The Army of Darkness DOOM FAQ
The official

Army of Darkness Doom

FAQ

Version 1.1
(last updated 12/12/96)

Author: Andrew (Andy) Stine
With musings and HTML conversion by Stefan Maes


"Ash is basically an idiot 70 percent of the time, but when it comes to fighting, he knows what to do." -Bruce Campbell

Table of Contents


Disclaimer

T his FAQ is to aid in informing the public about the DOOM, DOOM II, and MacDOOM add-on "Army of Darkness DOOM". In no way should this FAQ promote your killing yourself, killing others, or killing in any other fashion. You see, when you blow away a monster in DOOM, it's just a bunch of 1's and 0's translating to the screen in the form of a sprite that happens to look like a monster that happens to look like it's dying, with a noise emenating from your speakers that happens to sound like a death shreik. It's not like it's real or anything. But you're allowed to kill Deadites in real life, since they're already dead.
A dditionally, Andrew (Andy) Stine claims NO responsibility regarding ANY illegal activity concerning this FAQ, or indirectly related to this FAQ. The information contained in this FAQ doesn't really have anything to do with id Software either, so don't be calling them up and asking why the game keeps locking up. The conversation would probably go something like this:





RECORDING - Thank you for calling id Software. All agents are busy. Please wait for the next available agent.
YOU - (Trying to get Ash to move) Damn. I hate recordings.
MUZAK - Dum dee dum dee dum...
AGENT - (18 minutes later) Thank you for calling id Software. How may I help you?
YOU - Yeah, I have a problem with Army of Darknes-
PHONE - *CLICK*

T hey don't like that, so don't bother them about the AOD-DOOM add-on. They have enough problems with Quake.

Trademark Information

A ll specific names included herein are trademarks and are so acknowledged: id Software, Raven Software, DOOM, DOOM II, The Evil Dead, The Evil Dead 2: Dead by Dawn, Army of Darkness, Dark Forces, Strife, Rise of the Triad, Warcraft II, Heretic, Marathon, Hexen, Duke Nukem 3D, Quake, Wolfenstein 3-D, System Shock, Descent, Minesweeper, Zork, Lemmings, Babe, Adobe Photshop, Adobe Illustrator, Strata Studio 3D, Quadra, Macintosh, Mallrats, Clerks, Ford Thunderbird, Oldsmobile Delta 88, "Name Of The Rose", MS-DOS, Winchester, and Remington. Any trademarks not mentioned here are still hypothetically acknowledged.
N otice that "Army of Darkness DOOM" and "AOD-DOOM" are not trademarks. That means that, if you wanted to, you could make your own Army of Darkness add-on for DOOM, call it "Army of Darkness DOOM", and we could do nothing about it. Please don't do that. We don't want our superior product to be confused with crappy imitators.
T his FAQ is not copyrighted by Andrew Stine, or anyone else, so I guess that means that you could copy the whole thing into a book or something. Don't do that either. I'll be happy to give you the rights to use part of it. You can e-mail me at andystine@aol.com


Section One: Preliminary Information

Chapter [1]: Introduction

S o, you think you know everything there is to know about the Evil Dead series. You've watched them all countless times. You own all three on video. You own all three on laserdisc. You downloaded the scripts, printed them out, and formed a new religion with the scripts as the sacred text. You e-mail Bruce Campbell every week. You e-mail Sam Raimi every week. You have the Army of Darkness comic books. You even have the 18-inch vinyl Ash figurine, complete with miniature shotgun, chainsaw, metal glove, and Necronomicon. You think you are one with the Evil Dead series. There's nothing that has escaped you.
I got news for you, pal. You ain't leading but two things right now. Jack and Shit.
Jack left town!
I ntroducing Army of Darkness Doom. The hands-down, no-contest, greatest add-on ever created for the game of Doom.
A lways dreamed of being Ash? Well buddy, here's your chance. Gun down skeletons in the graveyard. Hack apart Deadites in the Pit. Blow away Bad Ash at the windmill. To put it in the words of the help screen - "Be Ash and protect the town of Arthur and make your way home to S-Mart. Armed with a torch, shotgun, chainsaw, and Winchester, you'll have the best Doom add-on experience ever made." 'Nuff said.


Chapter [2]: What makes AOD-DOOM different from regular DOOM?

[2-2] New Monsters

T he Army of the Dead has many different kinds of soldiers. Some are a piece of cake, others are ten times stronger than you. Here is a listing of the enemies.

Four-legged Soldiers

R ecently deceased, these guys still have some meat on their bones. They're weak, however; one shotgun blast is usually enough to bring 'em down. Watch out for the spiked balls they throw.

Skeletons

R eanimated bones, these soldiers have been dead for centuries. Their fossilized skeletons give them more durability - it takes at least two shotgun blasts to floor these buggers. Don't let them get too close, or they'll slash you apart in no time with their swords.

Ghosts (White, flimsy-looking Caspers)

T hese lost souls (no pun intended) float around, waiting for provocation. Provocation is Ash's middle name. They'll zoom at you with a cry of "I'll swallow your soul!". Try and shoot them down before they do any damage.

Little Ashes (Little dudes with silverware)

F ound in the windmill, these little guys run around with forks and try to poke you. Smear their miniature guts across the wall before they succeed in skewering you. You'll recognize them by their maniacal laugh.

Floating Torsos (Half-Deadites)

S everely mutilated soldiers, reanimated and endowed with the power of flight. They fly around, throw fireballs, and generally make your life miserable. Their armor gives them extraordinary protection - it can take seven or more shotgun blasts to down one of these.

Fake Necronomicon (A flying book)

I f you pick the wrong book at the graveyard, it comes after you. Dodge it before it explodes in your face.

Skeleton Captain

L arge skeleton with larger axes. Throws the axe. Hard to kill. Very hard to kill. Hope not to see these guys very often. If you do, think about getting some superior firepower.

Bad Ash (Ugly-looking guy in weird battle gear)

L eader of the Deadite army. Born from Ash's shoulder. Don't expect to bring him down with one shotgun blast, like in the movie. This dude requires more like a hundred. He's armed with a flaming crossbow, and he knows how to use it.

[2-2] New Weapons

A sh's greatest advantage are his weapons. Most are yours exclusively, but you wouldn't mind showing them off to the Deadites.

