latter-we want everyone
to see the cool missiles.
Where the approved
recreational activities take place, and where the soldiers train.
Description: This is really high tech and cool. Everything is very
efficient and some bits of the basement are actually stylish. UAC plus
some sense of style.
the recreational facilities and the chapel.
Hourly sermons of different religions, and wall panels are changed to the
style of that religion by operating a control in the corner.
Contains place for drinking, plus a video game place in the comer. The
vidwalls do not operate until the power is on. Could have demos of future
Id games/projects, like Aliens and Movement.
Club: Contains drinking area and place for gambling. You cannot enter this
area without the Colonel's Hand (Officers' Quarters). There's a Stim-Pack
cache and a neat collector's pistol, if we can have weapon quality. If
not just some cool stuff, even if it doesn't fit.
Accessible from the hallway or the kitchen. Contains supplies for the kitchen
Contains alcoholic supplies, Stim-Packs, crates, tables, chairs, and so
Connects to Control Center.
Goes to Training level and up to track.
Check-in Desk, entrance to Men's and Women's lockers. Behind desk is access
to big elevator.
Women's Lockers: Locker rooms. A few open cabinets may have supplies in
them. Access to big elevator, so they can go to the track.
Gym: A bunch
of gymnastic equipment, exercise floor, etc. are here. Unrenderable ones
could have pictorial symboled cabinets that are locked.
If the player shoots at a target, demons come out of the darkness behind
it and attack.
Hot tubs, rub down tables, etc. for the injured soldier. One for women,
one for men. (You know, in Display PostScript, that looks like "the rapist.”)
Huge screen simulator, probably can't get it out of title loop, because
that would require a lot of art. One for women, one for men.
Futuristic extruded Nautilus stuff that is renderable.
Room: Big area, too bad we can't do mirrors (problem without player anims
in download anyway).
is a track area, with jump pits, dash tracks, and the big running track.(Can
we mess up the sand in the jump pit?)
eats. 'Mere are kitchens, and a pipeline to the Waste Processing Plant.
Description: This building houses both messes, the kitchens, and the
laundry. It is UAC, and the walls are about as sparse as the quarters.
The halls look cool, because visitors might walk through them.
halls (the smaller for the officers) plus a tunnel to the Control Center.
In the mess halls are elevators to the kitchen.
Lots of kitchen stuff, cabinets, industrial microwaves. Also, there is
a tunnel to the waste processing plant for organic garbage.
storage lockers all over.
A bunch of frozen guys, perhaps with frozen blood drippings, who got wounded,
tried to hide here, and froze to death.
bunch of extruded washing machines. Huge demon/human melee here. Maybe
some bits hanging out of machines. Lots of demons left, too!
goes to officers' and enlisted quarters. Side tunnel heads to ammo room.
The COs stay here.
It's a bit nicer than the enlisted place, and a locked door leads to the
Description: Similar to the enlisted in overall technology and feel,
but this is just nicer to the inhabitants. Stalls in the bathroom for toilets,
privacy walls for each bed and desk.
desks, bathrooms, and such. There is an amazingly gross massacre in the
quarters. With rotations, there are a bunch of hands impaled on a pike
(under a light to highlight it even more), with a pile of hands around
it. These are the Colonels' Hands (and many other officers' hands), and
they get you into secure areas. All the carnage surrounds it in sort of
a blast pattern. Some of it is sprites, some drawn on the floor. I was
thinking about a passcard, but this stands out, and is gross and unsettling.
The object will be shown on the alternate character status screen.
access elevator to the monorail system (for laundry), but the massacre
prevents passage (the door is trashed). There are also guest rooms here
Lucky is the
player who figures out how to get in here. There is just lots of stuff
here to shoot demons with. You definitely need the Colonel's Hand, the
power must be on, and you must find the side passage off the monorail system
by the quarters.
Description: The store room is grungy UAC. It isn't techy, and some
panels are missing. (Which will be weird, because uncovered holes will
actually be patches on the wall.)
Side Passage: A passage from the monorail system, accessible with power
on and the Colonel's Hand. On the walls are cheesecake calendars (how graphic
it is depends on what rating the player has chosen). There are crates and
storage containers loaded with ammo. A ladder or elevator leads to the
upper compartment. (It's a good P.O. for ads, as they will go "I've never
The door to
the upper compartment is sparking and malfunctioning. There is fancy officer
stuff here, including the Sawed-off shotgun, which has a wider radius of
damage. An elevator goes down to the monorail area.
This is the gateway
between the everyday side of the base and the restricted, secret, much-coveted-by-the-player
Description: Ooh, so high tech UAC. This is the super-functional, important
heart of the base.
