===========================================================================
Primary purpose : No Levels Included
===========================================================================
Title : TIE Walker
Filename : TIEWALK2.WAD
Release date : 26/07/03
Author : Mouse
Email Address : lilwhitemo@midmaine.com
Description : There's a TIE Crawler, so why not a TIE Walker?
===========================================================================
* What is included *
New levels : No
Sounds : No
Music : No
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required : None
* Play Information *
Game : DOOM/DOOM2
Map # : None
Single Player : No
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : No
Other game styles : None
Difficulty Settings : Not implemented
* Construction *
Base : New from scratch
Build Time : A couple hours.
Editor(s) used : XWE
Known Bugs : None
May Not Run With... : N/A
* Copyright / Permissions *
Authors MAY use the contents of this file as a base for
modification or reuse. Permissions have been obtained from original
authors for any of their resources modified or included in this file.
You MAY distribute this file, provided you include this text file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact. I have received permission from the original authors of any
modified or included content in this file to allow further distribution.
* Where to get the file that this text file describes *
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
↧
TIE Walker (tiewalk2.wad)
↧
ocean base (oceanbas.wad)
===========================================================
Title :ocean base
Filename :oceanbas.wad
Misc. Author info :Other wads:
1-player: dethpost.wad
home1.wad
deathmatch: gurgly.wad
pitlifts.wad
dm_halls.wad
sound: war2snd.wad
Email address :bglines@mail.kdcol.com
Description :a single player/cooperative
level with deathmatch starts
It is set on a deserted (by
normal humans) island out
in the middle of nowhere.
On this island is two storage
facilities, one large military
base, a cave with molten lava
on the floor and a couple
of rock formations nearby.
as you have probably already
guessed, the island was over
run by hellspawn, all of it's
former occupants murdered.
It is your job to capture back
the base and escape through
the emergency teleporter within
the base.
===========================================================
* Play Information *
Map # : 01
Single Player : Yes, thats what it was meant for.
Cooperative 2-4 Player : yes
Deathmatch 2-4 Player : sure
Difficulty settings : Oooohh yeah...
New sounds/graphics/music: No
* Construction *
Base : New level from scratch
Editor(s) used : Waded v1.83 and Zennode
for, you guessed it,
the nodes!
Known bugs : none
Build time : 4 days off and on
* Copyright / Permissions *
You can do whatever you want with this file.
How would I ever find out if you did anything
anyway?!?
Distribute this to everybody!Friends, family, enemies, strangers, mimes
and so on.
You can get this at ftp.cdrom.com (along with the rest of my WADs)
↧
↧
DOOM NG / alternate style #1 (rslngap1.wad)
↧
mk2.wad
↧
Alternate late game music replacement (endmus.wad)
===========================================================================
Primary purpose : Music replacement
===========================================================================
Title : Alternate late game music replacement
Filename : ENDMUS.WAD
Release date : 3/24/2009
Author : Mr. Chris
Email Address : chrisdragon425@yahoo.com
Other Files By Author : Valve.zip, 4smile.zip, darkhard.zip, etc
Description : I always thought the late game music for both Doom and Doom2
: were off so I replaced MAP21 through MAP29 and E3M1-E3M9
: with more string based MIDI files since I believe they would fit the
: hellish atmosphere better than the ones provided with the games.
Additional Credits to : Wintex, Midi2mus, XWE, Ultima 8 and www.laurasmidiheaven.com
===========================================================================
* What is included *
New levels : None
Sounds : No
Music : Yes
Graphics : No
Dehacked/BEX Patch : No
Demos : No
Other : No
* Play Information *
Game : DOOM and DOOM II
Map # : None
Single Player : No
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : No
* Construction *
Base : New from scratch
Build Time : About an hour
Editor(s) used : Wintex, Midi2mus, XWE
Known Bugs : None! How could a music WAD have bugs?
May Not Run With... : Heretic, Hexen, anything NOT Doom.
* Copyright / Permissions *
Authors MAY use the contents of this file as a base for
modification or reuse. Permissions have been obtained from original
authors for any of their resources modified or included in this file.
You MAY distribute this file, provided you include this text file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact.
* Where to get the file that this text file describes *
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
↧
↧
Doom to Doom3 (doom3.wad)
===========================================================================
Title : Doom to Doom3
Filename : doom3.zip
Release date : 24th December 2006
Author : Cutmanmike
Email Address : cutman@ikillclowns.com
Other Files By Author : Various.
Misc. Author Info : Itchy, tasty.
Description : Changes all Doom2 levels into Doom3 styled maps.
Won't work with custom skys.
Additional Credits to:
ID Software
===========================================================================
* What is included *
New levels : No
Sounds : No
Music : No
Graphics : No
Dehacked/BEX Patch : No (Uses ACS)
Demos : No
Other : LOADACS so it can work on any map.
* Play Information *
Game : Doom II
Map # : Any Doom2 map.
Single Player : Yes.
Cooperative 2+ Players : Yes.
Deathmatch 2+ Players : Yes.
Difficulty Settings : Any
Source Port: Zdoom (At least version 2.1.5) or GZdoom.
* Construction *
Base : From scratch.
Build Time : 5 Minutes
Editor(s) used : SlumpeD.
Known Bugs : Again, won't work with some wads with custom skys.
Beware of zdoom maps that use script 255.
May Not Run With... : Anything that isn't called Gzdoom or Zdoom.
Might work with ST and other ZDoom based ports.
* Copyright / Permissions *
Do whatever the hell you want with this.
* Where to get the file that this text file describes *
http://www.doomworld.com/idgames/
↧
Taradino Cassatt (tcskin.wad)
===========================================================================
Title : Taradino Cassatt
Filename : TCSkin.zip
Release date : Jan. 1, 2004 (Modified Jan. 8th, 2004)
Author : Matt Cibulas (A.k.a RottKing)
Email Address : rottking@sbcglobal.net
Other Files By Author : None, this is my first skin.
Misc. Author Info : I love old school shooters, and ROTT is one of my favorites, so I decided I wanted to make a ROTT skin, and possibly a few more.
Description : Taradino Cassatt, one of five playable characters from Rise of the Triad.**Now with custom color support**
Additional Credits to : Apogee/3DRealms, The Epidermis Emporium for it's tutorial, and RollingBrass for being a flaming queen.
===========================================================================
* What is included *
New levels : No
Sounds : Yes
Music : No
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other : No
* Play Information *
Game : ZDoom or Legacy (Haven't tested it with Legacy) with DOOM1/Doom2/UltimateDoom/etc.
