Doom II deathmatch megawad for Boom-compatible ports.
Download Crucified Dreams v1.1 NOW !! (9.08mb)
v1.0 to v1.1 changes
- Added Eternity EMAPINFO lump so sky/music works beyond MAP32
- MAP01: Northwest SG to SSG, east SG to CG, central CG to SSG, east SG to CG
- MAP04: Player 4 starts to DM starts, added ammo
- MAP06: BFG to megasphere, moved plasma into narrow exit hallway, added RL/CG
- MAP07: Widened southwest hallways, added SSG at the entrance
- MAP09: Added SG in the basement
- MAP10: Changed northern SSG to blue armor, nearby SG to SSG
- MAP11: More SSGs, removed slimetrails
- MAP13: Added RL in West, slowed BFG platform, east SG to CG, added CG in south-central room, added CG in central outdoor area
- MAP14: BFG to soulsphere, added RL/SSG/CG around soulsphere
- MAP15: Plasma to RL, added CG in southeast, made central pool more shallow
- MAP18: Added blocking exit bars, southeast CG to SSG, southeast SG to CG
- MAP20: Plasma to blue armor, added SSG & RL in centre
- MAP22: Moved one player start and added shotgun (near soulsphere)
- MAP24: Added exit door, Plasma to RL, BFG to plasma, northwest SG to SSG for player start, added medikit in north, added switch in north to teleport to south (so player above cannot predict teleport exit), added SSG in east, added CG in northeast
- MAP26: WR to W1 for swinging doors triggers on exit, added teleporters in lava, added exit blocking platform
- MAP27: Rotated 2 deathmatch player starts that were pointed at the wall
- MAP30: Fixed METAL->SUPPORT3 textures in north
- MAP31: RL to SSG, plasma to RL, SSG to SG or CG, added ammo
- MAP32: BFG to megasphere, exit plasma to chainsaw, lava plasma to SG
- MAP33: Added CG in southwest, added SSG in southeast, medikit to soulsphere in southeast, green armor to blue armor, added green armor in southwest
- MAP34: BFG to megasphere
- MAP35: Plasma to RL
- MAP36: Plasma to RL
- MAP41: Plasma to Soulsphere, BFG to Plasma
- MAP99: Aligned METAL textures in east room
Source Port Compatibility
- ZDoom 2.1.0 / Skulltag 0.96f / ZDaemon 1.08.01 / GZdoom 1.0.13 / Eternity 3.33.35. No issues.
- SMMU. Can only play beyond MAP32 by using the command line or in-game console to warp straight to the appropriate level. Proper sky texture not displayed in a handful of levels. Correct music selections are not played beyond MAP32. The secret map causes a segmentation fault.
- Boom 2.02 / PrBoom 2.4.1 / MBF. Cannot play beyond MAP32. Proper sky texture not displayed in a handful of levels.
- ZdoomGL 0.81. Middle textures have a black blinds effect or are drawn as solid white blocks. Severity of rendering issue varies by video card. Power-up and lighting sprites' dynamic lighting doesn't generate properly with some complex geometry. MAP27-30 run slowly due to sector complexity and level size.
- Doom Legacy 1.42. Can only play beyond MAP32 by using the command line or in-game console to warp straight to the appropriate level. GL/Direct3D rendering issues abound. Proper sky texture not displayed in a handful of levels. Correct music selections are not played beyond MAP32.
- Risen3D 2.0.0. Won't compile GL nodes for a secret map. If you cut it out, it'll run. So do that yourself. If it does compile, there'll be rendering issues with sector editing tricks and the ZDoom MAPINFO lump causes Risen3D to show the intermission text between every level.



