Congestion Control 2
A level for id Software's Doom II by Karthik
Abhiram
Quick Info - Story
- Playing the level - Gameplay
- Tips and Other Info
Graphics - Music
- Other Credits - Links -
The Fine Print

The purpose of this HTML file is to give some extra and interesting (hopefully?)
information about my latest level for Doom II, Congestion Control 2
(a.k.a. CCT2) that does not appear in the text file supplied with
it.
It is also intended to give credit where credit is due - you will
find links and acknowledgements for all the resources and tools used for
making this level. Not only that, all the people who have encouraged
me by giving me comments/reviews/demos of my levels, are acknowledged
(and where possible, linked).
Perhaps you may think that a document like this is a bit too much
for a single level, but hey, it's coming free with the WAD and I did
all the hard work anyway :) The document is very exhaustive,
so be warned!
A CCT2-related piece of a conversation with Tobias Münch and Pablo
Dictter...
Karthik |
Hey I finished Congestion Control 2 today! |
Toby |
DAMN COOL! |
Toby |
Hint: send now. |
Karthik |
Ahhh no :) The level is finished but I'm going to make
a HTML file with more detailed information and some extras. |
Toby |
Who cares about the HTML. What you need is beta testers. |
Pablo |
Yes. Beta testers. And dudes that can hold the level
on the air with both hands. |
[ 13 May 2003, about 2:45 AM IST ]
Quick Info
Title |
Congestion Control 2 |
WAD Name |
cct2.wad |
EXE Required |
Any engine that removes Doom limits (see the
Links section) |
Game |
Doom II (doom2.wad required) |
Level Replaced |
MAP01 |
Primary Purpose |
Single Player |
Date Released |
May 15, 2003 |
Author |
Karthik Abhiram |
Email |
me@karthik82.com |
Website |
http://karthik82.com |
[ Top ]
Story
Yes, Congestion Control 2 has a story. But instead of writing
a conventional Doom-type scenario for this level, I decided to draw one
instead. Click the link below to view the one-page comic I drew
for the Congestion Control 2 story.

[ Top ]
Playing the level
Extract the file cct2.wad to a directory of your
choice, and then with your favourite engine (PrBoom, ZDoom, Legacy, etc.),
use the following command line
<engine_name> -file <path>cct2.wad
For example, under a DOS/Windows platform, if you had extracted
cct2.wad to the folder E:\Doom, and if you are using PrBoom
to play it, then you would type
prboom -file e:\doom\cct2.wad
at the DOS prompt.
The command line will be similar under Linux also, just replace the path
name with the appropriate one.
The complete path name is of course, not necessary if the WAD file is
in the same directory as that of the engine.
And if the source port you are using comes with a launcher, even better!
Now, start a new game to play CCT2! It's that simple.
Please also have a look at the Links section for
the sites of the various engines that are recommended for playing CCT2.
This level does not work under the normal doom2.exe or with Doom95.
[ Top ]
Gameplay
Congestion Control 2 is intended to be a fast, not-too-long Doom
II level. Completion of the level should be pretty straightforward.
As far as difficulty is concerned, it is meant to be a reasonably difficult
level to play.
CCT2 implements skill settings, and although it is primarily intended
to be played in single player mode, it does support other modes also.

Single Player
- Skill 1, 2 are designed for novice players, or for those who want
to blast through the level quickly. There are about 70 monsters
on the map.
- Most Doomers will want to play this level on Skill 3,
which is designed to provide a good challenge, while being fun at the
same time. Approximately 100 monsters appear.
- Skill 4 is intended for experienced Doomers, and it is purposely intended
to be difficult. There are about 150 monsters.
- The distribution of health, ammo and weapons is done in such a way
that you should ideally have a steady supply of whatever you need to
fight the monsters. CCT2 is never unfair.
- The level does have a number of secret areas, and although finding
these would definitely give the player an advantage, visiting them is
not required to complete the level.