Map # : None
Single Player : Yes
Cooperative 2-4 Player : Yes
Deathmatch 2-4 Player : Yes
Other game styles : None
Difficulty Settings : None
Custom colors : Yes
* Construction *
Base : Taradino Cassatt sprites, which had to be sized down, and a few sounds.
Build Time : 3 days. (My first skin, heh)
Editor(s) used : WinTex 3.4, WinTex 4.3, Paint Shop Pro 7, Cool Edit Pro.
Known Bugs : None
May Not Run With... : I dunno...
* Copyright / Permissions *
The sounds and graphics are (C) Apogee/3DRealms.
* Where to get the file that this text file describes *
ftp://archives.3dgamers.com
↧
Doom I Enhanced Sounds (doom1enh.wad)
======================================================================
Title : Doom I Enhanced Sounds
Filename : DOOM1ENH.WAD
Author : Andrew Prosnik
Email Address : superproz@aol.com
Misc. Author Info : Just a bum in high school
Description : Tired of having "out of memory" errors when
you try to load in your favorite 2MB sound
WAD? Hate being stuck with the plain old
Doom sounds? The Enhanced Sounds WADs are
for you! These WAD files are split into 4
different files so that you can load
whichever WAD file is needed by the game you
are playing. Why load in the Doom II sounds
if you are only playing Doom I? Hate the
Doom I and II enhanced sounds but love the
new shotgun sound and the death sounds of the
Cyberdemon and Spiderdemon? Now you can
include only the sounds that you want and
save memory at the same time!
This WAD contains "enhanced" versions of the
sounds that are in Doom I and Doom II. This
WAD can be used with both. Most of the sounds
are related to monsters. Many of the sounds
are the original sounds mixed with sound
bites from either Evil Dead II or Army of
Darkness.
Additional Credits to : Bruce Campbell
Sam Raimi
ID
Huy Nguyen (Almighty One)
======================================================================
* Play Information *
Episode and Level # : N/A
Single Player : Yes
Cooperative 2-4 Player : Yes
Deathmatch 2-4 Player : Yes
Difficulty Settings : Yes
New Graphics : No
New Sounds : Yes
New Music : None
Demos Replaced : None
* Construction *
Base : N/A
Editor(s) used : WinDEU 5.2, WinTEX, NWT
Known Bugs : If you are really low on memory (under 4 MB) and
try to load up all the ENH WADs, the game may
crash when you shoot the other player (out of
memory error). Other than that, this baby works
like a charm!
If you find any others, please let me know.
* 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. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact.
* Where to get this WAD *
FTP sites: Try LUTH.SE or CDROM.COM
* How to use this WAD *
1. You must have the registered version of DOOM and/or DOOM II. (duh)
2. Put doom1enh.wad in your doom directory
3. type: DOOM -FILE DOOM1ENH.WAD
or
type: DOOM2 -FILE DOOM1ENH.WAD
If you have the other ENH WADs as well,
type: DOOM -FILE BASICENH.WAD DOOM1ENH.WAD DEATHENH.WAD
or
type: DOOM2 -FILE BASICENH.WAD DOOM1ENH.WAD DOOM2ENH.WAD DEATHENH.WAD
↧
ampack.wad
* AMPACK.WAD *
================================================================
Title True Marines Full Version
Filename ampack.Wad
Game Doom 2
Source Port Any
Author Umblum-Papa
Email Address terminegen@yahoo.ca
Misc. Author Info I am a professional sound manager for the Hungarian Express Late Love club.
Description
After submitting an awesome WAD to the idgames, my baby-mama got nothing but shit reviews and disrespect from the b-tards that roam the /idgames database. Well, let me tell you what: I wasn't going to take that lying down. So I decided not to sit around, I got up and took action. First and foremost, I'm pissed off at you b-tards. I just want to let you know that you need to show yourselves. Or you're going to be backtraced... and tracked down by cyber police! You terrorists! Anyway, in this latest edition of True Marines, all the sound effects of the game have been replaced. Now, the Dooming experience has gone as far as nature, life, the universe and everything in existence can offer. So ya better damn well see the professionalism in this!
Additional Credits to
Umblum-Mama and Barba-Papa.
Hungarian Express Late Love
* Play Information *
Game : DOOM ][
Single Player : Yes
Cooperative 2-8 Player : Yes
Deathmatch 2-8 Player : Yes
New Sounds : YES
New Graphics : No
New Music : No
Demos Replaced : No
* Construction *
Base : My 10 years sound manager experience
Editor(s) used : DB2
Known Bugs : None
================================================================
* Instructions *
Run it with whatever Doom engine.
* Copyright / Permissions *
Do whatever the hell you want with it, because no matter what, I'll always be King.
You MAY distribute this WAD, provided you include this file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, DVD, USB Drives, Forums, File Upload Sites, P2P Networks, etc) as long as you include this file intact.
I only accept positive feedback in my email. Anything remotely negative will either be removed by yours truly or I'll respond to you angrily. GOT THAT? Anyway, my email is:
terminegen@yahoo.ca
Bring on da lovin'!
↧
↧
The Library (library.wad)
======================================================================
Title : The Library
Filename : LIBRARY.WAD
Name of Zip File : NNLBRARY.ZIP
Release Date : January 13, 2003
Author : The Net Nomad
Email Address : jwall0312@aol.com
Misc. Author Info : Doom fan since the very first version;
Wad editing for about a month now
Description : Storm a library which has been overrun with
demons. (Sorry, couldn't think of anything
better...)
Additional Credits to : John Williston for WadAuthor, the first
(and practically only) level editor I
understand; the creators of Wintex; and
of course ID for this excellent game.
======================================================================
* Play Information *
Game : Doom II
Episode and Level # : MAP01
Single Player : Yes (Intended for)
Cooperative 2-4 Player : Yes (See note)
Deathmatch 2-4 Player : Yes (See note)
Difficulty Settings : Yes (See note)
New Sounds : No
New Graphics : No
New Music : Yes (See note)
Demos Replaced : None
* Construction *
Base : New level from scratch
Editor(s) used : WadAuthor v1.3. Wintex
Known Bugs : Uh, I think there are a couple million
species... oh, you mean the game? None...
Build Time : A few days, a couple hours a day...
======================================================================
* Notes *
TYPE OF GAME
The primary use for this wad is single player, but co-op and
deathmath are certainly possible. I haven't tested any of them,
though. There are no extra things for multiplayer modes. Also, I
reccomend that you play deathmatch without the monsters; one of
the starts is right on top of a Revenant...
DEATHMATCH STARTS
1. In front of the yellow door
2. Just outside the attic
3. In the attic, in front of the Super Shotgun
4. At the end of the maze, behind the blue key platform
5. Near the yellow key room, and the stairwell to the shelf tops
MUSIC
The music in this level is from Donkey Kong 64. It is level three,
which is the factory level.
======================================================================
* Level Hints *
What, I'm giving away hints? Just consider me more generous then most
doomers.
WEAPONS
All weapons except the BFG9000 are in this level. As in most levels,
you will recieve your weapons at different times. The chainsaw is
hidden, but you should just stumble upon the others. There are two
places you can get a rocket launcher.
AMMO
You can't say that ammo is scarce, nor can you say it's plentiful, in
this level. Small ammo can be found all over the backroom maze, and
some heavy weaponry can be found near the Spider.
THE BACK ROOM MAZE
It's dark in there, isn't it? It would help if you had found the
computer map early in the level. I would suggest searching for a light
switch instead of groping around in the dark...
THE SPIDER
Shh! The Spider is pretty easy, unless you stupidly missed all the
heavy weapons. Duck behind the bookshelves to avoid damage. For
offense, I'd go with the Plasma Gun - it always works for me.
======================================================================
* Copyright / Permissions *
Authors may not use this level as a base to build additional
levels without asking me first. And don't expect me to agree, either.
You MAY distribute this WAD however you want, as long as you include
this text file with it.
======================================================================
* Where to get this WAD *
ftp://archives.3dgamers.com/pub/idgames/ and mirrors
======================================================================
↧
She-Redux (AKA The Desperate DOOMwive) (rslredux.wad)
===========================================================================
Archive Maintainer : Ty Halderman
Update to : rslredux.zip in /combos subdirectory, this is RELEASE #7+++!
Advanced engine needed : GZDOOM 1.5.6 (software renderer)
Primary purpose : Single play
===========================================================================
Title : She-Redux (AKA The Desperate DOOMwive)
Filename : rslredux.wad (main modification),
GadgetsIncluded\rslrefur.wad (extra inventory gadgets)
Release date : March 15, 2015
Author : Richard Smith Long
Email Address : ferratos@tiscali.it
Other Files By Author : rslproto.zip, rslvenge.zip, rslrebel.zip,
rslengee.zip, rsliczdp.zip, rslforce.zip
Misc. Author Info : AKA "Dick S. Long"
Description : everybody always followed the adventures of That Lone Space Marine -
from his first encounter with hell on the Phobos moon, to the many and
diverse quests set out for him. But what if he had a wife?
What about all the soldiers' wives that were left alone at home
waiting for their men? What if after months of endless waiting they
finally decided to go out in the dark looking for their husbands
and then embraced the cause against hell, effectively joining the fight?
My rationale:
------------
After a bit of experimentation with "Parallel Forces", I am now back to a more linear and traditional
weapons modification, that more or less follows "The Prototype" in terms of aesthetics, inspiration
and gameplay. The peculiarity here resides on the tweaks implemented in many weapons' alternate fire.
Also, this may be my last modification in a while...
DISCLAIMER: again, this modification is -not- a ripfest. Most of the DECORATE weapons behaviour
has been written from scratch, and so have the original sprites been altered more or
less heavily, depending on the case.
Changelog:
---------
November 30, 2010: initial release.
February 19, 2011: release #2.
- fixed numerous typos in the accompanying documentation.
March 05, 2011: release #3.
- added player soul-rip death state.
- altered 'Phaser' fire modes 4 and 5 for guaranteed extreme death.
- fixed a minor typo in the PLAYER decorate lump.
April 03, 2011: release #4.
- added new 'Ferengi' weapon, together with 'Charred' death state
and 'Paralyzed' pain state.
- altered 'Phaser' to allow for reload sequence break in case
of dire fire need. (*)
- upgraded custom HUD to show a better indication of health
and also to account for the new weapon. (*)
- rebalanced (toned down) several fire modes. (*)
(*) Partially inspired by the /newstuff review findings (#382)...
September 08, 2011: release #5.
- fixed display scaling with normal HUD.
- added HUD smooth interpolation.
- added new "Clawed" death state on ShotgunGuy,
DoomImp under right Dark Claw.
- rarefied Unmaker ammo findings. (*)
- added weapon tag names.
- added appropriate flags to A_WeaponReady
in the shotgun reloading DECORATE section.
April 15, 2012: release #5+.
- fixed A_WeaponReady extra calls for Dark Claws.
- added dissolving body sound for imp.
- fixed HUD life gauge appearance.
- added custom teleportation effect.
February 22, 2013: release #7.
- toned down Dark Claws lifesteal ability.
- made BioForce full-semi-auto ;-), toned down round power.
- made Phaser rearming full-auto; augmented a bit the logging philosophy...
- beefed up Mosquito's bolt sounds.
- adjusted R.A.P.E. reload times, missile capsule size.
- upgraded / cleaned hud LIFEBAR, M_DOOM graphics.
- re-tuned Ferengi fire modes purpose, ammo capacities.
- granted Zombiemen a beefier firing sound.
June 01, 2013: release #7+.
- made magazines ammunition independent from skill level.
- corrected small credits typo in the textfile.
- added new blonde mugshot graphics.
- improved Bot Marine Helper spawning calls.
- fixed behaviour of particle actors on moving flats (MOVEWITHSECTOR).
- improved appearance of still actors whenever applicable (FORCEXYBILLBOARD).
January 10, 2015: release #7++.
- integrated the modification with multiplayer-specific improvements.
- fixed bugs affecting multiplayer.
March 15, 2015: release #7+++.
- introduced a new addon providing extra carriable and
instant-activation gadgets, for added inventory-based strategy.
The old modification can still be run without this new addon.
Modification details:
--------------------
Weapons:
slot 1: ..:: Dark Claws ::..
The mythical and magical weapon coming from the DOOM Bible. Once worn, these claws can
blend seamlessly with the bearer's arms and mutate his or her voice into a beastly growl.
Each successful claw slash returns a fraction of the drained opponent health to the attacker.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
slot 2: ..:: BioForce ::..
Extremely-portable 9-gauge handgun, boasts an excellent combination of power and rate (though
only semiautomatic). Sports a peculiar small-scale laser cannon attachment, which is fueled
through a bionic implant; this one generates a powerful, potentially-ripping laser ray at
the expense of a single health point per shot.
+++ 20 rounds. Requires reload.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
slot 3: ..:: Phaser ::..
