Advanced engine needed : GZDoom 2.2 Recommended or later, Zandronum 3.0 Tested
Primary purpose : Deathmatch and Domination
Title : Morgenstern
Filename : TGRDM3
Release date : 17.September.2016
Author : Nicholas "Tiger" Gautier
Email Address : SibTiger_And_Life@Hotmail.com
Other Files By Author : TGRDM1
Misc. Author Info : Ich liebe Siberian Tigers :)
Description : MAPS
This project contains eleven deathmatch maps based
on the New School genre that are inspired by Quake
3. The maps presented in this project does require
GZDoom's OpenGL renderer, as the software renderer
does not yet have the capabilities to render
slopped 3D floors, as well as some visual
discrepancies. In addition, I have also included three
legacy maps that used to be the main stock of the TGRDM3
project. As the development of this project originally
started back in the year 2007, there has been a lot of
hit and misses, and these maps outline why and what I
have personally struggled on for many years. Furthermore,
I have included four maps from my previous project, TGRDM2.
The ancient maps from that project have been slightly modified
to work with this project, along with its features.
With all of the maps aside, this project does contain some
useful features that players can enjoy. For starters,
TGRDM3 works with Zandronum's extended game modes that
is not available in the GZDoom engine. For example, this
project supports the following besides the usual Deathmatch
game mode: Team Deathmatch, Domination, Duel, Last Man Standing,
Team Last Man Standing, Possession, Team Possession, and Terminator.
Though, do note that with supporting Domination, some maps have varied
numbers of points. Small maps might have one or two points, other
maps might contain up to four points.
Moreover, there is some notable features included in this project.
This project will try to determine if the player is using OpenGL
and\or if that player is seeing Dynamic Lights. If in case the
player is playing in Software Mode (VID_RENDERER 0) or if
Dynamic Lights (or point lights) is disabled, then this project
will try to brighten the maps for the player. This will
make the maps slightly brighter instead of the usual darkness
that is illuminated with Dynamic Lights. However, as a draw back,
the maps will seem extremely flat-leveled in terms of lighting.
This, unfortunately, is a limitation of the implementation.
In addition, another notable feature, is the randomized music
player. The music player will randomly shuffle the already
supplied music, and play the songs for an amount of time and
automatically change to the next song. This feature alone
should provide a fresh experience when returning to the maps,
instead of getting the exact same experience each-time - - which
gets old quickly. But of-course, this feature is automatically
disabled if music is turned off.
This project uses a lot of assets from various authors and
contributors, but here is a list of the most notable features
that stand out from the rest:
Marine Skins [Version 7: Minimal]
Displays what weapon the players are currently using or holding.
This feature, however, is only available for the Zandronum engine.
High Resolution Fonts
Displays high resolution font characters that are much easier on the
eyes and clear to visually see on the screen.
High Definition Doom Sounds
This improves the audio of the weapons, some player sounds, and some
of the Doom environment sounds.
This provides better and smoother animations to the weapons.
SkullTag HiRes Pack for Items
Provides smoother and clearer sprites. Visually, this gives some
sprites better blending of colors and smooths out rough edges.
This will provide a 3D like feel to the items and some objects within
Project Doom: Remix Music
This provides an upbeat feel to the original midi Doom music; this includes
most music from Doom, Doom 2, and TNT:Evilution.
This map might be rather resource and rendering
intensive on various systems abroad. Here is a
few Console Variables that could help a bit by
disabling some special features based on the
Line Mirrors (Software Renderer)
Line Mirrors (OpenGL Renderer)
Render translucency effects
Toggle Rendering Precision
Additional Credits to : RESOURCES AND ASSETS
This a brief list of credits, for more information
and links to the resources, please see the Credits.txt
located in the /documents/ in this .pk3 archive.
Created a script to detect duplicate files.
Assisted with compressing images.
Creator of the DoomWord application.
Made available the Railgun, Grenade Launcher,
and Marine Skins.
Made available Fog, Rain, Sparkle Spawners,
PowerUp Ring Spawners
Made available the Demonic Drones sounds.
Made available the Splashes!
Created the High-Resolution Doom Fonts.
Created and made available Smooth Weapons and
High Definition Doom Sounds.
Made available the SkullTag Item High-Resolution pack
Created and made available the UTnT fire torch
Created (and all rights reserved to them) the
Quake 3 Jump Pads, as well as the original SPRITES.
In addition, a special thanks to these guys for
obvious reasons ;)
Created or made available the Bot Skill Level menu
Created the fire sound effect.
Created the wind whistling sound effect.
Created various wind sound effects.
Created a wind sound effect.