- The level was not designed with jumping in mind. Still, if you
are playing Congestion Control 2 in an engine (such as ZDoom
or Doom Legacy) which supports jumping, you can go ahead and use the
feature, I've tried to make sure that you won't get stuck anywhere.
Deathmatch
- Congestion Control 2 also supports Deathmatch play. 8
Deathmatch start points are included.
- Certain enhancements have been made to make it more fun in DM.
Most notably, you will find a switch in the outdoors area, which lowers
the bars to the castle-type area. This switch does not do anything
in single player (by the time you can reach it, the bars are already
lowered). But a player who starts outside in a DM game can activate
this switch to allow free passage through the level for everyone.
- The level was tested in ZDoom and ACBot 1.41 for Doom Legacy, for
deathmatch play.
Co-Operative Play
- 4 Player starts are included. Co-op should be fun, though I
haven't tested it.
[ Top ]
Tips and Other Info
This section will deal with some more technical oriented information
about Congestion Control 2. Also, some trivia about the level
is included, for those who are interested :)
And as you may (or may not) already know, there is a whole secret area
in the level, which is done in the style of Quake II - and also features
some "personal" additions! It is not all that tough to
find, but I've anyway described how to get to it here (without cheating,
that is...).
Trivia
- I drew an initial plan for the map of this level on 1 March 2003.
- The initial title of this level was supposed to be Out of Phase
4: Interview with the Cyberdemon. It was supposed to be much
shorter and built much faster than what it eventually ended up becoming.
- The WAD is being released on 15 May 2003, which is my 21st birthday
(hence the 21 sign in the secret area).
- On 15 May 2001, my brother released his first level, The Anomaly
Part II.
- 15 May 2003 is also the release date for The Matrix Reloaded
in the U.S.
- I wanted to have a Spider Mastermind, the Romero head and a Douglas
Adams quote at the end of this level, like in the first Congestion
Control, but it didn't turn out that way, heh. Anyway, with
the exception of the Spider Mastermind, the whole range of Doom II's
monsters is here for you to fight.
- The level took two and a half months to make.
- This is the first released level of mine that requires a source port/advanced
engine to play.
- The font used to make the Congestion Control 2 logos is called
Decrepit (you should be able to find it at any decent font site).

Secrets
Skip this section if you want to find the secrets out for yourself.
- When you reach the room with the berserk pack, just look around a
little - you will find a candle (yes, that's a candle) positioned in
front of a demon face on one of the walls. Press this to lower
an iron block in the same room, and walk into that to teleport to an
outside area.
- In this outside area there is a switch, pressing it lowers the green
pillar with the supercharge on top of it.
- Just opposite this switch, you will find another candle in front
of a wall - press this to lower a small section of the wall. Shoot
at the face inside, and teleport back. Turn around now, you will
find that a bar which blocked a teleporter has been raised. Take
this teleporter to go to the Quake II Secret Area.
- There are a couple of interesting secrets once you get outside.
Firstly, just walk into the "dark cave" - at one point a megasphere
should magically appear. This is a secret.
- In this same area, there is a teleporter which allows you to go on
top (from where some cacodemons came out).
- Once you are here, just look to your right, there is a passageway
(it's dark). This leads to the BFG room.
- When you enter the UAC base, you will come to a hallway with a small
staircase. Look to the left of the staircase at the walls (there
is an indentation just below where the red key is placed) - there is
a switch on one of them. This opens a door (just near the red
key door), revealing an elevator. You can take this to the invisibility/chainsaw
secret room.
Some other level features (DeHackEd, MAPINFO)
- The level includes a DeHackEd patch and a MAPINFO lump to change certain
aspects of the game (the level title in the automap, a par time at the
end). None of this affects gameplay, neither is any of this
required - I used these features of source ports since the level
wouldn't anyway work with normal doom2.exe, and to add a little "polish".
- If you play the level with ZDoom, it concludes with some victory text
after the intermission screen, and is followed by the Doom II End Game
sequence, which shows the cast of characters. There is also a
different music for the level, and in addition to that the clouds in
the sky will scroll, all thanks to a MAPINFO lump.
