================================================================ Title : The Ultimate Chex Quest (TUCQ) Release 6 Filename : TUCQR6.WAD Author : Original graphics, sounds, and levels by Digital Café. : Conversion, repair, and updating by Mark Quinn (a.k.a. Boingo the Clown) Release Date : Saturday January 18, 2014 Email Address : boingo_the_clown@hotmail.com Web Pages : http://www.doomlegends.com Misc. Author Info : Overstressed, overweight, overtired, oversexed, and undervalued. Description : The Ultimate Chex Quest combines the original Chex Quest and Chex Quest 2 into a single Additional Credits to : Digital Café for making Chex Quest in the first place, and 75, who helped me extensively with learning to use the ZDooM resources vital for switching the project over DooM Legacy to GZDooM. Also David Hawley for his musical help. ================================================================ * Play Information * DooM Source Port : GZDooM. Will function as an IWAD. Also works with ZDooM and Zandronum, albeit with issues. Episode and Level # : E1M1, E1M2, E1M3, E1M4, E1M5 E2M1, E2M3, E2M4, E2M5 Single Player : Yes Cooperative 2-4 Player : On some levels, but not all. Deathmatch 2-4 Player : No Difficulty Settings : Yes (on most of the maps) New Sounds : Yes New Graphics : Yes New Music : Yes Demos Replaced : Yes * Construction * Base : Chex Quest 1, and Chex Quest 2 Editors used : DooMCAD 5.1, WinDEU 5.24, ZenNode, DEHackED 3.x, Wintex 3.4, Wintex 4.3, DooM Builder, Wad Author, XWE, Paint Shop Pro 4.12, GIMP, Slade 3 Known Bugs : There is a whole bunch of them. I will not list them here at the moment, because or this would be a gigantic file. ================================================================ * Detailed Information About this Wad * Way back in 1996, Ralston Purina (now owned by General Mills) released Chex Quest, a slightly modified version of DooM with its own IWAD on boxes of its Chex cereal. The game had been developed by Digital Café. A second episode, Chex Quest 2, was downloadable from chexquest.com. (The original Chex Quest can still be obtained from numerous sources around the internet, including doomlegends.com.) On June 28, 2003, I was on the Tucows site, and came across a "new" entry. It was a "new" release of Chex Quest by Scifience Studios, claiming that it was a whole new version of Chex Quest with openGL support. This is actually what it said: "Chex Quest is the ultimate adventure for game fans of all ages. This game was originally distributed in cereal boxes in the mid 1990s, but was available only for Windows 3.1. Now, the game has been re-released with enhanced graphics and gameplay for both Windows and Macintosh!" I downloaded the file and installed it, and it just turned out to be the same old Chex Quest, but with a copy of DooM Legacy included with it, and a copy of Chex Quest 2. I found this rather insulting. They were not giving any credit to the DooM Legacy team, claiming it as their own, and were also taking credit for Chex Quest itself, which was created by Digital Café, not them. This is what prompted me to start The Ultimate Chex Quest. I figured I had better create a good version of Chex Quest, rather than the cruddy rip-off version Scifience Studios was peddling. The Ultimate Chex Quest was originally to be created in four distinct phases. I had completed phase I, which combined both Chex Quest 1 and Chex Quest 2 into a single game. The second phase involved detailing the original levels. A third phase was planned involving adding two new episodes and additional levels for the original episodes. This did not happen, due to my loss of interest in the project around 2007. Around the time I stopped working on the project, the original Artist for Chex Quest, Charles Jacobi, created a third episode for Chex Quest, CQ3. I had contacted him previously asking for help with T.U.C.Q., which inspired him to make CQ3. He used a number of changes I had made in T.U.C.Q. in his project and very kindly gave me credit. It is his kindness that has inspired me to return to this project. It is also the faith of the members of the Chex Quest Fan Forums in me despite several years without anything new on the project that encouraged me to pick up the project again. Because of the project puttering out previously, I am no longer using the phase x beta y naming convention for T.U.C.Q. releases. From now on each release will just have a release number. For example, this release is just known as release 5. ................................................................ Here is a list of things that have been done in T.U.C.Q. up to this point: E1M1 (Landing Zone) * Bases and crowns have been built out on most of the walls of the landing bays, using a combination of regular sectors and 3D sectors. Some new textures were created in order to get these to look right. * The largest bay, now known as Bay 1, has been altered on its west side in order to accomodate the fact that it is lower than the surrounding buildings. The west wall has been made taller, to match the height of the adjoining building, and outer walls of this building have been added. This keeps the building from being bigger on the inside than on the outside, and alleviates the problem this section has with Legacy's ceiling bug. (info on the ceiling bug provided on request) * This level now has tougher versions of the flemoids, that do not drop ammo, on higher skill levels. * This level now ends with a teleporter, which leads to the storage area (E1M2) * Hangar doors now have individual identifications (hangars 1A, 1B, 2A, 3A) * New textures for the doors between Bay 1 and Bay 2 have been created, based on the existing hanger door textures. * A new flat was created for the undersides of the 3D sectors used for building up the crowns of the walls. Looks much better. * The "red carpet" flat used in the bays (and in E2M2) has been fixed up so that it tiles better. The yellowish shades towards the edges of the flat have been eliminated, so it no longer looks "moldy" and faded. * All lights within the Nutritional Centre (blue area) have been extruded down from the ceiling, giving them a more 3D look. Some new versions of the flat for these lights had to be made in order to get them to line up properly with the edges of the lights. * The crowns and bases have been built out on