Mechanical Fist

A sh's replacement for his missing hand. Although it's iron, it's also weak. Don't use it unless you find yourself a berserk.

Chainsaw

A sh's Swiss Army Knife. It can turn anything into a pile of meat fairly quickly. You start out with it, and it's all you need - for a while. Don't expect some of the bigger enemies to slice apart very easily. It's also got unlimited gas, so go wild.

Shotgun

"A lright you primitive screwheads, listen up. See this? This is my BOOM stick! A twelve-guage double-barreled Remington. S-Mart's top o' the line. You'll find this in the sporting goods department. That's right, this sweet baby was made in Grand Rapids, Michigan. Retails for about $109.95. It's got a walnut stock, cobalt blue steel, and a hair trigger. That's right. Shop smart, shop S-Mart. YOU GOT THAT???"

Winchester Repeater

A sh has got this thing DOWN. Pumping out 8 bullets per second, you can rip most anything apart with this classic. It wastes ammo like nobody's business, though.

Flaming Crossbow

A crossbow with a bag of gunpowder tied to the end of the arrow. Makes a big explosion when it hits something. Expect to see the guts fly. Be careful, though - if it explodes too close to you, don't expect to live.

Torch

A sh has slightly modified the sword-style torch. Now it shoots flames, barbecuing anything it touches. Have fun.

Catapult

T he big-ass gun of the game, the catapult can annihilate any enemy in one or two shots. Giant, explosive bags of gunpowder are hard to repel.


[2-3] New Levels


T One factor that combines almost every WAD on the face of this earth is that they all have an original level. Sometimes more than one. In AOD- DOOM's case, nine new levels. No stupid Moon Bases or asteroids. Not even any dinky little place called Hell. Nope, AOD-DOOM goes for the big stakes. We've painstakingly recreated locations from the movie. Expect, while playing, to say "Hey, I've seen that before." That's what we're going for. Here are the nine new levels.

Level 1: The Evil Dead Cabin

G et inside, find the Necronomicon, and get out alive.

Level 2: Arthur's Castle

K ill rampaging Deadites, and get thrown in the Pit.

Level 3: The Pit

A fter falling in and chainsawing through Deadites, find your way out.

Level 4: The Windmill

Y our quest for the Necronomicon has led you here. Smash the mirror. Kill the Little Ashes. Pick a fight with Bad Ash outside the windmill.

Level 5: The Graveyard

T here the Necronomicon awaits. Find the book (Three books? Nobody said anything about three books!), and be sure and pick the right one, or suffer the consequences. Once you have the right book (Klattu, Verata, N@*%!&), get out of there before the skeletons maul you.

Level 6: Arthur's Castle

T he Army of Darkness has laid seige to the castle, and overrun it. Your job is to rid the castle of the Deadites, and get the Necronomicon back. Don't forget to kill Bad Ash.

Level 7: The Cave

F inding a quiet place to quaff the potion and say the words, you stumble upon another Deadite stronghold. Exterminate the Deadites, and return to your own time.

Level 8: S-mart

A fter incorrectly saying the words (again), S-Mart is transformed into a Deadite warehouse. Kill them all, and retire peacefully.

Level 9: The Alternate Ending

Y ou accidentally drink seven drops instead of six, and wake up a century too late, in a postapocolyptic war zone. Kill the Deadites here and get back where you came from.


[2-4] Sound Things

A OD-DOOM's sound things stretch the limits of DOOM's engine. Because of the methods used to produce it, unfortunately, MacDOOM is void of these. Basically, the sound things are used in key points of the game when Ash finds it necessary to speak up! When you first see the Necronomicon, Ash gives it a vocal introduction. When you retreive the Necronomicon, Ash, of course, screws up the words for you. Pick the wrong book, and Ash exclaims, "Woah. Wrong book." The sound things add a lot to the game's environment and feel. You'll see.


[2-5] New Music

A ny DOOM Total Conversion that takes itself seriously, features a new, original music score. Due to Internet connectivity problems, we were not able to include the all new MIDI music composed by Sparks, member of Suture, with the initial 1.0 release of Army of Darkness DOOM. The benefit for you, the player, is that you now (with the release of the 1.1 upgrade) can choose between 2 sound AND 2 music WADs...


Chapter [3]: Who created AOD-DOOM?

[3-1] Jeff Allen

Personalia:


Fave AOD Quote: "Good, bad, I'm the guy with the gun."
E-mail: jaallen@mindspring.com
Homepage: http://www.mindspring.com/~jaallen

J eff found the AOD-DOOM page from the Brucenet page on Yahoo. He wrote to Stefan that he had graphics programs and experience in graphics, and he was welcomed aboard. On February 7, 1996, Jeff first received e-mail from Stefan, giving him the OK to do whatever 'damage' he could do to the project.
J eff was the additional graphics artist for the project. He created stunning/not so stunning textures and background art as needed for the WAD.
H e describes himself as "a freelance graphic artist, age 25, living in Atlanta, GA, USA. I aspire to become a movie director/producer as Sam Raimi did (except not in the same genre). I eat BAD American fast food, and spend WAY too much time on the computer.
"I use Adobe Photoshop, Adobe Illustrator, Strata Studio 3D and a video capture program to create the graphics/textures. I work on a Quadra 660 Macintosh -- the textures were the worst part of it. The largest 'normal' texture was only 68 pixels high - less than 1 inch! It's an artist's nightmare to work that small. Also, Doom is limited to only 256 colors. 256 'DOOM' colors. Lots of browns and reds. Blues were a pain, because there were only a few shades of it. Had to keep everything dark. Lotsa fun though. It was great working with the crew. Stefan was the main man I talked to, seeing as he did a lot of the levels I did textures for."
"T he Web gave me (all of us actually) an opportunity to work with people we would never had met in our normal lives. This was a groundbreaking achievement in history as far as I'm concerned. We all came together from all walks of life and created a unique product that otherwise would have thwarted the average man and never been made. I'd like to thank everyone who worked on it and everyone who put up with us all as we worked. I'm sure we were not fun to be around when we were up against the ropes near the end. At least I know I wasn't too fun to be around, my girlfriend said so!"


