Advanced engine needed: GZDooM v3.1.0 or higher
Other resources required: Paranoid.pk3 [http://www.doomworld.com/idgames/index.php?id=16290]
Minimum hardware required (to play at 640*480 resolution or below): Capable of running GZdoom plus processor speed = 1.8 GHz; RAM = 1 GB; Video RAM = 256 MB
Primary purpose: Single play, playable with pistol start.
Release date: March 31, 2017 (Original); re-released on November 2, 2017
Author: The Persecution Complex:
DB Thanatos: Weapons, enemies
Travis 'solarsnowfall' Miller: Special effects
Nigel 'Enjay' Rowand: Menus, models, etc.
Rex Claussen: Maps, game design, voice acting, etc.
Jeff Ligda: Music, Play-Testing
Rachael Alexanderson: Play-Testing, Trouble-Shooting, Voice Acting, etc.
Ed the Bat: Play-Testing, Co-Op Development, Trouble-Shooting
Gez: Play-Testing, Trouble-Shooting
Kappes Buur: Play-Testing, Trouble-Shooting
The Ultimate Doomer: Play-Testing, Trouble-Shooting
Graf Zahl: Trouble-Shooting
Other Files By Author :
03/31/10 Paranoid.pk3 -- 8 level Half-Life total conversion hub, for GZDooM [http://www.doomworld.com/idgames/index.php?id=16290]
:11/12/11 phobos-g.pk3 -- 9 level reimagining of DooM Episode 1, for GZDooM [http://www.doomworld.com/idgames/index.php?id=16650]
Email Address: [redacted]
Misc. Author Info:
Description: 14-map hub set in the Black Mesa military-industrial facility within the Half-Life universe. Following the escape of
your character, Rolf Bellmer, after uploading a computer virus into the Black Mesa databanks, you seem to emerge
victorious. Unfortunately, the sinister forces of the government and the aliens have other plans for you.
The game is story-driven and features multiple objectives. It uses the excellent textures of Half-Life,
sprite-based enemies and non-player characters from Half-Life, models (some of them interactive), true
3D environments and other features of GZDooM.
Tested with GZDooM
Additional Credits to: Graf Zahl for GZDooM, Randi Heit for ZDooM, id Software for DooM, Valve Software for Half-Life
Willem Sitters & BlackRayne for many models
Ethan "GooberMan" Watson for the design of the orbiting islands and moving platforms
Maj. Cooke for substantive parts of the Gluon Gun code as well as the ZScript part of the freezer code in MAP 15
Daniel "Tormentor667" Gimmer for creating the excellent video showcase of the game
[Also refer to credits.txt]
* What is included *
New levels: Yes
Dehacked/BEX Patch: No
Other: DECORATE, modeldef, gldefs, etc.
Other files required: None
* Play Information *
Game: Doom II v1.9 & GZDooM v3.1.0 or higher
Map #: Map10-23
Single Player: Yes
Cooperative 2-4 Player: Not fully implemented, but planned
Deathmatch 2-4 Player: No
Difficulty Settings: Yes
* Construction *
Base: 14 levels largely from scratch + TitleMap. [MAP 10 is based on this TITLEMAP. Some parts of other maps are from Paranoid.pk3]
Build Time: 7 years, off and on, mostly off
Editor(s) used: Wally for extracting resources from Half-Life, XnView for editing graphics, SlumpED for resource manipulation, WadAuthor & (GZ)DB for maps
Known Bugs: Minor visual glitches caused by GZDooM on some maps; using Legacy sector light mode with any fog mode resolves this. Does not affect gameplay.
May Not Run With...: The Bulls of Pamplona
* Copyright / Permissions *
Authors may use the contents of this file as a base for modification or reuse.
You may distribute Paranoiac in any electronic format (BBS,Diskette, CD, etc) as long as you include this text file intact, and do not release it as part of a commercial product. (Who the heck would want to pay for this stuff, anyway?)