A versatile pump-action shotgun that exposes a multi-stage firing mechanism. Additional shells
can be pumped inside the barrel at once, up to a maximum of 5. When the trigger is pressed, all
loaded shells are fired at once - when fully loaded, this toy becomes almost twice as devastating
than a traditional double-barreled, breach-loading shotgun.
+++ 10 rounds. Requires reload.
..:: Ferengi ::..
The best encounter between ancient weaponry and modern technology, this versatile weapon is
quite rare to find, yet always rewards its collector with its peculiarities.
Basically, a crossbow that's adaptable to launch three different kinds of projectiles
(switchable via alternate fire):
+ Precision Bolts are a sniper's dream: accurate and infinitely fast. They make this weapon
the best for stealth and marksman tactics.
+ Incendiary Quarrels exploit a small-scale, white-phosporus-based explosion to turn
imps and former humans into piles of charred meat. Using them on crowds allows for 'burn
transmission' and therefore gives the best price/performance ratio.
+ Paralyzer Needles can heavily impair the movement abilities of almost any monster for
a handful of seconds. The poor bastard is rendered absolutely unable to move or attack,
then ready for you to finish it.
Add to all this that you get a light-amplified scope bundled with this baby, and you almost
scream out for perfection.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
slot 4: ..:: Mosquito ::..
As the new generation assault rifle equipping UAC troops, 'Mosquito' is fueled through satchels
of special spherical, lead-plated bullets that bounce around a couple times before... Implanting.
The primary fire mode allows to slowly unload one whole magazine bolt by bolt, with greater
pains in terms of recoil/accuracy. An alternate firing mode allows to let out a burst of three
with lesser power yet greater penetration, also by activating a balancer that effectively nulls
the recoil.
+++ 45 rounds. Requires reload.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
slot 5: ..:: R.A.P.E. ::..
Explosive portables taken to the next level: the Remote-Assisted Propeller Engine is an RPG,
yet with a twist. The primary standard fire linearly propels a so-called missile capsule, that
travels in a straight line and explodes upon first contact, dealing approximately 1.5 damage
with respect to standard rocket damage.
But the real treat is the remote commanding function. Let one capsule fly ahead, then activate
the release signal: the capsule deflagrates with a minor blow, letting out four seeker missiles
that hunt for targets around. A spectacular way of clearing entire areas.
+++ 5 rounds. Requires reload.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
slot 6: ..:: Plasmatron ::..
Although many UAC researchers even denied the existence of prototypes for long time during development,
the Plasmatron is now reality. A high-class energy submachinegun, it is fueled by ultra-
heated plasma - the ammunition nature alone allows for high-rate, extremely powerful
hitscan attacks. Nevertheless, the weapon owes its name to the secondary fire mode: with expense
of a greater portion of its plasma clip, the device can generate a stream of pulsating plasma
(also called 'lightcycle') that effectively creates a devastating energy barrier of limited duration.
+++ 55 rounds. Requires reload.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
slot 7: ..:: Unmaker ::..
The mysterious hellish weapon, feared by hellspawn themselves - and with good reason.
When used alone, the thing fiercely bites the air around, causing mayhem to any opponent.
But when a Rune Of Rage is acquired, its reach and power even increase: and the weakest weaklings
have their souls ripped away and turned into terrible servants.
Items and powerups:
..:: Bot Marine Helper (carriable)
A teleportation call module for special reinforcements designed by UAC, takes the shape of a
miniature bot. When correctly deployed on the ground, it teleports a marine in a battlemech
equipped with a high-rate machinegun and a seeker missile launcher.
Upon explosion, the pilot may survive and manage to jump down, to offer his final services
with a standard-issue assault rifle.
..:: Hourglass Of Hell (instant activation)
This devilish artifact can let you control the flow of time for a few seconds, by freezing anything
except its invoker. This may open up a precious occasion to place some determining blows and deliver death
even when you thought it would have been impossible.
..:: Rune Of Rage (instant activation)
Instances of this rune were created to increase the power of the Unmaker with soul-stealing capabilities.
With a rageing Unmaker against many former humans, you may be able to rip their souls and enslave them
to fight on your side.
Extra gadgets (see Footnotes section below on how to activate them):
..:: Electric Mine Layer (carriable)
A special unit that - when deployed - releases a number of electroshocking seeker mines
that easily paralyze targets around. Useful for ambushes on medium-sized groups.
..:: Flaming Buoy (carriable)
When activated, this unmovable turret releases a rotating stream of fire for a good amount
of time - very effective when attracting fire-affected monsters into narrow passageways.
..:: Missile Pod (carriable)
A pod like this can quickly emit a few streams of heatseekers once armed. These prove to be
a game changer in large, sniper-covered areas that need to be dealt with in short time.
Make sure it has enough vertical room for the missiles to launch.
..:: Sentry Gun (carriable)
Each round of this autoaiming minigun turret is quite weak, but the impressive rate of fire
and short operation delay make it a valid ally - even as stunlocking sidekick - against mighty foes
anyway.
..:: Somersault Mine (carriable)
The perfect trap-enabler - set one of these, and when a dangerous target just comes close, the mine
projects itself into the air, exploding with a shockwave.
..:: Summon Hellfire (carriable)
Military reports from returning soldiers have mentioned the existence of this hellish artifact,
often carried around by ArchViles. Nobody has ever managed to get hold *and* make actual use
of one of them, at least up to now.
..:: Shielding Engine (carriable)
A brilliant warfare engineering product from UAC, this engine manages to convert the carrier's
armor coverage into an indestructible full-body shield, thus offering key protection in case of
dire mission specifics. Unfortunately, most of the supplies have been ravaged by the forces of
Hell, so that these facilities can now only be obtained with brute force from the highest-ranked
(and equipped) among former-human soldiers.
..:: Portable Stamina Supplier (carriable)
This device offers a portable, gradually-released stamina pool that can be activated and deactivated
at will. Once exhausted, the pool can anyway be carried around and eventually refilled,
although details on how to obtain replenishing supplies are unclear at the moment.
..:: Dwarver (instant activation)
This biotechnological artifact came out from UAC labs almost by accident - originally conceived to
reduce the volume of large mineral chunks obtained from Phobos mining for interplanetary transportation needs,
it has been since tried many times on human beings with surprising results. Among its effects are - beyond the
reduced body size - also an highly-increased speed, and the inability to carry or pick up anything with
significant weight. Be it good or bad, the whole effect does not last long.