[3-2] Steve Conway

Personalia:


Fave AOD Quote: "Yeah, maybe I'm a Chinese jet pilot."
E-mail: stevec@flash.net
Homepage: http://www.flash.net/~stevec

S teve didn't just get involved with AOD-DOOM, he started the whole thing. He wanted to make a DOOM add-on based on his favorite movie, Army of Darkness. So he met Stefan (through Stefan's Excalibur WAD) and asked him to do the levels.
S teve is one of the team leaders, Stefan being the other. He stored the sprites, the graphics, and the sounds into the WADs. At the beginning, he made a lot of graphics and changed a lot for the project.
"W ell, I'm Steve Conway. I like Army of Darkness, DOOM, Heretic, Hexen, Strife, Duke Nukem 3D, Clerks (movie) and Mallrats (also a movie.) I draw a lot, freehand. I program web pages, and I also like playing games!"
S teve would like to thank:
God - "we all know why"
Mom and Dad - "for having sex soo long ago"
Bruce Campbell - "for the autograph"
Kevin Smith - "for leading me to become a movie director"


[3-3] Stefan Maes

Personalia:


Fave AOD Quote: "Don't touch that please, your primitive intellect wouldn't understand alloys and compositions and things with ... molecular structures."
E-mail: maes@uia.ua.ac.be
Homepage: http://sch-www.uia.ac.be/u/maes

S tefan was the first to be contacted by Steve, around the end of October 1995. Steve was in need of a "level dude", and loved Stefan's Excalibur WAD. Stefan had just started making a DOOM2 sequel, so he decided to donate the levels to AOD-DOOM.
S tefan built 7 of the AOD-DOOM levels, plus the final check of the other 2. He created some textures/flats, some graphics such as the help and credit screen (text only, graphics by Jeff Allen), and some sprites, such as the medikit, stimpack, and invisibility powerup. He also maintained the FTP site, the WWW site, and some P.R. stuff (fans wanted their E-mail answered). He also made the DeHackEd patch for the cool sound things, made the sound WAD for the sound things, and, of course, acted like a real team leader when needed.
"I 'm a 25 year old Ph.D student at the University of Antwerp (UIA). My research topic is crystallography. Unlike the other team members, I'm not that big of a fan of the ED trilogy - hey, I don't think that NIN is great either; I prefer Phil Collins & the Beatles. To me AOD is 'just' a great movie, just like I think that 'Babe' is a great movie. I do, however, love DOOM (and other 3D-games) with A LOT of attention to detail (not just simple slugfests...) and the idea of doing a total DOOM conversion. That's why I joined the AOD-DOOM team and ended up doing more levels (and more work) that the 3 that I initially agreed to do."
"D espite the little problems and setbacks we had, I really enjoyed doing this total conversion. I think that it's great that people from all over the world, of different ages and backgrounds, can create such a nice WAD when they only had digital means of communicating."
S tefan would like to thank id & Raven Software, Sam Raimi and Bruce Campbell, and the authors of the tools he used:
DEU 5.24 "with GCC and Windows compile"
DETH 2.63, "too bad it doesn't handle all my custom textures"
BSP 1.2x "is slow, but the only nodebuilder that could handle all my levels"
WinTex 3.41 "has a much better interface than 4.x"
"A lthough I'd like to think of Aliens-TC by Justin Fisher as THE example to follow, the original Aliens DOOM, Star Wars, Momento Mori & TeamTNT lads and TiC also set the high standard I love to see in all WADs. I can only hope that non-AOD fans would consider including our effort in such a great WAD list as the one above.
"I 'd also like to thank all the other AOD team members with a special word for Jeff Allen. He did a tremendous job making custom textures for me with just an image size and a 2 sentence description. Without his help, some of my levels wouldn't have turned out quite as nice. I'd also like to thank Shonen's test crew: William "Wotcha" Heath, Adrian Cockle, Emma "beige r' us" Perskie, Mark Hudson, and whoever Shonen forgot to tell me.
"A lso, I'd like to thank all of the fans who sent encouraging mails and all sorts of suggestions. Randy Best and Merlynn tied for longest E-mail conversation, while Graham Scott and Scott Kemery learned me how awfull a tech-support job can be.
"A nd last and definitely not least, I'm thanking YOU, for playing AOD-DOOM and even bothering to read this FAQ!"

[3-4] Andrew Andy Stine

Personalia:


Fave AOD Quote: "Ooh, that's gotta hurt!"
E-mail: andystine@aol.com
Homepage: N/A

A ndrew Stine found the AOD-DOOM web page in January 1996. After bugging Stefan Maes something awful, he finally let Andrew make the Pit level. Andrew worked long and hard on the level, using DEEP, ED-209, DEU, and DETH, in that order. He also is the author of the AOD-DOOM FAQ, which you are now currently reading.
"I 'm a 15-year-old sophomore, attending Grossmont High School in San Diego, California. I like Army of Darkness a lot, but the other Evil Dead movies don't interest me too much. I also like DOOM, which is obvious, considering I worked on this project. Not DOOM 2, though. It was a little too dark and satanic. I'm glad that AOD-DOOM replaced episode 3, because frankly, Mr. Romero, that episode SUCKED."
"I work on a 486DX2-50, 8 MB RAM, 420 meg HD. Although it's old and slow, it can still play a mean game of DOOM, a pretty mean game of DUKE3D, and a relatively tame game of Quake. To create the splendor that is the Pit level, I first started with DEEP 7.40 (I think), which I cursed and deleted when it informed me that I had run out of linedefs, and to please register it to get the full version. I think anyone that makes a kick-ass level editor that is user-friendly and easy to use, and then make you pay to use it, deserves to be dragged out and the street and shot.
"A nyways, after that, I tried ED-209, a home-brewed level editor. I'm always in favor of the little guys, and hoped that ED-209 wouldn't suck as badly as I was afraid it would. Unfortunately, it did. You know that a level editor is in trouble when the feature it touts the most is the ability to select more than one object at a time. I moved on."
"A fter that, I went for DEU, which I knew from many, many testimonies to be a great level editor. I tried it, and was immediately deterred by its complexity. Weaned on DEEP, I was unfamiliar with sidedef tags and other such terms, which had been hidden from me by DEEP. Slowly but surely, however, I learned the tricks of DEU, and soon was burning out the level at a pretty fast pace. It still irked me, however, that I was able to create the southern wing in one night with DEEP, and it took me months to make the other three without it."
"I also used DETH, a DEU knockoff that had some positive traits of its own. I especially liked the texture alignment. Unfortunately, it had some bugs. Namely, it screwed up when I tried to highlight a lot of linedefs or sectors and change them all at once. Also, it couldn't handle foreign textures -- a big problem, since AOD-DOOM has many foreign textures! All in all, however, a good level editor."
"B esides that level (and this FAQ, of course), I didn't do much else for this project. I made some suggestions on other levels, and reported bugs that I found. I suggested the idea of a flaming crossbow, and also the idea for the secret level. Well, I did my part, I guess. My only regret is not having any graphics software or a scanner, to help with the sprites and textures. Oh, well; Jeff Allen did a great job with that."
"T hat's about all I have to say, except to mention: DUKE3D and Quake look like they have really flexible level editors. What I really want in a Deathmatch level (Quake preferred) is a highway setting, with cars burning up the road at 70 mph. Stray in front of one, and get smeared across the pavement. Whee. If you like the idea and make one, be sure and contact me at andystine@aol.com with a site or whatever."
"O h, yeah. Have fun with AOD-DOOM, and be sure and send me those Pit LMPs and comments!"

[3-5] Stephen Shonen Angell

Personalia:


Fave AOD Quote: "Gimme some sugar, baby!"
E-mail: shonen@dircon.co.uk
Homepage: http://www.users.dircon.co.uk/~shonen

S tephen Shonen Angell was the other European lad in the team. He is a 25 year old Analyst/Programmer in London, working for AT&T. Under the guise of teambuilding he instituted a Quake/DOOM fest at his work. Now that's the way to do it!
S honen had the previlige to play the levels first, but also the hard task of keeping the quality of DM and Co-op play at the intended high level. Given the layout of some levels, that was either real easy or a mountain to climb. Next to that, he also created the alternate sound WAD and a special DM bonus level.
"I found the Army of Darkness DOOM web page as a link from BruceNet, (I think). Having been involved in a previous, but unsuccessful AOD-DOOM project I was more than eager to lend a hand in this one. I guess it comes down to ' I had a great time blowing things away for a semi-serious objective!' "
"I am a fan of all 3 films, and my alternate sound file reflects that. I wanted more of an environment experience, than a movie experience. I hope you get it."
"I develop on a lazy 486 SX50 with a Gravis Ultrasound for sampling. I have lots of mem and run Win NT server so I can build levels in DoomEd and test in WinDoom. It was great fun to see all the levels evolve and get other people to see them, and have a blast generally."
"I live in Penge in south london, have 1 girlfriend, 2 cats and a baby on the way."

[3-6] Sparks/Suture

Personalia:


Fave AOD Quote: "I never even saw these ass-holes before!"?
E-mail: sparambe@alaska.net
Homepage: http://www.alaska.net/~sparambe/suture.htm

S uture is an industrial project based in Anchorage, Alaska. As of late '94 Suture is a two person group. Just as the AOD-DOOM Team, it's members live quite a distance from each other. Sparks (Douglas Ricketts) is a commercial radio producer and music director for KMXS - a "hot A/C"-station - in Anchorage. Tyson (Tyson Townsend) works in printing and lives in San Francisco. Despite their distant locations, Sparks and Tyson continue to compose new material via tape exchange.
S uture was first contacted by Steve Conway around April 17, 1996 and agreed to write MIDI music for the AOD-DOOM project. Stefan send him the single AOD MIDI file he could find on the Net, as well as the near and not-so near finished levels to help him with his compositions. It wasn't much, but given the lack of musical talents of the other team members, it was all we could do. Nevertheless the first samples we received from Sparks/Suture sounded very good. Internet connectivity problems troubled Suture for a while, so they could only get in touch with us, just after AOD-DOOM 1.0 was uploaded to major DOOM FTP-sites (August 1, 1996). However, since Sparks had already composed 5 original songs for the project, he decided to still finish the job. Around mid September the all new AOD MIDI music was ready...
S uture has a wide range of music equipment at its disposal: BOSS drum machine with bass and FX samples, a 5-channel mixer with two 4-way splitters, 5-band equalizer, 20-band equalizer with surround expander, HiFi VCR, etc. Other tools include a 486/33 PC with wavtable synthesis/16-bit digital card and music key-board, 4-track non-destructive digital editing program, various MIDI programs, ... And as a final touch, guitars from hell! How's that for a DOOM finishing touch?
S

[3-7] The men in the background

Because of these team member's apparent inability to answer an E-mail, Stefan Maes has taken the opportunity to describe the help given by the other members of the AOD-DOOM team.

Personalia:


powers@flash.net
doublebrrl@aol.com

http://www.flash.net/~powers
N/A
Fave AOD Quote: "Maybe, just maybe, my boys can stop 'm"
E-mails:
Homepages:

S cott Powers is co-founder of AOD-DOOM if you like. He and Steve got the first ideas together and will probably continue to work together on AOD-Heretic. Originally Scott would take care of the install routines and the DeHackEd patch. As time passed he turned out to be more of an idea guy than an .DEH patcher. But I'm sure those of you with less DOS/DOOM add-on experience will appreciate his install routines.
L awton DoubleBrrl Roberts is the proud owner of the title of faster AOD-DOOM teammember. After getting a pretty vague idea of how we wanted the secret level to look like, he uploaded his level only 2 days later! Add another day or two clean up the unused DOOM II monsters and change a couple of textures and you have your secret level. Small, but a lot of fun.


Section Two: Cheats and Spoilers

Chapter [4]: What are the AOD-DOOM cheat codes?

God mode - BRUCE
All weapons and keys - RAIMI
All weapons, no keys - SAMR
No Clipping (Doom 1) - IHATEWALLS
No Clipping (Doom 2) - NOWALL
New music - MUSIC
New level - POTION##
Invincibility - NAMEISASH
Invisibility - WHERESASH
Berserk - SWIVELARM
Radiation Suit - POWERBOOT
Computer Map - GIVESCROLL
Light Amplification Visors - TORCH
Allmap - BLOW
Coordinates - WHERE
Chainsaw - EVILDEAD1
IDBEHOLD Menu - Disabled


Chapter [5]: Where are all the secrets?

[5-1] Level 1: Evil Dead



[5-2] Level 2: Arthur's Castle



[5-3] Level 3: The Pit



[5-4] Level 4: Good Ash vs. Bad Ash



[5-5] Level 5: Necronomicon Ex Mortis



[5-6] Level 6: In the Deal



[5-7] Level 7: Let's Go



[5-8] Level 8: Shop S-Mart



[5-9] Level 9: Slept Too Long


Chapter [6]: How many shots does it take to kill each enemy?

T he table pertains to "Hail to the King, Baby" Mode.

  Bullet Shell* Flaming Arrow Flame Catapult Shot
4-Legged Soldier 6 1 1 3 1
Skeleton 14 2 1 7 1
Ghost 10 2 1 5 1
Flying Torso 36 6 2 18 1
Skeleton Captain 100 15 5 50 1
Little Ash 10 2 1 5 1
Bad Ash 400 58 20 200 3
Ash** 10 2 2 5 1

* All buckshot hits the target. Partially missed shots increase the number of shots needed.
**Ash at 100% health, no armor. Armor increases his durability.

[6-1]: Which enemies will attack each other?


A ny projectile-shooting enemies will not turn on one another if hit. That means that a 4-Legged Soldier will not attack another 4-Legged Soldier, a Flying Torso won't attack another Flying Torso, Skeleton Captains won't attack each other, and Bad Ash, if this is possible, will not attack another Bad Ash. However, different kinds of Deadites will kill each other happily.
S cratching and clawing attacks are hard to misdirect, but if it happens, than enemies will go after their own kind. Also, ghosts will fight each other if they hit each other.

Section Three: Stefan Maes's Words of Wisdom

Chapter [7]: Stefan's AOD-DOOM level History

Level 1: The Evil Dead Cabin


T his level was supposed to be made by James Young. I found a Deathmatch level which featured the famous Evil Dead cabin, and wanted to use that one with single player stuff added. But after numerous requests to upload the level were ignored (visplane overflow errors seemed to be a major problem) I finally lost patience (and some of you may know my good will can last very loooong!) and did it myself. The first version showed I hadn't much gameplay inspiration, but listening to a couple of suggestions payed off big time.

Level 2: Arthur's Castle

I ntended as a DOOM2 sequel to my Excalibur WAD, this is by far the best level I have made. It doesn't have any long, boring corridors like Excalibur had, I guess it makes a difference. It was remotely based on the abbey's layout as found in Umberto Eco's great novel, "Name Of The Rose". I didn't include the mysterious library, because that would have made the level too big, and at the time I hadn't the inspiration for the maze inside. But if mazes are your thing, head forward for...

Level 3: The Pit

L evel made by Andy Stine and edited by me. It's a bit puzzle oriented and includes a rather big maze. Don't be scared by it's size. If you keep an eye on the floor, you'll find the exit without major problems. I hope you'll enjoy your fight in the lowering pit, because I had a hard time getting it to work (again). Oh, and in the very unlikely case of problems in the Western cave, DO NOT report them to me. I already have one Visplane_Overflow allergy. Thank you very much.

Level 4: The Windmill

T his is my first attempt at a DM-level. It 'only' features the famous windmill and the first Good Ash vs. Bad Ash fight, so good DM play was possible. In the few, 2-player DM-games I had, pumping a rocket into your opponent's face was the most fun to me, so I made this level a rocket fragfest. As a level designer, I'm very proud of the windmill itself. I needed 5 animated textures to get the wings' movement to look right. I owe Jeff Allen a lot for providing me with the excellent textures.

Level 5: The Graveyard

T he last level to be completed. The original design was by Steve Conway, but it was far too simple to my liking. So I added graves and other stuff until Andy reported a Visplane_Overflow error. Then I knew I had to stop :( . The real challenge was getting the (timing of) the sound things right. The only enemies you'll see here are skeletons, my favourite deadites. Needless to say, I love this level a lot...

Level 6: Arthur's Castle

T his is the 3rd revision of my very first WAD and which got me involved in this project. Previously released as Excalibur and elected as an All-Time Best DOOM Level on DoomGate, this version finally looks like I really wanted it to. The use of DOOM2 textures made quite a difference.

Level 7: The Cave

I had a hard time getting this level done right. The 'water dungeons' and the outside exit area were originally parts of 2 unfinished levels of mine. Why didn't I finish them? Because I only had good ideas for the constructed parts! This was the only level I made without drawing it all out on paper. I got severely penalized for that. At one point I dumped out about a third of the level. Then I finally got the starting area right. The attentive player will see it was heavily inspired by my favourite DOOM2 level (MAP29) and maybe some Hexen touches.

Level 8: S-mart

T his was one easy level to build. It wasn't built from scratch, you see. It was based on warhouse.wad by Mike Barker, one of the very first WADs I downloaded and gave a permanent spot in my very selective collection of good WADs. Maybe I put the list on my DOOM-page somewhere, but if you take a look at the All-Time Best level list, you have about 40% of it. I like the underground parking lot a lot. Getting the car to look decent wasn't too though. From my scale modeling hobby, I had nice front/side/rear view pics of that '66 Ford Thunderbird. You all know Ash's '73 Oldsmobile Delta 88 got wrecked in AOD, so he had to buy a 'new' one. Given that I'm a Ford fan, the choice was easy.
(Note from Andy: Sorry if we're writing history, Mr. Raimi, but it seems like the type of car Ash would like)

Level 9: The Alternate Ending

T he idea for this level was the last one we got, yet it was the level that got constructed in the least amount of time. Although some buildings are constructed in an odd way, that is my biased opinion. Lawton Roberts did a very fine job here.

Closing

I know some of you still have plenty of ideas, good ideas I must say, to improve the various levels. As a wise wizard once wrote: "Do they want to have it done or do they want to have it done RIGHT?" I guess we reached a moment where we wanted to have it DONE. If you think you can do better, go ahead and make the very first AOD-DOOM 3rd party add-on... Better yet, make AOD-Quake! In the end we found the DOOM engine way too limiting.