the columns in the blue room, but not on the walls of the room itself. * The flats for the Galactic Federation Of Cereals seal and the sectors containing them were altered in order to eliminate the blue cross that appears in the middle of the seal in opengl mode. * All the flag poles now have bases. * The observation deck overlooking Bay 1 from the nutritional centre has now been built out into a semicircular structure, which is better for looking out into the bay. The size of the window has been increased as well. * Difficulty levels have been implemented on this map. * Texture alignments that were fouled up during the conversion from Phase II Beta 3 to release 5 have been corrected. * Some slopes have been added. E1M2 (Storage Facility) * All teleporters have been extensively redetailed. * Heretic style teleporter glitter has been added to the teleporter pads on this level, and all other levels with teleporters. * New flats have been created for the tops of the crates, based on the textures used for the sides of the crates. * The flats making up the Digital Café logo and the sectors containing them have been altered to eliminate the black cross that appears in the middle of the logo in opengl mode. The light above the logo has been extruded down to give it a 3D look. * No further alterations to the look of this level are planned at this time. I believe the original look given to it is quite effective. * Difficulty levels have been implemented on this map. * The wall switch exit has been replaced with a teleporter room for a more logical transition to E1M3. The teleporter does not function properly in Zandronum. (This is for GZDooM after all.) E1M3 (Laboratory) * Extensive work was done to fix the texture alignment, particularly on the large steel plate textures. Additional steel plate textures with narrower widths were created to help with this process. * The "bathtub" in one of the rooms has been altered such that it contains Legacy's 3D water effect. New flats and textures were created for the "bathtub". * Various cabinets and shelves have been built out from the walls using Legacy's 3D sectors. * The round room the player teleports into when going south through the blue keyed door has been made into a perfect circle. * The stone benches in the round room have been converted into tables, using a combination of regular sectors, invisible sectors, and 3D sectors. * Stone benches in the room just north of the first door have also been converted into tables. * A wall that was altered in the Scifience Studios of this level has been restored to its original outline. * The flasks no longer have glowing stoppers. * The Bunsen burners are no longer transparent, except for the bubbling liquid inside the beakers. The flame of the Bunsen burners now casts light. * The texture around the edges of the slime pool has been fixed so that it matches the rest of the room. * Difficulty levels have been implemented on this map. * The wall switch exit has been replaced with a more logical transition to E1M4. E1M4 (Arboretum) * The main arboretum area on the north end of the map has been changed to look more like a greenhouse. Translucent textures, and a translucent 3D floor are used to simulate the glass. * The pond in the main arboretum now contains 3D water. It is now edged with tile, and multiple sectors within it give the impression of a sloping bottom. Since the pond is supposed to be an artificial construct, I have kept the original geometric shape. * Water lilies have been added to the pond. * The earthen areas around some trees in the room to the east of the main arboretum have been edged with tile. * Ceiling flats throughout the level have been changed to better match the walls. * Difficulty levels have been implemented on this map. E1M5 (Caverns of Bazoik) * Extensive texture realignment in many areas. * The Flembrane has been removed from the level. This is because the Flembrane is intended to become the main boss at the end of the episode on E1M8 when it is created. * The thing based hostages at the end of this level have been removed, and replaced with texture based clones. This was done because the things used cast light in Legacy's opengl mode, and also because it frees up the things for use as different objects on other levels. * The monster caches on this level now function. * The Cyclopti in the pit have been replaced with larvae. The larvae emerge from holes in the walls when the player falls in to the pit. * Difficulty levels have been implemented on this map. * Slopes have been added to make the level more cave like. Additional levels are planned to extend episode I, but have not been created yet. Episode II (Chex Quest 2 levels): E2M1 (Spaceport) * The thing based stools in the diner have been replaced with 3D stools built from a combination of regular and 3D sectors. New textures and flats were created for these stools. * The 8' thick walls of the diner were thinned down, and booth seating was added where the extra thickness used to be. * 3D sectors were used to enhance the diner's countertop, and create tables for the booths. * New flats and textures were created for the diner. * Large banks of windows were added to the south and west sides of the diner. The windows use a tranlucent texture to simulate glass. An invisible sector is hidden inside each window, and will be used to simulated the breaking of the glass at a future date. * A box of Rice Chex now sits on the counter of the diner. * The secret entrance to the area with the red key has been altered so that it no longer reveals its edges in opengl mode. * The storage cabinet and the bookshelves on this level have been built out from the walls using 3D sectors. * This level now has tougher versions of the flemoids, that do not drop ammo, on higher skill levels. * Outer walls for the ending area, now identified as Hangar 12 have been added to match the height of the interior of the hangar. * A huge open area was created around much of the level, allowing the impression of a large outdoor area. * Large steel posts and beams were added to the larger hangar at the east end of the map to add some much needed internal structure. I've never seen a photo of the inside of a hangar that didn't have posts, beams, and trusses everywhere, and the inside of this hangar was so boringly plain that