Text File
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Advanced engine needed : Boom-Compatible
Primary purpose : Single player
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Title : Quantum Strike
Filename : QStrike.wad
Release date : 16/01/2017
Author : Spectre01 (rileymartin)
Email Address : [redacted]
Misc. Author Info : Non-hardcore guy trying to make hardcore maps.
Other Files By Author : dmp2016.wad map19
Description : "Quantum Strike" is a set of 3 colourful Boom-format
maps designed to be played from a Pistol Start. Gameplay
is purely action-based with very high monster density.
UV is meant to challenge "good at Doom" individuals
and masochists that don't mind dying repeatedly. HMP
should be slightly more reasonable and HNTR more laid back.
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* What is included *
New levels : 3 + short bonus map04
Sounds : No
Music : Yes
Graphics : Title + Interpic
Dehacked/BEX Patch : Yes
Demos : No
Other : Afrit mini-boss replacing the Commander Keen.
* Play Information *
Game : DOOM2
Map # : MAP01 - MAP04
Single Player : Designed for
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : No
Other game styles : No
Difficulty Settings : Yes, use them!
* Construction *
Base : New from scratch
Build Time : ~6 months, mostly off.
Editor(s) used : GZDB, Slade3, WhackEd4
Known Bugs : Send me a detailed PM if you find any!
May Not Run With : Any ports that don't support modern Boom-format stuff.
Tested With : PR/GLBoom+ 2.5.1.4, ZDoom 2.8.1, GZDoom 2.2.0,
Zandronum 3.0, QZDoom q1.1.0rc1
Other : GL port recommended. Mouselook is recommended with
infinite height off but not required.
* Copyright / Permissions *
Authors may NOT 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.
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.
* Where to get the file that this text file describes *
The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors
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/////// MAP LIST: ////////
//////////////////////////////
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| Map01: Reality Unwoven |
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Difficulty: Hard (Aggressive play leads to swift death.)
Music: "Alley Bats" by Paul Corfiatis
Blue high-techbase inspired by e2m4 and other maps using blue computer textures.
One of my first maps that started with the simple idea of a long hallway segmented
by blast doors leading up to a larger arena. Two detours/objectives were then added.
Gameplay focuses on claustrophobic fights that greatly restrict player movement.
The first part was originally too map01-ish and easy compared to the upper arena
encounter, so meaner monsters and traps were added. HNTR is what original UV was
like. Midi was changed towards the end when I got sick of listening to "Blue" while
testing. 'idmusd 04' for the "authentic" experience. ;)
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| Map02: Viridian Shift |
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Difficulty: Hard (Viles everywhere!)
Music: "Industrial" by Simon Judd
Green, deteriorating high-techbase with more red hellish stuff creeping through the
cracks and circular architecture. Larger open areas but filled with more enemies
to make up for that. Two chaotic slaughter-ish encounters after a few early
skirmishes. Ending fight is more challenging without infinite height due to more mobile
flying enemies. A teleporter to a previous location opens up after killing all the Afrits.
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| Map03: Quantum Strike 99x9 |
----------------------------------
Difficulty: Harder (Can you handle 53 Cyberdemons?!)
Music: "Stars" by Stuart Rynn
I wanted to make a large outdoor map floating in a blue sky. Five (or six?) challenging setpiece
encounters in colour/shape-themed areas. Very high monster count and plenty of BFG action. May
fall into the "slaughter" category.
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| Map04: qs_iceworld |
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Difficulty: Easy
Music: "Blue" by Eiffel 65
An homage to a popular Counter-Strike map called fy_iceworld and excuse to try out
some snow textures. Short "thanks for playing"/ending bonus. Got some Afrits staying
warm near burning barrels.
Additional Music : Title: "Satellite One" by Purple Motion
Map Ending: "Act 12 Battle Scene" from Gundam F-91
Additional Credits to : rdwpa and Killer5 for playtesting and feedback.
The authors of cc4-tex resource pack.
Joshy's Resurgence for Afrit dehacked base and
scifista42 for dehacked support.
Everyone on the Editing Forum for technical advice!
id software for Doom.