Chapter [8]: Project History

The Army of Darkness DOOM History
By Stefan Maes

B ack in September 1994 I released the first WAD I ever made. I called it Excalibur, and it featured a nice castle. A couple of months later version 1.1 was uploaded to the DOOM FTP-sites, and a bit later it was elected an all-time best WAD on DoomGate. This, and my renewed interest in DOOM after my Dark Forces and Rise of the Triad sidesteps, convinced me to make a sequel. I still had a couple of good ideas left after Excalibur, but not the lust to put them in a WAD. Since DOOM2 had some very nice textures perfectly suited for medieval levels, I planned a DOOM2 mini-episode (MAP16, secret level, and super-secret level). I wanted to use the congratulation screens to tell the story of Excalibur 2...
I t was early October 1995 when I finally got to build anything. then I recieved E-Mail from Steve Conway: "Hello. I have downloaded your WAD and enjoyed it. I'm currently working on a DOOM WAD that has almost all sounds, graphic etc. changed to a specific movie. It's called Army of Darkness. I was wondering if you could help me out with the levels." Now I had seen all three Evil Dead movies and liked, mostly because of the humor, Army of Darkness best. I agreed to donate an updated (using DOOM2 textures to make it look even better) version of my castle level and the other two levels I had planned. I thought I could still release Excalibur 2, since we initially planned a (U)DOOM conversion only. Now, I'm not sure if I'm going to release Excalibur 2 at all, but if anyone would ask me to contribute my castle levels for an all castles/medieval DOOM2 levelset, I don't think I'd turn the request down...
O n Steve's request I created a web page for the project (October 18 1996). I should have known then that that would greatly change my commitment to this project. Since we had a lot of things to take care of, and we were only 4 people back then (Steve, me, Scott Powers and BruceAODD), we thought a web page would get us some additional help. (Bruce AODD was initially doing the MIDI music, and had some promising samples. Unfortunately, his hard disk crashed (March 4 1996), and everything was lost, including his interest in the long run.)
J ames Young was the first person to respond (December 1995). He had played the Evil Dead DM level I had listed on the web page and wanted to improve it for our project. His list of suggestions (not limited to the level) indicated that he was a real Evil Dead fan. He recalled that in the movie the cabin looked more like this or like that. Stuff I couldn't possibly remember. In fact, he wanted to implement all these ideas into the ED prologue level with so much attention to detail that he was soon confronted with the limits of the DOOM engine. he got really frustrated, because he couldn't find a satisfying way around the problem. He tried again and again, sometimes taking longer breaks to refresh his head, but still couldn't get it right.
W hen Shonen Angell joined the team (January 30 1996), he solved an important problem for me : multi-player testing. Except for a small bit of 2-player DM at work via a simple null modem connection, I had no experience with one, if not the most important, feature which made DOOM such a great game: playing with or against your friends. Oddly, he didn't apply for this job that you all would have liked to take care of: "Well, I seem to be feeling a sense of deja vu here. For it was about a year ago that myself and some guy I knew be E-mail only (unknown@privacy.com - but his account has since expired), were doing just this... He had done two levels, the first the cabin, the second the pit and I had done a complete sound set and some graphics (textures and the like). But he dissapeared and I got more involved with my work...Well I still have the sound set and the graphics and great fun they were too, but I would love to contribute to your conversion, not only with what I have, but with some effort of my own. " Since Steve already had the sound WAD done at that time, there wasn't a real need for his sound skills. We have included his WAD as a bonus. It's an odd sound WAD in the sense that it hardly uses any movie quotes. It's still very nice though. Here, I would like to take the opportunity to thank the people who joined Shonen in his Wednesday evening DOOM sessions (DM and Co-op). In no particular order, and with the risk of forgetting some people, thanks should go to William "Wotcha" Heath, Adrian Cockle, Emma "beige r' us" Perskie, and Mark Hudson.
T he next person to join our team was Jeff Allen. On February 6th I received his help application form: "As I was surfing the net I ran across your page via BruceNet. Finally a project with soul. Actually lots of souls, really evil souls. I would love to help you on your journey to find the Necronomicon and offer my humble services/expertise to you. For the past 3 years I've worked as a Graphic Artist for various Ad agencies in the Southeast US" . Now I ain't no (complete) fool to turn professional help down and so Jeff started some sort of 'graphics on demand' service for me. At times it made me feel a little uncomfortable. I could give him a description like "I want a 256X256 pixel picture of windmill wings. The arms should be 64-72 pixels wide. Oh yeah, DOOM uses this specific 256 color palette. Be sure to use only those colors", and he'd deliver the goodies. I asked for a new intermission screen; he did a great job. S-Mart logo, wall textures, whatever, Jeff would do/try it. As far as I know, Jeff is the only one in the team who works on a Macintosh. It convinced me that we should prepare a MAC version with as many bells and whistles as possible. I found a nice SFX trick with DeHackEd, but since that nice utility doesn't have a MAC equivalent, I searched for a way around that problem. I found a solution but it wasn't a really good one, so I left it out. Sorry.
A s we gently made progress, I got more and more involved with the project. I had to answer fanmail (I had long, but interesting conversations with Merlynn, Randy Best and NMare5009), designate tasks to new team members, but also make more levels than intended, maintaining the web page and a FTP site to exchange our stuff, etc. I always had this dream of doing a complete episode (although I felt that I would never have enough ideas to do it alone) and when I made a list of AOD places we felt should be in our WAD, we quickly had 6-7 level ideas. At that time I knew we would create a full episode replacement.
S cott and Steve made a rough version of the graveyard level, but the 4 levels that were done around this time were all by me. I and Steve weren't too happy about the dungeon level though. When Andy Stine got on board for the pit level : "I do have a level in mind that starts in water with a big hole overhead, and maybe it can lead into the dungeon. The general idea will be that the pit was one of four circular rooms [rest deleted not to spoil the level]" (February 17 1996) and gave me the exact critisics, I decided to redo a large portion of that level. Steve wasn't thrilled by Andy's early test versions, but I saw potential for a nice puzzle level, which I happen to like. More importantly, the exit area Andy came up with was perfect for connecting the castle & pit levels to the windmill level. In the movie, Ash made some preparations for his quest for the Book of the Dead. Now THAT would be a boring level...
