Oh, lots of people! let`s list them:
God: id, Raven, Rogue... id Dooms, Quakes, you know, Raven: Heretic, Hexen, He... Rogue: Strife, some good enemy sprites, Lucas Arts: Dark Forces, great enemy sprites, 3D Realms: Duke, great textures and items sprites, Randy Heit: ZDoom! great job, Randy, keep up the good work, Justin Fisher: Alien TC, grand daddy of all TC makers, just a few bits, Adelusion and co.: GothicTX, please read the disclaimer at the end, Mordeth, Just a few graphics, sorry pal, could not help it :) Nigel Rowand: Thanks pal, you helped me where I needed it! Rex: The Darkest Hour, my first milestone, Corwin, Splash, but not the movie! Nick Baker: Malice texture pack, Silver, CeeJay: ripping resources before me ;) Neil Bowman: Starwars Doom2 Alastair MacDonald: Snow trooper for Dark Forces. .... Others: sorry I dont know for sure who else, please correct my errors!
* Update to : SPZDOOM1.WAD *=====================
* Advanced engine needed : ZDoom v1.23 above beta33 *=====================
* Primary purpose : No levels included *=====================
Title : ZDoom Space Edition v2
Filename : SPZDOOM2.WAD
Release date : June, 2002
Author : Sphagne
Email Address : firstname.lastname@example.org
Other Files By Author : SPZDOOM1, this is an enhancement to that.
Misc. Author Info : Designed several normal Doom2 levels before,
sent a few of them to newdoom.com in 2000.
Description : Hopefully a space TC for ZDoom, when it finally
finishes, but for now a texture pack and some new
monsters and objects and sound effects.
Additional Credits to : Oh, lots of people! let`s list them:
God: id, Raven, Rogue...
id : Dooms, Quakes, you know,
Raven: Heretic, Hexen, He...
Rogue: Strife, some good enemy sprites,
Lucas Arts: Dark Forces, great enemy sprites,
3D Realms: Duke, great textures and items sprites,
Randy Heit: ZDoom! great job, Randy, keep up the good work,
Justin Fisher: Alien TC, grand daddy of all TC makers, just a few bits,
Adelusion and co.: GothicTX, please read the disclaimer at the end,
Mordeth, Just a few graphics, sorry pal, could not help it :)
Nigel Rowand: Thanks pal, you helped me where I needed it!
Rex: The Darkest Hour, my first milestone,
Corwin, Splash, but not the movie!
Nick Baker: Malice texture pack, Silver,
CeeJay: ripping resources before me ;)
Neil Bowman: Starwars Doom2
Alastair MacDonald: Snow trooper for Dark Forces.
Others: sorry I dont know for sure who else, please correct my errors!
* What is included *=======================================================
New levels : None
Sounds : Yes
Music : No
Graphics : Yes
Dehacked/BEX Patch : Yes
Demos : No
Other : Ambient sound objects...
Other files required : Doom2.wad ...
* Play Information *
Game : ZDoom-DOOM2
Map # : None
Single Player : N/A
Cooperative 2-4 Player : N/A
Deathmatch 2-4 Player : N/A
Other game styles : N/A
Difficulty Settings : N/A
* Construction *
Base : Lots of ripping and Lots from scratch
Build Time : More than what I would have liked normally
Editor(s?) used : Photoshop, Wavelab, Deepsea, Wintex, NWT, NC
Known Bugs : Hopefully none with ZDoom 1.23 final!
May Not Run With... : Anything except ZDoom beta33 or above
* The Story *==============================================================
Played, The Darkest Hour, Liked it, Got permission from Rex to rip away
some resources, got some from Nigel, some from GothicTX, Started working on
them, Got more skilled in Photoshop, found the original games, Duke3d and
Dark Forces... Started almost from scratch, Lots of original textures from
scratch, In the mean time had started working on the sprites and Dehacked,
Got more skilled, Had started to write scripts for ZDoom, ditto...
Made this pack ready for scriptful ZDoom levels, Hope you like them. ;)
Actually this is far from complete, I want a total conversion of doom items
and monsters, a lot more textures and decals, Lots of ready written texts
on the textures, more and better sound effects... but for now it is ready
for you, and a lot better than the previous release!
Look at it as a beta, but it has the original doom monsters almost intact,
for the ones who love them (including myself:), but the final release will
have more of Strife and DarkForces and Duke in it. A totally interactive
environment, I hope. (i.e. you can shoot lamps off, or knock fences down)
* Sights and Sounds *======================================================
The textures are made in a way so that the textures of the same theme can
be combined seamlessly together, experience with them and I hope you will
like them, (Send those suggestions!) Some of them are made to be tore apart
for instance you would not like to place a wall with a Poison and Radiation
and Danger sign together! Also use the Y-shifting for best effects.
There are some new monsters and Items:
* SSNazi is now "Storm trooper", this guy is a beeffed up shotgun soldier.
* Keen is a "Defence turret", far more useful and "fearsome".
* Hanging body "HDB5" is a "nosey officer", script him around a lot.
* Hanging body "HDB6" is an "overseer officer", ditto .
These two officers may change their uniforms with Thing_SetTranslation.
* Hanging arms out 2 is now a landmine, watch out or your legs are toast.
* Dead Skull is a "Damage detector" useful for those walls that break
with explosions like duke3d, script their specials for some good effects.
* Barrels can now be pushed around, hint, hint!
* Imp fireballs act a bit different ;)
* Pole with skull looks a bit different.
* Bullet puffs make ricochet sounds.
* Hanging torso 2 and Hanging One-legged Body 2 are two different types of
pickable bonus items. One bobs and other drops on the ground.
Currently in ZDoom 1.23 beta 33 they can not be picked up, so you can
only use them for visual effects, where players can not reach them, but
if in future versions of ZDoom they become pickable then you can use
their special to perform some action when a player picks them up!
There are also some ambient sound effects:
* Pointed continuous sounds:
0: Computer beep 2
1: Computer beep 3
2: Computer hum 1
3: Computer hum 2
4: Computer hum 15
5: Computer scan
7: Engine hum
10: Force field 1
11: Force field 2
12: Laser hum 1
13: Laser hum 2
14: Machinery 1
15: Machinery 2
16: Machinery 3
17: Neon lamps?
19: Rocks fall
20: Siren 1
21: Siren 2
22: Steam hiss
25: Water fall
26: Water pump
* Pointed random sounds:
30: Aquarium bubbles
34: Steam hiss
35: Ambient voice
36: Lava hiss 1
37: Lava hiss 2
38: Lava hiss 3
39: Lava hiss 4
* Global random sounds:
51-56: Battle sounds
57: Scuba bubbles
Place 35 somwhere behand the walls, she will anounce somthing vague.
Scatter objects 36-39 through your lava pits, you will like them!
If you place the all of the 51-56 anywhere in a level you will have
perfect bombarding sounds around you through out the level.
If you place a 57 somewhere in the level you will hear random
bubble sounds anywhere in the level, good for underwater themes.
Some sound sequences for Lifts and doors:
Sound_Seq00 No sound
Sound_Seq03 Rotating shaft
Sound_Seq04 Elevator, Big Door
Sound_Seq05 Small lift
Sound_Seq06 Heavy machine
Sound_Seq07 Huge door
Sound_Seq08 Sliding door
You can use these sound effects in the scripts:
* Ambient sounds :
* World sounds
world/fleshbody ( bullet hit sounds )
* Voices :
* Other sounds :
* Landing sounds :
* Floor hit sounds :
* New enemy sounds:
P.S. just listen to the sounds around your levels!
better to decrease the music volume first!
P.S. do you know the way to use "TOOL..." floor textures? I will show you
in an example level (hopefully soon:), a combat training facility!
* Suggestions *============================================================
Randy, the instant you make support for footstep sounds on the terrains,
I will supply the sounds. For instance, if we run on a metal surface we
will hear Cling Clang Clongs...
We can also have different footstep sounds for faked floors deeper than the
player`s knees. i.e. Slash Slosh changes to Slurrps in deeper places.
This pack has lots of ready made decals and signs on the walls (Pheaw, what
long hours of decal placement! Almost made me regret I ever started this!)
But if ZDoom supports easy and precise placement of texture patches on the
walls as additional decals (Editors too!) I can compact this pack and start
working on more decals for endless difference in the environment!
Who talked about floor decals, me? Nooo! :)
And when ZDoom finally loses distinction between the wall patches and floor
textures (and sprites?) I can compact this pack a lot more and supply more
textures patches in the future!
By the way ZDoom is great as it is. Thanx to Randy for this peace of art!
Please send me those suggestions and resources, praises or criticisms, I
look forward to them to improve the final release! Thanx anyway :)
* 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.
But if you want to modify any part of it and distribute the modified version
please, distribute it by a different name from SPZDOOM* (*=any char) and also
please give credit where it is due, this pack has lots of original sounds
You can also send me the resources, so I can add them to the next version :)
*** Please read the disclaimer at the end ***
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.
* DISCLAIMER *=============================================================
This PWAD contains select texture(s) and flat(s) that can originally be found
in GothicDM or Gothic2. Credit and thanks go out to the artist(s) of said
flat(s) and texture(s) and also to the rest of the Gothic Crew (1997/98). The
ORIGINAL GothicDM(2).ZIP can be found at CDROM.COM. Each said PKZIP archive
contains thirty-two professional quality levels and music.