..:: Berserker Orb (instant activation)
Curious hellish artifacts seldom released by implings upon death, these look like small, gnarling
reddish orbs. Absorbing one of them immediately grants a slight stamina increase, but also
adrenaline-like effects for a few seconds: increased attack power and pain resilience.
Footnotes:
(1) The suggested commandline for launching the modification is the following one
(assumes that the modification has been decompressed in subdirectory 'RSL' of your (G)ZDOOM directory):
(g)zdoom.exe -iwad \ -file RSL\rslredux.wad
(if under GZDOOM, add option '+gl_nogl 1' to disable hardware rendering)
(2) Do not forget to bind a key for weapon reload under 'Options > Customize Controls'
in (G)ZDOOM.
(3) Also, do not forget to bind a key for toggling crossbow scope - still under
'Options > Customize Controls' in (G)ZDOOM.
(4) To try the added gadgets that might spice up inventory selection and item-based strategy,
use the following augmented commandline:
(g)zdoom.exe -iwad \ -file RSL\rslredux.wad RSL\GadgetsIncluded\rslrefur.wad
(5) To obtain the complete set of weapons and/or carriable items for quicktesting
without breaking the weapon set at your disposal, type 'rsl' in the console.
(6) The modification is compatible with the following IWADs: The Ultimate DOOM, DOOM 2, Final DOOM.
WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING
-------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------
By reading the following credits you may spoil certain "surprise monsters" in the modification...
-------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------
WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING
Additional Credits to : Various sources for resources and/or inspiration (see below):
eliw00d for the Player class redefinition example
and the firearms casings code
Alando1 for the bullet puffs and sparks
and the new Cyberdemon heavy rocket,
and most of the new explosions
Cacodemon for the 'Replacements' waste barrel,
and the small fonts
DoomRater for the reload-oriented DECORATE actors
Vaecrius for the recoil ACS script
Eriance for the custom color palette
Jekyll Grim Payne for the new blood actor
and the weapon priority fix suggestion
Kinsie for the enhanced gore system
(his 'DOOM Enhanced' being the original source)
Logan MTM for the disintegration death animations
and the Heavy Weaponry Marine tactical behaviour code
(from his 'Legacy Of Suffering' modification)
Lynn Forest and Xaser for the mugshot graphics
The Skulltag Crew for the new player skin and sounds
Zero Prophet for the main fonts
Perkristian for the (unused) fist graphics
Monolith for the Dark Claws
Marty Kirra and Zero Prophet for 'BioForce'
Cory Whittle for 'Phaser'
NMN and WildWeasel for 'Mosquito'
3D Realms for 'R.A.P.E.'
Corrupted Marine, Xaser and Zero Prophet for 'Plasmatron'
ScubaSteve/Cyb/TheDarkArchon/DBThanatos for the Unmaker
Raven Software for the Awakened Souls
id Software for the Rune Of Rage
Lobotomy Software for the Hourglass Of Hell
Alando1 for the Bot Marine Helper
The Darkening Team for the custom status bar graphics
Sergeant Mark IV for the charred death sprites
The Stronghold Team for the paralyzed pain state
The following main authors for the 'gadgets'
(detailed credits are included together with their DECORATE definitions):
- Mor'ladim (Electric Mine Layer, Flaming Buoy, Missile Pod, Somersault Mine)
- Captain Toenail (Sentry Gun, Dwarver, Berserker Orb)
- Blue Shadow (Shielding Engine, Portable Stamina Supplier)
- Ghastly_dragon, Solarsnowfall, Captain Toenail, Xaser (Summon Hellfire)
Charles Jacobi and DBThanatos for the custom teleportation effect.
All other authors I forgot to mention: please forgive me! I tried to be accurate as much as I could.
If you here notice some of your resources un-mentioned, please notify me and I will try to remedy.
===========================================================================
* What is included *
New levels : None
Sounds : Yes
Music : No
Graphics : Yes
Dehacked/BEX Patch : Yes
Demos : No
Other : (G)ZDOOM-specific lumps
Other files required : None
* Play Information *
Game : DOOM
Map # : None
Single Player : Designed for
Cooperative 2-4 Player : Maybe (untested)
Deathmatch 2-4 Player : Maybe (untested)
Other game styles : None
Difficulty Settings : N/A
* Construction *
Base : New from scratch
Build Time : 3 months
Editor(s) used : Adobe Photoshop, GoldWave Audio Editor, Notepad, XWE
Known Bugs : Widescreen modes are not supported. Sorry.
May Not Run With... : Ports not supporting DECORATE; level WADs with heavy amounts of DEHACKED / DECORATE modifications
* Copyright / Permissions *
Authors MAY use the contents of this file as a base for modification or
reuse. Permissions have been obtained from original authors for any of
their resources modified or included in this file.
You MAY distribute this file, provided you include this text file, with no
modifications. You may distribute this file in any electronic format (BBS,
Diskette, CD, etc) as long as you include this file intact. I have
received permission from the original authors of any modified or included
content in this file to allow further distribution.
* Where to get the file that this text file describes *
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Web sites: None others than the IDGames archive
FTP sites: None others than the IDGames archive
↧
Iron Maiden music for DOOM][ (maiden.wad)
================================================================
Title : Iron Maiden music for DOOM][
Filename : Maiden.wad (available as maiden.zip)
Author : Stephen Patterson
Email Address : akula58@hotmail.com
Misc. Author Info :
Description : As the title says, its Iron Maiden music
for DOOM][
Additional Credits to : The composers of the MIDI files used, and
Iron Maiden
================================================================
* Play Information *
Game : DOOM][
Episode and Level # : Map 1 to 11
Single Player : Yes
Cooperative 2-4 Player : Yes
Deathmatch 2-4 Player : Yes
Difficulty Settings : No
New Sounds : No
New Graphics : Yes (Title and end mission replaced by Eddie, Iron
Maiden's walking-dead mascot)
New Music : Doh! that's the whole point YES!
Demos Replaced : None
* Songs Used *
MAP 1 : Aces High
MAP 2 : Caught Somewhere In Time
MAP 3 : Fear Of The Dark
MAP 4 : Hallowed Be Thy Name
MAP 5 : Killers
MAP 6 : Losfer Words (Instrumental)
MAP 7 : Powerslave
MAP 8 : Revelations
MAP 9 : Running Free
MAP 10 : To Tame A Land
MAP 11 : Wasted Years
* Song Words *
What an idea, you can print this file out and sing along.