A nother benefit of having a new man working on this huge project was that he brought in some fresh ideas. One thing Andy felt necessary to have was a big, epic battle inside Arthur's castle, defending the Necronomicon during an all or nothing battle against the Army of Darkness. As a result, 2 levels switched place in the planned level sequence. Also, we got to think about the new monster sprites again. We had nice ghosts and flying deadites and stuff, but we were missing one important character: the skeleton Deadite. Andy almost got a "skeletonitis", but luckily Dave Langeliers showed up and was willing to try and make skeleton sprites for us. (March 18 1996)
S till, Andy wasn't short of ideas. We hadn't anything planned for the secret level. We had 8 levels planned now, in which one, the troublesome dungeon, didn't really fit the storyline. I believe Shonen mentioned different movie endings to me before, but I never really thought about the idea of turning it into a secret level. Andy did and so we did it. Actually, Lawton Roberts did it. He is by far the fastest level builder in the team. I work slow, because DEU&DETH don't exactly allow fast editing. But it gives me total control, and I like that a lot. Also, I want my rooms to look near perfect before moving on the next. Anyways, less than two days after I sent him my ideas about how the level should more or less look like, Lawton said, "Here it is" (April 24 1996). Although he had applied for a level editing job, stating he could make "killer levels", I was impressed by his work. No complex buildings at which you stare in amazement about the amount of detail put in, but still a small, very enjoyable level which perfectly matched my ideas. Groovy.
M eanwhile, Steve didn't sit completely still. He agreed with McGarnicle to do the Bad Ash sprites (March 10 1996), and later with Suture to do the MIDI music in place of BruceAODD (April 17 1996). But then the problems really started! McGarnicle had a hard disk crash (May 10 1996) (sounds familiar BruceAODD ?), losing everything but one single, unfinished frame! We had Ray Cole take over his job within 2 days, but even after several reminder mails I never heard back from him. Dave wasn't very resposive in those days either and to top all of that I lost it with James. While I could manage James' level job, I couldn't possible handle a sprite job. And then Jeff Allen turned up to be the saving angel! He wanted to do sprites! No kidding! (June 15 1996) Following my suggestions he started working on the skeleton captain. He modelled him in 3D and the result is very nice. After that, I asked him to do the skeleton trooper sprites too. I feared Dave wouldn't produce anything for the project as I saw on his web page that he was working on a Quake level editor. A couple of days after Jeff finished the skeleton captain (July 2 1996) Dave wrote all of us an apology mail (July 5 1996). He had had all sorts of troubles with school, would be leaving for ... etc. etc. , but now I have a hard time believing any/all of his excuses. Guess what I saw 2 days after that on AfterShock? New Quake .MAP by ... right! To quote Jeff "what kind of people are they to promise things and then... Tsk. Tsk."
S hortly after James and Dave, I also kicked Ray out of the team. Exams can be a killer at the U (I know from experience), but they don't continue untill July. Not in Belgium, so why should it in the US? Well, there's this saying about 3 times and it seems that Jeff, yes him again, likes it very much. Because when I was trying to hint a possible bad Ash request (maybe I wasn't as subtle as I thought or ... wanted?) he was already working on a 3D model! So, if you ever are in need of a skillfull, dedicated person to set up your website or advertising campaign, he's your man! Now we only needed some finishing touches here and there and Suture to send in his MIDI music...
I had been conducting a 'public' (mainly) level test (June 6 1996), but frankly it was a bit of a disappointment. With a potential test base of a hundred people, you expect more than 4-5 people to send in comments. Even if 50% is shut out because it was for DOOM (and Ultimate DOOM without the DeHackEd path) that still way too low... Well, better a few good testers and a whole bunch of slackers... I got quite a few bug reports (tiny ones, but still bugs), even more level improvement ideas (some of which are implemented, while others didn't make it because of a lack of time) and learned the thoughness of a tech-support job. Ultimate DOOM seems to be quite different from regular DOOM in a number of odd ways... It was also around that time that we, well I, fixed final release dates. Since I insisted on doing a final check-up before releasing AOD-DOOM 1.0, we had to get it out between July 17 (the day the Bad Ash sprites would be done) and August 1. I had a long vacation planned for the whole of August and with the Quake 0.92 shareware out there was no way we could afford a further delay until September! Whatever didn't get done in time, would be saved for a possible 1.1 update. That's why the promised Suture MIDI-music didn't make it into AOD-DOOM 1.0. It's a big shame, yes, but I was sick and tired of unresponded E-Mail and decided to make the music WAD myself (July 21 1996, Belgian's National Day!). For the same reason the little Ashes, a statusbar with a fully animated Ash-face and the Windows95 shell aren't included either. When the 2 guys who started all this don't... Oh, well. What do you think of the new web-site? Quit a bit faster now that you have the choice of two US mirror sites... Yep, you owe that one to Jeff too. He proposed to redo the site (July 8 1996) and so we did (together). Finally, special thanks to Guybrush7. He recorded a few last minute movie samples...
It's out! Army of Darkness DOOM 1.0 was released on August 2. One day later than initially planned, because of some (Belgian) network problems. Say, what are you still doing here reading boring tails? Go play it!
S hortly after the release the first words of praise arrived, but also some tech problems. Since I was in Seattle for work at that time, far away from my computer, I couldn't solve them all (at once). It's only then I learned about the MAC-problems (see tech Q&A). Around the 8th of August, I got E-mail of both Suture and Steve. They promised they would still deliver the stuff they, for various reasons, hadn't done in time for the initial release. While Sparks/Suture delivered the goods, Steve didn't. He didn't reply to any E-mail of mine since, so still no little Ashes in AOD-DOOM. Nor will there ever by any. Maybe, some day when someone makes AOD-Quake? Well, no hard feelings, Steve. I suppose you were terribly bussy with other things. Hey, it even took me a month to prepare/upload the upgrade WADs once I got all stuff ready. I suppose the easy days of my Ph.D.-carreer are over. Once you start writing everything down, your amount of free time goes flying like dust in the wind...