Created the ocean wave sound effect.
Created a electrical humming sound effect.
Created a electrical humming sound effect.
Created a rain sound effect.
Created a simulation of boiling lava.
Created variations of male grunts and sounds.
Created a simulation of a man screaming to his death
Created and made available Project: Doom (Final),
a upbeat\remix midi music collection of Doom, Doom 2,
NOTE /idgames: This is freely available for anyone
Please see the Credits.txt for more information!
Created and made available the Grenade Launcher and
Grenade Voxels. In addition to other voxels that
VoxelBro might have included with Team Hellspawn's
Created and made available variations of Voxels for
the Doom game.
Created and made available the SkullTag Railgun voxel.
TeamTNT [TNT Evilution]
Created (and has all rights) to their midi music.
This a brief list of texture credits, for more information
and links to the resources, please see the texture documentation
located in the /documents/textures/ in this .pk3 archive.
Too Much Brown (Build 1) [2mbrown]
Skulltag Community Domination Project [STDOM]
Doom Textures For Doom II [d1gfxd2]
deConstruct Industrial Textures [decontex]
DarkBase Texture Wad (dgdbtxtr.wad) [DGDBTXTR]
Erratic Texture Pack 1 [erattex1]
Gothic DeathMatch (II) Graphical Resource PWAD [GOTHICTX]
Graphtallica Texture Pack for Doom2 #1 [graphtx1]
Celtic Shrine Texture Set for Doom2 [celticsh]
Graphtallica Texture Pack for Doom2 #3 [graphtx3]
Recoloured Doom and Doom 2 textures v2 [nb_recol]
5th Episode textures (Doom 2 version) [nb5texd2]
Parallel Phobos Texture Pack [pptex]
Crucified Dreams [crudream]
Doom Noir [doomnoir]
NMN Corporation Texture Set Part 1 [NmnCorp1]
Nmn Corporation Texture Set Part 2 [Nmncorp2]
Sabbat Martyr Deathmatch [smdm]
Minigunner's Bucket of Hands (among other things) [ZDOOM FORUM TOPIC]
printz @ Custom Texture Thread
Ogro Texture Pack for Doom2 [ogrodtex]
psyren textures [psytex]
The Return [RETRES]
Dusk's Texture Packv [dtexpak]
Baker's Legacy Texture Pack [BAK_LEG]
GZDoom Builder [ZDOOM FORUM TOPIC\APPLICATION]
For making Doom Builder and Doom Builder 2
For making GZDoom Builder, the best freakin' Doom
map editor available!
Ideas on presentations and helped identify
Beta tester for Abandoned Misery [Pretty]
Taking ZDoom and adding OpenGL, making GZDoom.
The best engine around!
Zandronum Development Team
Continued work on the Zandronum engine and making
what used to be SkullTag even better!
Created a tutorial back in 2004 in regards to making
competitive maps. I highly encourage others to view
it at these links:
Helped with my various ACS questions
Seriously, C++ is far better than ACS, no joke.
A really good friend and helped me through
For being Tribeam ;)
Helped with my various ACS questions
Helped me with the DRDTeam forums, but also provided
feedback that helped steer the development of this
For helping me and supporting me through out the
A close friend and supporter; sadly Dark Darkness the
Darkening wont happen in this project, but we'll make
one in some other project.
He made it clear what I truly wanted to do for my
career; with game development, I am a kid in a candy
shop with eyes wide open with joy.
This is what I want to do.
* What is included *
New levels : 18
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-MAP16, Artis, AMISERY
Single Player : Player starts only
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : Designed for
Other game styles : None
Difficulty Settings : Not implemented
* Construction *
Base : New from scratch
Build Time : 9 Years
Editor(s) used : GZDoom Builder, SLADE, Notepad++, MSPaint, GIMP, and a
lot of Shell Scripts
Known Bugs : Zandronum 3.0 is advertised as 'tested', but that's
as far as it goes.
May Not Run With : ZDoom (software renderer; slopped 3D Floors)
Tested With : GZDoom pre-2.2
* Copyright / Permissions *
This work is licensed under the Creative Commons Attribution-ShareAlike 4.0
International License. To view a copy of this license, visit
You are free to copy and redistribute the material in any medium or format;
and remix, transform, and build upon the material for any purpose, even
commercially. If you do so, you must give appropriate credit, provide a link
to the license, and indicate if changes were made. You may do so in any
reasonable manner, but not in any way that suggests the licensor endorses you
or your use. If you remix, transform, or build upon the material, you must
distribute your contributions under the same license as the original.
* Where to get the file that this text file describes *
The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors