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TIE Walker (tiewalk2.wad)

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=========================================================================== 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

ocean base (oceanbas.wad)

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=========================================================== 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)

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=========================================================================== 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)

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=========================================================================== 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)

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=========================================================================== 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)

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====================================================================== 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

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* 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)

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====================================================================== 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)

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=========================================================================== 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)

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================================================================ 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)

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=========================================================================== 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)

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------------------------------------------------------------------------------ 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

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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)

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============================================================================ 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)

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====================================================================== 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)

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=========================================================================== 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)

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=========================================================================== 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)

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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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