- The par time for this level is set to 8:17, which is based on a reasonable
estimate by my brother and myself. This is for Ultraviolence skill.
Tools used
- DoomCAD 6.1 by Matt Tagliaferri for map building.
- XWE 1.11 by Csabo for map building, inserting various resources, cleaning
up the final WAD.
- Wintex 4.3 by Olivier Montanuy for inserting various resources and
for creating the final WAD (the level and resources were in two WADs).
- ZenNode 1.1.0 by Marc Rousseau for node building.
- BSP 5.0 by Colin Phipps (and others) for node building (I used BSP
at some earlier stages of the map... the final nodes are built with
ZenNode).
- Paint Shop Pro 6.0 by Jasc Software for making the new graphics.
- DeHackEd 3.0a by Greg Lewis to make a small DeHackEd patch.
Once I inserted this into the WAD, I edited both this and the MAPINFO
lump from within XWE itself.
I should probably also mention ZDoom's latest beta versions as a "tool"
used in building the map. Since ZDoom doesn't require the nodes
to be built to play a level, it saved a lot of time while editing!
Bugs?
- The level has no playability bugs.
- If you play this level with a port in OpenGL mode, then there may
be some visual errors - in some rooms, you may be able to see parts
of adjacent rooms through holes in the roof! This only happens
in a couple of places, and is nothing serious (I also don't know how
to fix it). Use the software renderer in your port to get rid
of the errors.
[ Top ]
Graphics

Congestion Control 2 uses several new graphics in the form of
flats, textures and other graphics. Here are the sources from where
these graphics were taken.
By the way, many of these graphics can only be seen in the secret
area in the level, heh...
Flats
- Three flats have been imported from Heretic.
- Six Quake II flats imported from the most excellent Quake
II Texture Pack, available at Afterglow's site.
- Blue and Green ceiling lights made by myself.
Textures
- Seven textures (different types of bricks and a horizontal wood texture)
imported from Final Doom: The Plutonia Experiment.
- Three textures imported from Doom I.
- 22 Quake II textures (doors, walls, misc. decorations, and
a rock texture) imported from the most excellent Quake II Texture
Pack, available at Afterglow's site.
- 12 textures made by me - these are used in the secret area.
These include the CCT2 logo, the 21 logo, the pictures
of my brother and myself. Also, 7 of these textures are based
on drawings of mine.
Other Graphics
- The sky is replaced with a bright white sky imported from Final
Doom: The Plutonia Experiment.
- The titlepic was made by me, based on my drawing Get the Megasphere!,
available on my site.
- The intermission picture was also based on the above drawing.
- End level name graphic (which appears in the intermission screen)
made by me.
Other than the graphics I made myself, all the other graphics are the
property of their respective authors and were used without permission.
[ Top ]
Music
Congestion Control 2 features a few music replacements.
These are listed below. One of these will only be heard if you play
the level with ZDoom.
Musics
- Main level music is a MIDI track from Final Doom: TNT - Evilution.
- If you play the level with ZDoom, then the main level music is a MOD
file, extracted from the demo version of the game Guimo.
- Title music is a track from Final Doom: TNT - Evilution.
- Intermission music is a track from Hexen.
- The victory music has been replaced with Popcorn Dance Mix
by Davie M. Karlsson (this is the same track that was the main level
music in the original Congestion Control). This is intended
mainly for ZDoom users, because after CCT2 finishes, you will see some
victory text. Those using other ports will only hear it if they
warp to a level that shows text after it ends (such as MAP06, MAP20,
MAP30, etc.).
If you want to...
- If you are playing the level with ZDoom and you want to hear the level
music that will play in other ports, then press the tilde (~) key to
drop down the console, and type changemus d_runnin.
To change the music back to the MOD music, type changemus guimo
at the console.
All the replaced music tracks are the property of their respective authors
and were used without permission.
