Advanced engine needed : Boom-compatible, should work with non-MBF ports.
Primary purpose : Single + coop play
Title : Forsaken Overlook
Filename : FSKNOVLK.WAD
Author : Matt Tropiano
Email Address : firstname.lastname@example.org
Other Files By Author : Visit my web site, http://mtrop.net
Misc. Author Info : Still making Doom maps.
Description : This map is one of the many parts of the Secret
Santa Imitation Project, led by Brian "Snakes"
Knox. It was meant to imitate the style of Chris
"lupinx-Kassman" Kassap, and is designed for
Single Player, Co-op, and Deathmatch play.
A lonely medieval outpost overlooking a large sea
sits on the edge of the world. In it lies a
magical sword of power, waiting to be taken by a
brave adventurer. But be warned - rumor has it
that the sword was sealed away in order to keep
an alleged curse placed on it at bay...
Additional Credits to : - Brian "Snakes" Knox for the opportunity to
create a map in a style that I'm not accustomed
- lupinx-Kassman for having a somewhat imitatable
- James Paddock for the song "Fallen Sun".
- The Hexen graphics team.
- The authors of the Gothic Texture set
* What is included *
New levels : 1
Sounds : No
Music : Yes (see Credits)
Graphics : Yes (Textures and some Sprites)
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required : None. Self-contained.
* Play Information *
Game : Doom 2
Map # : MAP01
Single Player : Designed for
Cooperative 2-4 Player : Designed for
Deathmatch 2-4 Player : Designed for
Other game styles : None
Difficulty Settings : Yes
* Construction *
Base : New from scratch
Build Time : A couple months, spread out over half a year,
Editor(s) used : Doom Builder 2, SLADE 3, TexSpy, TEXtract,
Known Bugs : Some textures that are impossible to align. There
may be some places I call "Node Holes" where, due
to the complexity of the node tree, may create
places that stop the player. They are in
out-of-the-way areas, but they may pop up in one
or two places.
May Not Run With... : Non-Boom-compatible Source Ports
Other : If you play using ZDoom, the game will end after
MAP01. Nothing is replaced past that point.
A postmortem of the design process in in a file
called "postmort.txt", included in this archive.
* Copyright / Permissions *
This WAD may use some Hexen flats/textures/sprites. Hope they don't mind.
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 the idGames Archives. Each said PKZIP
archive contains thirty-two professional quality levels and music.
Found at your favorite idGames FTP mirror:
Authors may NOT use the contents of this file as a base for modification or
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