Section Four: Other Stuff

Chapter [9]: AOD-DOOM Q and A

AOD-DOOM Q and A
With your host, Andy Stine

Q: Is AOD-DOOM the best total conversion ever made, far surpassing all else in quality?
A: Yes.
Q: Why in the hell does the torch shoot flames? What does that have to do with the movie?
A: Well, what do you expect us to use for a weapon? 14th century, rapid- firing projectile weapon, hmmm... "The Rock Slinger".
Q: Why did you steal so many enemies from Hexen and Heretic?
A: Hey, look, it was BORROWING, all right?
Q: How in the world does Ash, in the movie, fire his Winchester 31 times and reload only once?
A: Because HE'S ASH, is why.
Q: Why is it that The Pit is such a well-made level, while the others are only fit for dog food?
A: No buttkissing, please. I'm not giving out free towels or anything.
Q : Why did you guys waste your time with this thing?
A : 1) We have no lives
2) We enjoy making superior-quality products available for download so that the whole world can revel in our creation
3) It's Army of Darkness, for chrissake!
Q: How is it that Ash carries a catapult around with him, with no hindrance in speed or reload time and no evidence of any catapult in a multiplayer game?
A: Well, actually, the reason for that is tha$##.(@H!!}~/<^3 NO CARRIER
Q: In the movie, there's this dude that says "You can count on my steel". Didn't he have the funkiest haircut you have ever seen?
A: You haven't seen this one guy at my school.
Q: Why are bullets, shotgun shells, and explosive arrows lying around all over the medieval landscape?
A: Because if they weren't, it would be a very short game for Ash.
Q: Every time I run AOD-DOOM, my computer locks up. What do you suggest?
A: Get a new computer?
Q: What games are AOD conversions available for?
A:
Current Probable Wishlist Unlikely Plain Stupid
AOD-Doom AOD-Heretic AOD-Duke3D AOD Dark Forces AOD-Minesweeper
AOD-Doom2 AOD-Marathon AOD-Hexen AOD-Wolfenstein AOD-Mario
AOD-Ultimate Doom   AOD-Quake AOD-System Shock AOD-Zork
AOD-MACDoom     AOD-Descent AOD-Lemmings
AOD-Warcraft II AOD-The Side Scroller      

Q: Oooh! Oooh! I know! How about a full three-episode conversion with Evil Dead 1 as the first episode, Evil Dead 2 as the second, and Army of Darkness as the third episode?
A: Were you born stupid, or just raised that way? Three reasons why not:
1) It's stupid.
2) Two whole episodes inside a cabin? Even Ash couldn't justify that.
3) "NOW ENTERING LEVEL 5: THE BATHROOM"
Q: In your opinion, what's the best part in Army of Darkness?
A: The part where Ash gets beaten up.
Q: In your opinion, what's the best part of AOD-DOOM?
A: The flaming crossbow. Not only was it my idea, but it's so cool! Blow stuff up! Have fun! Wheee!
Q: How come levels 2 and 6 are both supposed to be the same castle, yet they look completely different?
A: Look, man, Arthur just has a very large castle.
Q: Are all men from the future loud mouthed braggarts?
A: Nope. Just me, baby. Just me.

Chapter [10]: AOD-DOOM Tech Q and A

By Stefan Maes

W ell, it seems that a number of problems keep popping up in my mailbox. To stop me from answering the same old question over and over again, I've decided to tackle these frequently asked questions here. Before E-mailing me your problems, make sure that you start with a unmodified version of DOOM, Ultimate DOOM or DOOM 2. Double check that you have version 1.9 and have all required files as stated in INSTALL.TXT Also do follow our advise to install into a separate directory! Do you honestly think I wrote that stuff just for fun?!
Q: Where are the monsters on level 1? And where's the exit?
A: Spoiler Alert! Don't you remember Evil Dead/the movie prologue? You first have to find the Necronomicon. And where could you find that Book of the Dead? What about the book case? Check it out. Now, go show your discovery to Linda? Hmm, now where could she be? Outside? Also, did you notice the Necronomicion is missing some pages? You have to find those too.
Q: That's all nice and fine, but I have a MAC. I got the WADenizer tool, as you suggested (!), and it still doesn't run.
A: OK, I was told by the author of that particular tool, Ron Midthun, that WADenizer 1.0.1 had a bug in it, preventing a correct install of AOD-DOOM. The solution is simple, either download a custom AOD-version of the WADenizer (aodtcmacfix.zip) here or get WADenizer 2.0 from Ron's MAC-DOOM Utilities page.
Q: I have DOOM95 only. Can I still play AOD-DOOM?
A: Yes, you can. You have to download the MAC-DOOM(2) level files too though. Just overwrite the AODTCLV?.WAD from the DOS-version by the one included in the MAC-archive. Then run the following commands (no quotes): "deusf -merge aodtcspr.wad" and "deusf -merge aodtctx1.wad". After that you should be able to run AOD-DOOM using the command line: "doom95 -file aodtclv?.wad aodtcsnd.wad aodtcms?.wad" or "doom95 -file aodtclv?.wad aodtcsnd.wad aodup-m?.wad" if you upgraded AOD-DOOM to version 1.1
Q: I installed AOD-DOOM using my copy of DOOM 1. After the installation the game ran just fine, after that I only get a partial conversion. What gives?
A: A small error on my account. Just rename AOD.BAT to e.g. AODTC.BAT and run that one. All should be fine now.
Q: I want my original game back!!!
A: Didn't install into a seperate directory, did you? OK, enter the command "deusf -res doom?.wad" until you get the message that it's no longer a modified WAd (2 times should do). Next time read all of the documentation, OK?
Q: I have Ultimate AOD-DOOM and it crashes when entering level 4, Good Ash vs Ad Ash. Can you help?
A: Sorry, but I can't even reproduce the error on my machine. Sure, the intermission screen acts a bit funny - don't know why - but no crash. Maybe it's because I upgraded my registered DOOM to Ultimate DOOM and you actually bought Ultimate DOOM in the store? I don't know. Use DOOM's command line options or our cheat codes - read the FAQ! - to directly jump to and/or bypass that level.
Q: This game is way to hard for me. Any cheats codes?
A: Read the FAQ! Play on an lower difficulty setting. Watch the LMPs. AOD-DOOM can be a bit hard, in particular on levels 2, 3 and 6, but it's not too difficult. I'm no UV-player and I can beat all levels in one setting, so you should be able too. Practise, keep an eye open for secret rooms and, most important, save your ammo where you can. That chainsaw you've got there, it's there for a reason!

Chapter [11]: Closing


P hew! Well, that's all I have! I hope that this FAQ has provided a good source for AOD-DOOM information. If you have any suggestions, additions or comments, send me E-mail at andystine@aol.com. Now I'll just sit back and watch as the adoring fanmail pours in...


This website designed and © 1996 Jeff Allen and Stefan Maes.