Advanced engine needed : Zandronum 3.0 or better
Primary purpose : Invasion
Title : Shadowmaker
Filename : shdwmkr
Release date : 21.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 : This is my first attempt on making an Invasion map, hopefully it meets up to standards
and expectations of a traditional invasion game. This map contains seven waves, in which
the player will have to fight through mounds of demons and hellspawn. To spice the waves
up a bit, I have included different music to play through every few waves.
Moreover, this is a contribution submission to Zandronum's Community project:
Invasion Unleashed [ https://zandronum.com/forum/viewtopic.php?p=43155#p43155 ]
Furthermore, I will note that the light house - isn't exactly the way I imagined. The light house
just doesn't seem like a light house without some sort of halo or a strong indication of the
source hosting an actual light. When the player is in side the light house, the point light is
enough to demonstrate that the light house's light source is active, but from a-far - it isn't
as it is simply way too dark. There has to be a better way to make the light house actually
seem like a light house, but I am unsure as to how. If anyone has a solution, feel free to make
In addition, do note that the SkullTag Resources is required to play this map. With that said, the
load order has to be specific. Load Order must be the following:
The link to the SkullTag Resources is provided below under "Other files required".
Why is this map called Shadowmaker? Primarily from this song by Apocalyptica: Shadowmaker
[ https://youtu.be/MtUU5AP4XZg ]
VIDEO RENDERER NOTES
OpenGL _IS_ required when playing this map. This map utilizes dynamic lighting as a source
for lights and effects, as well as 3D Slopped Floors.
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
Zandronum [GZDoom] engine:
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.
Made available the Fog and Rain assets.
Created and made available the breakable glass functionality.
Created and made available the 'light bulb' image.
Made available the Demonic Drones sounds.
Created and made available the rain sound effect.
Created and made available a Electrical humming sound effect
Created and made available a Electrical humming sound effect
Created and made available a ocean wave sound effect
Created and made available the wind whistling sound
Created and made available variations of wind sound effects
Created and made available a wind sound effect
Created and made available a sound effect of broken glass.
Created and made available a sound effect of people whispering.
Shane Strife (AKA Shane)
Created and made available a high definition version of Doom and Doom 2
soundtracks [ http://forum.zdoom.org/viewtopic.php?p=472461#p472461 ]
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]
Gothic DeathMatch (II) Graphical Resource PWAD [GOTHICTX]
Graphtallica Texture Pack for Doom2 #3 [graphtx3]
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]
Sabbat Martyr Deathmatch [smdm]
Ogro Texture Pack for Doom2 [ogrodtex]
The Return [RETRES]
Dusk's Texture Packv [dtexpak]
Baker's Legacy Texture Pack [BAK_LEG]
Breakable Glass (Test Submission) [breakglass]
Helped with setting up the appropriate mathematical formula needed
to make the point lights to rotate at the center of the light house.
For making Doom Builder and Doom Builder 2
For making GZDoom Builder, the best freakin' Doom
map editor available!
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!
* What is included *
New levels : 1
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required : SkullTag Resources [ https://zandronum.com/forum/viewtopic.php?p=16527#p16527 ]
* Play Information *
Game : Doom 2
Map # : MAP01
Single Player : Designed for
Cooperative 2-4 Player : Designed for
Deathmatch 2-4 Player : No
Other game styles : Invasion
Difficulty Settings : Not implemented
* Construction *
Base : New from scratch
Build Time : Approximately a Month
Editor(s) used : GZDoom Builder, SLADE, Notepad++, GIMP, MSPaint, and
some Shell Scripts
Known Bugs : Zandronum 3.0:
Music will not fade out as the ACS function
'SetMusicVolume()' was added in after ZDoom 2.8.0.
The light house will not work as expected as the
ACS function 'Warp()' was added in ZDoom 2.8.1.
Tested With : Zandronum 3.0 development builds
* 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