[ Top ]
Credits and Acknowledgements
There are several people that deserve to be acknowledged for contributing
to the making of this level in one way or the other! Here is the
list of all the people I want to thank. If I have forgotten anybody,
apologies for that.
Thanks to...
- My brother Varun for beta testing and useful feedback, and inspiration.
- The authors of all the resources used in the level (see the Graphics
and Music sections).
- Tobias Münch, Pablo Dictter, Damian Lee, Joel Murdoch for being
the good friends that they are.
- The authors of all the tools used in building the level (see the Other
Info section).
- To everyone who has given me comments/done reviews/made demos of my
levels. Apart from the people already mentioned, this is (in no
particular order): Chris Hansen, Opulent, Joe Pallai, Brad Spencer,
Ismaele, Virgil the DOOM Poet, Albert Valls, Wim Vanrie, Magikal, Steve
Clark, SgtCrispy, Sarge Baldy, deathz0r, Hyena, Scott Wall, Simon Broadhead,
Josh Frazier, Ganeshan, Dale Lunar.
- Thanks to the Doom Community news sites, and their staff (past and
present) for posting updates about me.
- To Chris Hansen again, for choosing the first Congestion Control
to be part of his 2002 Great Doom Releases list.
- To id Software for making Doom II and for supporting modifications.
- To the authors of all enhanced engines a.k.a. source ports of Doom.
- To my parents, and friends (the non-Doom people).
- And last, but not the least, to YOU, the person who is reading
this, for downloading this package!
[ Top ]
Links
This section contains links to several sites that you may want to visit.
Some links are to pages which are part of the Doomworld idgames Archives
Database, which provide several download mirrors for the same file.
All links are correct and working at the time of writing.
My pages
Source Ports
Boom/MBF derivatives, such as SMMU, Eternity, JDP, etc. will also run
this level perfectly well.
For a complete list of source ports currently available for various platforms,
please refer to Doomworld's excellent compilation, which can be found
here.
Tools and Resources
- DoomCAD
6.1, my main editor.
- XWE (Csabo),
excellent editing and WAD manipulation tool.
- Wintex
4.3, WAD manipulation tool. There are updated versions available,
but somehow I still use this.
- ZenNode,
fast and efficient node builder.
- BSP,
excellent node builder.
- DeHackEd
3.0a, for EXE modification.
- Afterglow's
Site (Derek McDonald a.k.a. Afterglow), textures.
Links to homepages of the people mentioned above
Official and unofficial Doom Sites

My previous WADs
Plus there are a couple of levels available only at my site.
[ Top ]
The Fine Print
In conclusion, I just want to say thanks for downloading this level.
I hope you enjoy playing Congestion Control 2. Do let me
know what you think of it, and email me your comments (and as usual, demos
are welcome!!). Also, visit my site and play my other levels if
you haven't played them already!
Some Important Issues
- You may distribute Congestion Control 2 freely and without
permission. But I request that you distribute the cct2.zip
file UNALTERED, and in it's ENTIRETY.
- Level authors MAY NOT use this level as a base for additional
levels.
- Level authors MAY use the textures that I made myself.
As for other textures and graphics which were not made by me, please
get the respective texture packs and use them from there.
- This level will be uploaded to the public FTP idgames Archive Sites
and can be downloaded from them and their mirrors. The path should
be something like /pub/idgames/levels/doom2/Ports/a-c/cct2.zip.
A Final Word
Until next time...
So long, and thanks for all the fish!
(Hey, it looks like I worked in a Douglas Adams quote after all!)
And...
Happy Birthday to me!
[ Top ]
Congestion Control 2 by Karthik Abhiram ©
2003
This document written by Karthik Abhiram
Doom II, The Ultimate Doom, Quake II are
and © id Software
Heretic and Hexen are and © Raven Software
Guimo is and © Jack in the Box Computing
All other software, tools, etc. mentioned in this document are properties
of their respective authors, and are hereby acknowledged.
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