Aces High
=========
There goes the siren that warns of the air raid
There comes the sound of the guns sending flak
Out for the scramble we've got to get airborne
Got to get up for the coming attack
Jump in the cockpit and start up the engines
Remove all the wheelblocks
There's no time to waste
Gathering speed as we head down the runway
Got to get airborne before it's too late
Running, scrambling, flying
Rolling, turning, diving, going in again
Run, live to fly, fly to live, do or die
Run, live to fly, fly to live, Aces high
Move in to fire at the mainstream of bombers
Let off a sharp burst then turn away
Roll over, spin round, come in behind them
Move to their blindsides and firing again
Bandits at 8 O'clock move in behind us
Ten Me-109's out of the sun
Ascending and turning our spitfires to face them
Heading straight for them I press down my guns
Running, scrambling, flying
Rolling, turning, diving, going in again
Run, live to fly, fly to live, do or die
Run, live to fly, fly to live, Aces high
Fear Of The Dark
================
I am a man who walks alone
And when I'm walking the dark road
At night or strolling in the park
When the light begins to change
I sometimes feel a little strange
A little anxious when it's dark
Fear of the dark, fear of the dark
I have a constant fear that something's always near
Fear of the dark, fear of the dark
I have a phobia that someone's always there
Have you run your fingers down the wall
And have you felt your neck skin crawl
When your searching for the light?
Sometimes when your scared to take a look
At the corner of the room
You've sensed that something;s watching you
Have you ever been alone at night
Thought you heard footsteps behind
And turned around, and no-one's there?
And as you quicken up your pace
You find it hard to look again
Because you're sure there's someone there.
Watching horror films the night before
Debating witches and folklore
The unknown troubles on your mind
Maybe your mind is playing tricks
You sense, and suddenyl eyes fix
On dancing shadows from behind
Fear of the dark, fear of the dark
I have a constant fear that something's always near
Fear of the dark, fear of the dark
I have a phobia that someone's always there
When I'm walking a dark road
I am a man who walks alone.
Powerslave
==========
Into the abyss I'l fall-the eye of Horus
Into the eyes of the night-watching me go
Green is the cat's eye that glows-in this Temple
Enter the risen Osiris-risen again
Chorus:
Tell me why I have to be a Powerslave
I don't wanna die, I'm a god, why can't I live on?
When the life giver dies, all around is laid waste,
And in my last hour, I'm a slave to the power of Death
When I was living this lie-Fear was my Game
People would worship and fall-drop to their knees
So bring me the blood and red wine for the one to succeed me
For he is a man and a god-and He will die too
Chorus
Now I am cold, but a ghost lives in my veins
Silent the terror that reigned-marbled in stone
Shell of a man God preserved-a thousand ages
But open the gates of my Hell-I will strike from the grave
Chorus
Tell me why I had to be a Powerslave
I don't wanna die, I'm a god, why can't I live on?
When the life giver dies, all around is laid waste,
And in my last hour, I'm a slave to the power of Death
Slave to the power of Death...
Slave to the power of Death...
* Construction *
Base : Several MIDI files from http://www.midifest.com
Editor(s) used : WinTex, MIDI2Mus, Super Pad
Known Bugs : None
* Copyright / Permissions *
Do what you want with this file
* Where to get this WAD *
FTP sites: ftp.cdrom.com and mirrors
↧
The Demon Infested UAC Base (demonuac.wad)
===========================================================================
Advanced engine needed : A ZDoom port with Skulltag_Data.pk3 and
Skulltag_Actors.pk3
Primary purpose : Single play
===========================================================================
Title : The Demon Infested UAC Base
Filename : demonuac.wad
Release date : 1/08/14
Author : Naughty Wilson
Email Address : natwob@aol.com
Other Files By Author : This is my first one.
Description : Yet another UAC base was infested with demons
after yet another freak accident, you have dealt
with this many times, so it's time to kick some
ass.
Additional Credits to : Cheeky Wilson and Jones Wilson for being my
siblings
===========================================================================
* What is included *
New levels : MAP01
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other : MAPINFO SNDINFO
Other files required : Skulltag_data and Skulltag_actors
* Play Information *
Game : Doom 2
Map # : MAP01
Single Player : Designed for
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : No
Other game styles : None
Difficulty Settings : Not implemented
* Construction *
Base : New from scratch
Build Time : I think about 4 weeks.
Editor(s) used : SLADE and GZDoom Builder
Known Bugs : There are some HOMs that are impossible to fix.
May Not Run With... : Non-ZDoom ports
* Copyright / Permissions *
Authors MAY use the contents of this file as a base for modification or
reuse. Permissions have been obtained from original authors for any of
their resources modified or included in this file.
You MAY distribute this file, provided you include this text file, with no
modifications. You may distribute this file in any electronic format (BBS,
Diskette, CD, etc) as long as you include this file intact. I have
received permission from the original authors of any modified or included
content in this file to allow further distribution.
* Where to get the file that this text file describes *
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
↧
↧
SailorScout's Textures Pack v1.0 (sstex.wad)
------------------------------------------------------------------------------
Title : SailorScout's Textures Pack v1.0
Author : J.C. Bengtson (SailorScout)
Original Release : June 4, 1998
E-Mail : sailorscout@planetfortress.com
Web : http://www.planetfortress.com/sailorscout
Included Files : SSTEX.TXT
SSTEX.WAD
Additional Credits : Matt Fell and Hank Leukart, for all their
useful documents pertaining to DOOM, the various
utility authors who made the tools that allowed
the creation of this WAD, Raven Software for making
great modifications of the engine, and id Software,
for their excellent 3D games.
------------------------------------------------------------------------------
Description : After looking at all the texure packs out there,
I realized there wasn't one of just floor and
ceiling textures, so I put this together.
Most of the textures are from the Doom alphas/betas,
which are cool but never got used in the final game.
However, there are a few textures in there which are
of my own creation, namely the CONVEY, SF_ and GRASS
flats. It's unfortunate that the early versions of
Doom stored their wall texture data in a different
format, because then I might have included them in
this compilation as well.
All the flats were named so as not to conflict with
existing textures in Doom or Doom2, so use them as
you see fit.
Revision History : v1.0 - First release.
------------------------------------------------------------------------------
PLAY INFORMATION
------------------------------------------------------------------------------
Game/Map # : Doom or Doom2
Build Time : Maybe 3 hours.. most of the time was spent creating
the original textures.
Editor(s) used : Cleanwad v1.0b
Paint Shop Pro v5.01
Wintex v4.3
Known Bugs : If there were any bugs that I knew of and I still
released this, I would go to hell.