Contains the tunnel
to the restricted side of the base.
Power Plant: mazey, full of tech puzzles. Must be navigated to turn on
breakers, so power will run to base.
where everything is repaired (short cut to first breaker here for those
with a Colonel's Hand).
Brig: where naughty
soldiers go. Some trapped possessed humans here. Weapons in a locker here.
On the normal
side, hallways lead to Depot Two, Rec/Training, and Mess.
To get through
the main security gates, you need a Colonel's Hand. Through these gates
are the hospital, the elevators, and a second set of gates for the passage
to the other side.
Offices of the nexus of paper pushing and bureaucracy. Many dead.
Gee, would there be medikits here? How about a lot of possessed humans,
too? Beds, readouts on wall, cabinets, examination rooms.
guards second set of gates, and coordinates guard activity.
Storage: and so, desks and crates. Demon problems, guarding ammo and supplies.
Offices handle communications stuff. Could have readout say that something
is missing from tower once you get weapons or mess with info CRT.
Set up for
the study of Fire Dust, the anomaly, the moon, and so on. Also contains
some experiments best carried out away from the mainstream.
Description: The lab is mostly UAC, although it was built around the
original miners' refinery and processing plant (right half of basement
and ground floor).
In the basement
are some nasty demons. This area is where you must be hit by a nasty demon
so hard that you fly atop a ledge. This leads to the Observatory. The entrance
to the Anomaly Building is here, loaded with the nasties, as you'd expect.
Some of this is intact. About a third to a half has been eerily taken over
by demons and turned into a hellish cavern. From the refinery side, you
can just see demon walls blocking the hallway. (Maybe some fire dust in
Processing: the Fire Dust was collected and separated here before it was
Lab: contains the complex's science-related computers. A lot of NeXT-looking
for studies. Right half of the building is the old building, and tests
are being conducted on all of their equipment and possessions to see what
prolonged exposure means to people.
NeXTs, and screens relate to each part of the base.
Guard Desk: One
last outpost before the gates leading to the Anomaly building.
Fire Dust Labs:
they are screwing with fire dust in every way imaginable.
Surrounds tunnel to Anomaly building. Need a Colonel's Hand.
(Many of the
hand-access doorlocks will have bloody handprints-demons ain't stupid,
both hydroponic and terraformed. Provides some of the base's food supply.
This area is mazey and obscured by plants, so it is scary!
Labs: labs here are dedicated to anti-matter weapons, fusion weapons, nuclear
weapons, radiation tests on animals, and incredible weapons research.
Gate to Observatory:
to get over this gate, you must do something very clever. This combined
impact will launch you over the gate. A control on the other side opens
It is an observatory,
but full of nasty demons and lots of treasure. Imps got here easily, and
have set up their supplies here.
Description: This is UAC covered with demon stuff.
extruded computers and a bunch of metal that led as a stairway upstairs
(where you can never get). All the stuff is covered in demon hieroglyphics
and goo. An elevator leads down.
Once a store
room, there are a bunch of powerups and weapons. Some powerups don't help,
because theyll wear off before you get back to use them, unless you ran
to the elevator past the demons in the room.
Supply Depot One
The main supply
depot everything that comes off a ship is stored here, then routed through
the underground tunnels to the other buildings.
Description: This is UAC, but more functional, and dingier as you get
to the back of the storage areas. Bigger hangar, this contains a big crate
maze full of awful demon traps and powerups.
the underground tunnel network is here.
Two elevators, guard desk, Storage Cage, and Offices.
From the Control
Center, you pass by an office, two large elevator platforms, a guard desk,
and can see the storage cage and anomaly gate and guard post.
posts and two big elevator platforms dominate the main room that leads
to the main hangar, whose entrance is fried and unreachable, unless we
just want to have a cool "ship-in-the-bay" photo opportunity.
lots of demons and powerups. If we can, I'd like to somehow have a survivor
here, who runs from the player, and speaks of how everyone was possessed.
Could be left out of download version, since he'd look like a player.
In the bowels
of this structure is the anomaly itself, and the entrance to the hell canyon.
You can only reach this structure from the lab's basement.
Description: The top floor is old miner style. The elevator is UAC.
Guard emplacements surround it. The walls are just way thick in the building.
The lower level starts as a mine and grows more demonic as you near the
of Tei Tenga, where Fire Dust was first found and collected. Tons of demons
are here, swarming about. The gate and the canyon await the player. Some
of the original tunnels are blocked by demon goo, making the way circuitous.
Luckily, there are signs and sections to help you. Horrors await around
every comer. Fire dust covers the walls near the anomaly. The hall to the
Canyon glows red. The canyon is frightening demonic rock.
are the two Bruiser Brothers demons. Defeat them and you win!
an elevator, and thick, concrete walls.
usually fly in. You can here from Supply Depot One, if you find the access
tunnel. There's a lot of neat junk in here.
Description: This will probably be cut, so I won't waste time on describing
You can get to a
window and see a cool ship, but you can't get to it 'cause then there would
DOOM OBJECT GRAPHICS:
This section will
show all the things that need to be drawn for objects in EpisodeOne. It
will list them in three categories: Vital, Desired, and Non-Vital. Vitalgraphics
must be completed for the game to be completed.
V Title Screen
V Credits pic
V Moon surface
V Four players
sitting around crate playing cards (background, foreground)
players in silhouette, backwall, elevator opens anim
of each of four player’s eyes
V Hell skyline
V Four (masked
pix) faces of people, perhaps with hair flapping...
V Four small
pix of faces (4 x 4 ebes)
V Four standing
pix of people (5 x 3 ebes)
items and helmet view window items)
Pistol (nice shiny pistol, could be wall patch)
shotgun (hidden in personal storage)
V 4 Heat-seaking
V Blood receptacle
V Chi Gem
V Unholy Bible
V Soul Sphere,
levels of armor
different shield packs
of demonic shapes large enough to have two letters on them (will have hieroglyphics
V Lacerated bloody
Canister (Use it, and it collapses, revealing contents)
cylinder tanks to be seen off in distance in parallax
zapper thing on ceiling (anims so you know if its active)
of destroyed, bent metal things (garbage that blocks your way)
of smoke and crate chunks animation for blowing open crates
chunklets flying off missile-exploded enemies
hit by something it can deflect (1st and 3rd person view)
overloaded (1st and 3rd)
of an electronic thingy shorting
black demon head (does damage to you if it hits)
oil (for older stuff)
on local map on wall
area of problems
V Pictorial signs
of all the places (Hangar, Depot, Storekeeper, etc.)
D Symbolic pix of
V Nudie calendar
on wall (versions for each rating level, scaled GIF)
D Vidgame screens
stack of storage crates
Crate (shoot it, destroys it and contents spill)
with cards on it
(stall, bench, toilet, door, hand dryers)
(screens inset, light non-functonal drawers)
extruded out of desktops (maybe Cubes on floor)
box for platform
for locker rooms, other places
experiment containment blocks
to eight generic floors
with lights on side
2 for hangar
floor for bathroom
to eight generic ceilings
with lights on edge
lights in middle
V Metal walls:
four to eight tech types
V Metal walls
with big UAAF Logo
V Metal walls
V Metal walls
with base map
V Inside elevators
(walls, panel, maybe place for lights to go by)
V Monorail Tunnel
drink machine in wall
V CRT w/incriminating
for Enlisted Club
and bar over each other for clubs
V Large vidwalls
walls for officers
N Ladder (probably
power core-type walls
V WA to have
big breaker switch on
(so you can see bay, etc)
V Concrete walls
of anomaly enclosure
V Gray wall
V Mine supports
V Moon canyon walls
(at least two different ones)
V Starry sky
V Hell canyon
V Double door:
Split four feet wide
Split eight feet wide
swinging doors to stalls
Actors and Related
Human (could put new clothes on and digitize for registered)
of hands with pike in center stuck through a bunch of hands (40-60 hands)
players at beginning
demon on floor
This section lists
all the digitized sounds. They are categorized by Download, Vital,and Non-Vital.
V Knife Swipe
V Knife Hit
V Pistol Shot
Machine Gun burp
V Bullet Hits
V Bullet Hits
V Bullet Hits
V Item blows
V Shot hits
V Door open
V Door close
V Elevator at floor
V Switch flip
V Maybe walking
and running (would add a lot of realism to feel)
V Player hit
V Player hits
V Player hits
V Rollee Chair
V Rollee Chair
V Demon roars
(maybe animal roars backwards or overlaid)
V Big demon
V Demon dies
V Guy dies
V Big ceiling-extrusion
press slamming down
V Sound of
Buddy being ripped in two
D Waste plant
should get the NeXT lady for these)
V Panel, Bad Hand:
"Access Denied-Officers and Essential Personnel Only'
Hand OK- "Access Granted"
V "You are
V "Power Failure.
Please send a maintenance supervisor to the power plant."
area is unsafe."
radiation leak. Please call HM team." (Hazardous Materials)
in intro and outro cinematics.
Here are the episode
Level One: Secondary
!7 Start of Level
3 Demon troop
5 Demon troop