Doom Marine
Senior Member

Posts: 1548
Registered: 09-03 |
http://farm4.static.flickr.com/3239/2283702866_1a3898f390.jpg
The first edition is here:
http://www.doomworld.com/idgames/?id=15238
Update 1: Minor fixes to Map29 as suggested by Belial.
DVII-1u (2008-02-25)
Update 1: Map20's Thing 62 and 444 are no longer stuck together on skill 1/2.
Update 2: The entrance torches of Map20 now have the correct offset display.
DVII-1u (2008-02-24)
Update 1: Map19 has been restored to its original state to sync with Anima's and Belial's UV-Max demos.
Update 2: Updated DVII-1u textfile, with another subsection on author input.
Update 3: Map31 is now known as "The Manliest Fight EVER."
Update 4: DVII-1u.zip now comes bundled with entryway's latest PrBoom-Plus 2.4.8.3-Test, which has sky transfer fixes.
DVII-1u (2008-02-22f)
Update 1: Thanks to hawkwind, all of the teleport objects in Map19 are now flagged with strictly easy, medium, and hard. Anima's and Belial's UV-Max demos is still synced with this updated Map19.
DVII-1u (2008-02-22e)
Update 1: Thanks to hawkwind, the base teleporter in Map01 now works on skill 1... Anima's UV-Max demo is still synced with this updated Map01. Yay!
Update 2: The resources belonging to Nimrod are now cleared from the latest version of DVII-1u.wad. Thank God.
DVII-1u (2008-02-22c)
Update 1: Thanks to entryway, the latest version of DVII-1u.wad now comes bundled with PrBoom-Plus 2.4.8.3-Beta.
Update 2: Removed another resource that belongs to Kristus' Nimrod.
Update 3: Belial UV-Maxed Map31 with a phenomenal sub-3 minute performance. This demo is now included in the latest version of DVII, of course, must see!
DVII-1u (2008-02-22c)
Update 1: Thanks to entryway, the latest version of DVII-1u.wad can now run in the latest version of PrBoom+ (2.4.8.2).
Update 2: Removed and replaced a resource that belongs to Kristus' Nimrod. I hope you get my PM soon Kristus.
NOTE(S):
Despite all the updates, the maps are FINALIZED, the maps can only be changed if it DOES NOT break any of the UV-Max demos included with DVII-1u.zip.
The "skip map" levels are absolutely necessary, since different skies are required for the actual fleshed-out levels. "Skip Map" allows for sequential progression of secret levels and usage of sky textures from all three episodes (the hell levels would not be hell without a third episode sky). Most of the skip maps are only encountered in PrBoom, and when you play DVII sequentially (without IDCLEVing) from Map01 in ZDoom or GZDoom, many of the skip maps will not be encountered, since MAPINFO is smart enough to ignore the Skip Maps.
If you are not clear about certain aspects of DVII, a detailed textfile by the name of DVII-1u.txt is included with DVII.zip. I recommend reading it.
Last edited by Doom Marine on 02-27-08 at 18:20
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