------------------------------------------------------------------------------
COPYRIGHT/PERMISSIONS
------------------------------------------------------------------------------
Feel free to use any of these textures in your own maps, just mention where
you got them from!
You MAY distribute this compilation, provided you include the original .ZIP
file with no modifications and all other associated files.
Original textures (C) J.C. Bengtson
↧
hunt.wad
This wad is a WolfenDOOM scenario for DOOM II; in other
words, a Wolf3D TC. Although created on a Macintosh, it is
fully compatible with PC DOOM, and the included patch file
works with DeHackEd 3.0.
This wad also replaces the original upload called hunt.zip
which resides in the /themes/wolf3d directory.
============================================================
Title: Treasure Hunt
Filename: HUNT.WAD
Author: Laz Rojas
Email Address: filmman@pacificnet.net
Misc. Author Info: web site at
http://www.pacificnet.net/~filmman
Description: 10-level WolfenDOOM adventure, featuring new
graphics and ambient sounds. Created on a Macintosh.
Additional Credits to: The guys at id, for creating both
Doom and Wolfenstein.
============================================================
*Play Information*
Game: Doom II
Level #: MAP03-MAP15
Single Player: Yes
Cooperative 2-4 Player: No
Deathmatch 2-4 Player: No
Difficulty Settings: No
New Sounds: Yes
New Graphics: Yes
New Music: No
Demos Replaced: None
*Construction*
Base: New levels from scratch
Build Time: Probably too much
Editor(s) Used: Demon, HellMaker, Deimos, MacBSP
Known Bugs: None
*The Story*
For months, the Nazis have been amassing a large collection
of stolen treasure and religious artifacts and stashing them
away at top secret installations all across Europe. Your
mission is to infiltrate one of these heavily defended
fortresses and take back some of this ill-gotten booty.
But beware -- getting out with the goods might be a great
deal harder than getting in!
*Copyright/Permissions*
Authors may not use this level as a base to build
additional levels.
You may distribute this WAD as long as this read me is
included.
*Where to get this WAD*
FTP Sites: ftp.cdrom.com
BBS Numbers:
Other: http://www.pacificnet.net/~filmman
============================================================
↧
Odessa Level 11 ( "Sojourn" ) (odessa11.wad)
============================================================================
Title : Odessa Level 11 ( "Sojourn" )
Filename : ODESSA11.ZIP (ODESSA11.WAD)
Author : Bob Evans (not the Restaurant)
Email Address : 103011,623
Misc. Author Info : Previous uploads (Odessa_1.wad, Odessa_6.wad,
Odessa_9.wad, Odessa12.wad,
Odessa13.wad)
** Note: For downloading any Odessa Levels do a
contributor search 103011,623.
Description : This wad is one of 17 levels in The Odessa Series.
*If you like it, let me know. If you don't tell me why.*
** E-Mail me **
Mission : You have stumbled upon what appears to be
an underground alien stronghold. From the
looks of this, it may not be too easy getting in.
A long tunnel with heavy metallic columns
bars your way. Your instincts tell you
the terrain inside is going to be rough.
Occasional growls can be heard from the northeast,
from within a tower that seems to casually stand
sentinel over the surrounding hillside. The
stench almost overwhelms you as you draw near
to another of death's doors.
Note: No Cyberdemons!
Additional Credits to : id and gang.
Nate, Joe, Steve and Jeff.
================================================================
* Play Information *
Game : DOOM II
Episode and Level # : MAP11 (Level 11 only)
Single Player : Yes (TESTED!!!)
Cooperative 2-4 Player : Yes (not tested)
Deathmatch 2-4 Player : Yes (not tested)
Difficulty Settings : Yes (ALL are implemented)
New Sounds : No
New Graphics : Yes
New Music : Yes (from Doom1 e1m2)
Demos Replaced : None
* Construction *
Base : New level from scratch
Editor(s) used : EDMAP,DETH,ADE,IDBSP,NWT,RMB,CORELDRAW
Known Bugs : None that I am aware of.
* Copyright / Permissions *
Authors MAY NOT use this level as a base to build additional
levels.
You MAY NOT distribute this WAD file in any format. Available only on
Compuserve for downloading for your personal use. You may NOT use this
file for any Commercial use for profit or non profit.
* Where to get this WAD *
FTP sites: None
BBS numbers: None
Other: Compuserve Action Forums ONLY.
↧
NewDoom Skys - Doom Version (newdsky1.wad)
======================================================================
Archive Maintainer : Please archive this in:
./idgames/graphics/newdsky1.zip
Note, I am also uploading a separate Doom II
version as: ./idgames/graphics/newdsky2.zip
Update to : Not applicable
Advanced engine needed : Yes - a source port with mouse-look and
support for tall sky textures;
such as: ZDoom, Legacy, JDoom, and Vavoom.
Primary purpose : No levels included
- this is a graphics-only wad.
======================================================================
Title : NewDoom Skys - Doom Version
Filename : newdsky1.wad
(Doom II version available as newdsky2.wad).
Release date : 31 December 2000 (Happy New Year)
Author : Sparky of KISS Software
Email Address : kelm@eisa.net.au
Other Files By Author : too many to list, but Strife Doom was
probably my biggest and best (strifed1.zip).
Misc. Author Info : Electronic Engineer with a passion for
all things Doom.
Description : Tall skys for Doom or Ultimate Doom (sky1 to
sky4) based on the banner image from the web
site NewDoom. This wad is dedicated to the
guys (and gals?) at NewDoom - Happy New Year
and all the best with your site in 2001.
Additional Credits to : NewDoom and whoever made the original banner
image on which this sky texture is based.
======================================================================
* What is included *
New levels : None
Sounds : No
Music : No
Graphics : Yes - 4 sky textures, and some in-game
screenshots to show off the new sky
(Title and Help screens).
Dehacked/BEX Patch : No
Demos : No
Other : No
* Play Information *
Game : Doom or Ultimate Doom v1.9
Engine : This wad requires a Doom Source Port with
mouse-look & support for tall sky textures.
Tested okay with:
ZDoom v1.22 Legacy v1.31
JDoom v0.81 Vavoom v1.6
Map # : Any - this is a graphics-only wad
Single Player : Yes - """""
Cooperative 2-4 Player : Yes - """""
Deathmatch 2-4 Player : Yes - """""
Difficulty Settings : Not applicable
* Construction *
Base : the banner image from the NewDoom web site.
Build Time : Maybe 6 hours for both the Doom and Doom2
versions - it took several attempts to get
it looking okay, and of course getting and
editing the screen shots takes time.