something had to be done. * The lift that leads up to the blue key has been altered to make use of Legacy's 3D sectors. It now looks like a platform raised an lowered with a hydrolic ram. * Difficulty levels have been implemented on this map. * The large lift in the northeast hangar has been altered to give it the appearance of a platform. * The room with the red key has been raised to prevent the player from breaking sequence by jumping in the window. * A landing bay has been added to the begining of the level so the player is not simply appearing at the end of a dead end street. The entrance to the bay is blocked in order to keep game play the same. * The exterior of the diner has been extensively redetailed. It no longer appears as part of a big grey wall. E2M2 (Cinema) The original version of this level was terrible, so I decided to replace. The replacement level is currently unfinished and is not accessable in the game. I will finish it eventually ... E2M3 (Chex Museum) * Barriers have been built around the dinosaurs. * The statues have been put on pedestals. * The outside courtyard areas have been extensively reworked in order to allow the new outer walls of the museum to be seen. No textures have been created yet, but the outer walls are intended to give the look of a 19th century museum building with a large cornice. * The bases and crowns of the courtyard areas have been built out with a combination of regular and 3D sectors. * A long boulevard, which curves away so I don't have to build more of it than I have to ;-), has been added in front of the museum to help explain how the heck the player got here in the first place. * A locked gate constructed of regular and 3D sectors stands between the player and his only escape route. * Sconced wall lamps have been added to the covered parts of the courtyard areas, and to the stairway leading up into the museum. * The claustrophobically low ceilings in the stairways have been raised. * A couple of new flats have been created to help eliminate the aweful red flat used on many of the ceilings in this level. * An icthyosaur has been added on one wall, and a totem pole has been placed in one corner. * Difficulty levels have been implemented on this map. * The hedge maze has been altered as a large outdoor area instead of a room. E2M4 (City Streets) * The street at the beginning of the level has been extend to make it appear to be part of a network of streets, rather than being boxed in at both ends. * Police barriers have been added to keep the player from running down the extended street. * A skyway bridge has been added to compensate for a section of map that had to be removed for the above. * Another boxed in street was altered to make it appear to have been blocked off by the flemoids, instead of being a useless street fragment. * A 3D sector platform has been added on the same street mentioned above, activaed by a 3D switch. * The high walkway now has a barrier along its side, to prevent the player from making a highly unrealistic five story leap. A lift has been added at the far end of the walkway to provide the player with a more reasonable way down. * Difficulty levels have been implemented on this map. E2M5 (Sewer System) * All textures realigned. * Railing added to the arena at the end of the level where the original CQ2 just had the lines marked as impassable. * Several large flats were created to make a massive floor that conforms to the shape of the large arena. * The secrets have been subtly marked. Addition levels are planned for episode II, but have not been created yet. Sorry about that. Two additional episodes are planned, but do not exit yet. The episode names appear in the episode menu, but are not accessable. Other Changes: * Fraggle script is used in a few places. This is a leftover from DooM Legacy. * The end pic used at the completion of episode I has been changed. It now uses an altered version of a still from the original end movie, that matches the continuity of the new storyline. It shows the Chex Guy landing with his ship at the spaceport in Chex City with a flemoid lurking in the forground. * I have created two rescuable hostages, that can be rescued by zorching away the slime that is holding them in place. The first one is complete. He is another Chex Guy (without any weapon), who says "Thanks Buddy!" when freed, then proceeds to follow the player around. The second hostage is a corn pop guy. He also says "Thanks Buddy!", but does not follow the player yet, since I have not created a walking sequence for him yet. The sprites for both of these hostages are based on existing CQ sprites (Remember the hostages in the cave?). Other hostages will probably be created as well. The hostage do not actually appear in any levels yet. * I have also extracted a number of pics from the original end movie. I may use these, possibly in altered form, along with pics I will have to draw myself, to help in adding bits of storyline to the game. * As of Phase II beta 3, I have implemented difficulty levels on most of the maps. The original versions of CQ and CQ2 did not have difficulty levels implemented, except for the hard coded changes that double the ammo picked up on skill levels 1 and 5, and increase the speed of the monsters on skill 5 with respawn. I have used an alternate method of implementing difficulty than the usual method used in DooM maps. Instead of adding more monsters on higher skill levels, I have created tougher versions of the Commonus and Bipedicus, and substituted them in place of the weaker versions on the higher skills. On skills 1 and 2, the standard versions appear, based on the DooM trooper and sergeant. These versions drop ammunition. On skill 3 the Commonus and Bipedicus have 25% more hit points than the standard, move slightly faster, and do not drop ammunition. The versions that appear on skils 4 and 5 have 50% more hit points than the standard versions, and have the same speed setting as DooM's pink demon. I addition, most of the levels also have a decrease in the available health and ammo as the difficulty level goes up, making ammo management a must at the higher skills. * Copyright / Permissions * Authors may use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications, and give me credit for my work. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.