Information about the Shrine |
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Here are things that you may need to know, tips, solutions, running it and bugs :(
Just click on the option you want.
Read the Text File
Tips and other helpful hints
Running the Shrine
Bugs and how to avoid them
About the Shrine's creation
DkShrine and The Shrine are the one and the same. The file is called Dkshrine so as not
to confuse it with any other levels that may be called the shrine.
This is version 2, I released it originally with 11 levels (not on the net though) then added
more levels and updated the existing ones. Look in history for more details.
Tips and other helpful hints |
*Look for arrows formed by health flasks or armour helmets. These arrows will indicate a
hidden lift or something else. But don't worry, the lifts are still noticable and the arrows
are fairly conspicuous. The arrows will point to a mis aligned texture or hidden
teleporter. I think I only did this twice, once in level 1 and in level 3. In level 1
the arrow pointed to a megasphere, but you were teleported near the end before
you could get to it. In the third level, the arrow points to a hidden lift you must find.
There is another hidden lift in level 3, there is an outside area with marble walls.
The lift is the part of the wall with vines all over it.
*On the last level? How do you do it? Well the Shrine is defeated is much the same
way you finish the last level of Doom II. If you have not finished Doom II, well, I'll let you
work it out!
*When you start level 12 (the second episode, you will either die, or start with just a pistol
and 50 bullets. This is deliberate. You get your weapons back quickly. The section about
the shrines creation explains why this is.
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I thought I would include this becuase there are a few more options.
* You can run it by either running DKSHRINE.BAT or DKSHRIND.BAT
DKSHRINE.BAT runs it normally. It also runs dmao.exe, which simply eliminates
the need to hit enter.
DKSHRIND.BAT does the same thing, but runs DOOMHACK.EXE instead of DOOM2.EXE.
This is for people using the dehacked patch included.
The dehacked patch changes the text you get in the story screens to match that with
the Shrine. It does not actually alter any of your doom2 game files.
You can load the patch using dehacked 3.0.
* If you are not running Doom II v1.9, the demos will not work, Doom II
will simply bomb out with an error. If you do have an earlier version you can either
upgrad (patches available on the Download Page
or start or load a game before the intro music finishes. You really should
upgrade though.
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* Oh my, I'll make this brief. There is only one thing you need to know.
This is about level 4. There is a blue room with a spiderdemon in it, you must apprach it
from the side with all the rockets, that is you must go through the red key card door and find
this room before you enter the teleporter that takes
you to the other part of the level. If you find a room with a barrier around, and a switch
in front of you that lowers part of the barrier (where the chaingunners are), make sure you
have the blue key before proceeding. If you go through this without the blue key, get on the
teleporter and go through the other part of the level and meet the spiderdemon,
use the cheat IDCLIP to walk out. The wall was supposed to lower, but only lowers
from the other side (where the rockets are). Someone repoterd a No More Plats error, but
I have not come accros that. If you have trouble with no more plats, use Boom to run the shrine.
* In level 19, one of the teleporters near the south-east of the level does not have the
teleporter flat. Just look for a raised square.
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I started Doom level editing in September 1994 making crappy (at the time I thought
they were good) doom levels. I made 3 and released them on a BBS. I have updated
and improved them since then.
When Doom II came out, I got it straight away and once I finished it, I hunted for an
editor that worked with Doom II.
I then started creating the Shrine late October, making the levels that are in it now.
By January, I had made level 11, and was fixing it up for release as DkShrine.
I then replaced level 3 with a better one, made a title screen and released it in
February of 1995. This was DkShrine 1, 11 levels. I thought it was pretty cool and I
put it on a few BBS's, but it didn't go on the internet.
I then started, in September 1995 making a new level. It was an outdoor area, really cool
with tons of monster busting action. But when it was finished, I accidently deleted it by
savind over it with another level I started on ! Do'h!!! I was really annoyed at my stupidity.
I learned a valuable lesson then. I am recreating this level, and
calling it Holy Cow!.
In October 1995 I started making a new Doom II multi
level wad, starting with what currently is level 12.
I decided on the name Uranium 9, but after making an another 3 levels I decided to make
a new version of DkShrine.
However, this level was designed to be played starting with just the pistol, and having
all the guns ruined the gameplay I created. Rather than ruining the gameplay, I made the player
start the second episode from scratch.
The level editing was slow, I had started Uni and didn't have
much time, and was lazy. It wasn't untill December 1996 that level 20 was done.
I touched up the original 11, adding the them, fixing problems, adding deathmatch support
and recompiling them with a better node builder and with the reject data. I was using
a 386 DX 20 with 4 meg ram to do this, and the difference in speed was tremendous.
In December 1996 I finally finished it and released it as DkShrine 2.
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