Editor(s) used : Paint Shop Pro, WinTex, DeuTex, and NWT.
Known Bugs : Vavoom doesn't use the F1 key to view the
Help screen - select it from the main menu.
This wad will not work with:
'Plain Vanilla' Doom or Ultimate Doom - just displays a red sky
(the top part of the tall sky).
Edge v1.24 - this port has a mouse-look feature and the option to
stretch the sky texture, but this version is still
buggy with tall textures.
SMMU v3.21 - this port also has a mouse look feature, but it does
not support tall skies.
Any source port which does not have mouse-look and tall skies;
such as: Boom, PrBoom, MBF, DosDoom, PrjDoom, etc.
* Copyright / Permissions *
Authors are encouraged to use this sky texture as a base for
modification or reuse, provided that you credit Sparky of KISS
Software and NewDoom as the original authors.
You may distribute NEWDSKY1.WAD in any electronic format provided you
include this text file intact.
* Where to get the file that this text file describes *
Probably:
ftp://ftp.cdrom.com/pub/idgames/graphics/
newdsky1.zip Doom / Ultimate Doom version
newdsky2.zip Doom II version
↧
↧
The OtherWorld (othrwrld.wad)
===========================================================================
Title : The OtherWorld
Filename : othrwrld.WAD
Date Finished : 22nd of June, 1996
Author : David Jewsbury
Email Address : jewsbury@netspace.net.au
Other Files By Author : grtrwrld.wad,
lowerwld.wad,
rockship.wad,
ring.wad,
steal.wad
See my web page:
http://www.netspace.net.au/~jewsbury/wads/wads.html
Description : Pretty dark, this one, and a little empty
when it comes to the weapons. Set in the usual
stone fortress with plenty of enemies to take
out. Watch all the shotgun dudes in the second
room: they can get out of control very easily.
I originally set out to make this one a little
more monster orientated - with less emphasis
on the architecture. Now that I look back on
it, it seems to have a even balance of the two.
Another in my series of ...world levels. They
don't really have anything in common, it's just
easier to make up names this way. After all,
the level is what counts, not what I call it.
Additional Credits to : id, of course, and the maker of DCK
===========================================================================
* Type of DOOM or DOOM II file*
New level WAD for DOOM II
* Play Information *
Map # : Map 01
Single Player : Yes
Cooperative 2-4 Player : Yes
Deathmatch 2-4 Player : No
Difficulty Settings : Yes
New Sounds : No
New Music : No
New Graphics : No
Demos Replaced : None
* Construction *
Base : New level from scratch
Editor(s) used : DCK
Known Bugs : None
* 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. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact.
* Where to get this WAD *
FTP sites:
Walnut Creek (ftp.cdrom.com), and mirrors.
Other: My web page-->
http://www.netspace.net.au/~jewsbury/wads/wads.html
↧
Ancient Mountain Temple (amt.wad)
===========================================================================
Advanced engine needed : ZDoom
Primary purpose : Single + coop play
===========================================================================
Title : Ancient Mountain Temple
Filename : AMT.zip
Release date : 01/10/2013
Author : Jones Wilson
Email Address : terrywadreups@gmx.com
Other Files By Author : None yet.
Misc. Author Info : Doom is, without a doubt, the game I've played
the most. I started playing Doom in 1997, and
since then, I've been hooked. I began making wads
in 2003, but I've never released any of them
until now because I never thought any of them
were worth releasing. However, after studying
other people's work for years, I've managed to
produce something that I believe is high quality,
and good enough for release.
Description : Story: A few years after the events of Doom 2,
the UAC, still not having learned their lesson,
began experimenting with teleporter technology
again. After successfully developing a functional
teleporter, the UAC sent in a team of marines and
scientists to explore the destination. What they
found at the teleporter's destination appeared to
be an ancient temple in the mountains of one
section of hell. Wasting no time, the marines and
scientists began to investigate the seemingly
empty temple. Everything appeared to be going
smoothly; that is, until the demons arrived...
It's your job as the UAC's strongest marine to
travel to the ancient temple, rescue any
survivors, kill all demons, and close any demonic
portals that could be creating new demons.
There's no time to waste.
WAD info: Being an experienced Doom player and
the author of this wad, I have to be careful when
telling others how difficult it is. After letting
a few of my close friends (who are average at the
game) test it, I can say that it's very difficult
on ultra violence. Difficulty settings are
implemented, so use those if it's too difficult
for you.
Additional Credits to : Source port authors, id Software, CodeImp, any
other WAD editing tool authors
===========================================================================
* What is included *
New levels : 1
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required : None
* Play Information *
Game : Doom 2
Map # : Map01
Single Player : Designed for
Cooperative 2-4 Player : Designed for
Deathmatch 2-4 Player : No
Other game styles : None
Difficulty Settings : Yes
* Construction *
Base : New from scratch
Build Time : 2 1/2 months, on and off. You know how real life
can get.
Editor(s) used : Doombuilder, SLADE
Known Bugs : I've noticed no bugs, but there might be a few
small ones that I didn't notice. If you see any,
tell me!
May Not Run With... : Anything that's not ZDoom compatible.
* Copyright / Permissions *
Authors MAY use the contents of this file as a base for modification or
reuse. Permissions have been obtained from original authors for any of
their resources modified or included in this file.
You MAY distribute this file, provided you include this text file, with no
modifications. You may distribute this file in any electronic format (BBS,
Diskette, CD, etc) as long as you include this file intact. I have
received permission from the original authors of any modified or included
content in this file to allow further distribution.
* Where to get the file that this text file describes *
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
↧
Sureal: the first wave of stupidity (sureal.wad)
Version 1.0
=========================================================================
Title: Sureal: the first wave of stupidity
Authors : Johnny Magnum
Email Address: johnymagnum@hotmail.com e-mail me and tell me what you think of my wad.
Misc. Author Info :
Description: Stuff i record in my spare time.
Additional Credits to: My credits go to all the Doomers out there and to the staff at DoomWorld.com.
=========================================================================
* Play Information *
Episode and Level # : N/A
Single Player : N/A
Cooperative 2-4 Player : N/A
Deathmatch 2-4 Player : N/A
Difficulty Settings : N/A
New Sounds : Yes
New Graphics : none
Demos Replaced : none
* Construction *
Base
Build Time: time flies when i'm dooming, can't tell how much i've wasted...
Editor(s) used : wintex 4.7, sound recorder,
Known Bugs: N/A
* Copyright / Permissions *
go ahead, use my file, i don't care.
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