Email Address :[redacted]
Description :A tune-up-like project
* What is included *
New Levels :7
Graphics :Yes Titlepic by rdwpa, some textures taken from CC4-tex for map06
Dehacked :Yes (For minimap names only)
Other Files Required :No
* Map Information *
Map 01: "No apologies" by Mysterious Haruko:
Old map: "Alapolgy" from "DS-61-3.zip" map compilation by Malcolm Sailor
Build time: It took few months with procrastination
skill levels implemented: Yes.
Music: Descent map01
Comment: This map basically was created by merging two different small maps from same wad into one bigger map. I tried to preserve some author intended things( I don't look at you original exit route) and expand some areas. I like how this creation turned out, even if this caused some fustration from my side. Ammo preservation and punches(or chainsaw) will be your best friend, because I like to be salty sometimes while I do mapping.
Map 02: "Emerald Jail" by R1ck
Old map: Project Purgotary - https://www.doomworld.com/forum/topic/90914-project-purgotary-map-132/#comment-1673214
Build time: 10 months like that
skill levels implemented: Yes, up to -skill 4 (UV)
MIDI used: Rough and Tumble - Akira Saito (midi by alluro95, download from http://alluro95.tripod.com/MIDIMusic/Raidenmidi.htm)
Rick: This map was original made by me with not enough knowledge of doom mapping and it's embarrasing. Time for some epic designed overhaul and atone the old sins :p
Map 03: "AXIX" by ShoDemo (formerly ShotgunDemolition)
Old map: https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/axix
Build time: I had a break of a few months in between,
so I can't exactly count build time.
However, when I worked on it, I would build for 1 hour each day or something.
Skill levels implemented: Not much and the default difficulty is UV. However, in certain trickier areas, I changed some of the monsters or I removed a small amount of them in the lower difficulties.
MIDI used: Last minute change. I used Queen's The show must go on (don't ask me why, I thought it was good for a MIDI in Doom).
ShoDemo: I just picked up the map randomly from idgames
and I thought it looked pretty cool, but it was very hard,
due to having very little ammo and many monsters, so I
decided to rework it and at the very least make it more playable.
Anyways, I am happy with the result.
Map 04: "Warehouse X" by DerFurer'sFace
Old map: X-treme doom 2 (system control) http://www.moddb.com/games/doom-ii/addons/doom-2-extreme
Build time: 2-3 months (1 month spent building)
skill levels implemented: all 5
MIDI used: Unknown (from original WAD, no credits given)
DerFurer'sFace: Xtreme doom was an early wad that always fascinated me because in my early 2000 days of doom the kind of wads i knew about were basically C-chest and cyber dreams,
but when i found X-treme doom it was different because i've never played a Wad that used as extensive of a DeHacked script. It looked fast and cool. Howerver the maps themselves were either very simplistic or were complete copies of base ID maps. So i wanted to give one of the maps a bit of a new identity and make it look more official, while trying to give it that fast paced action it had before without the use of its DeH file.
Map 05: "Icemare" by riderr3
Old map: Icenite2.wad
Music: D_MESSAG from Evilution
Single Player: Designed for
Difficulty Settings: Yes
Build Time: 2 weeks
Map 06: "Purpled" by DeXiaZ
Old map: Purple25
Build time: about 7 hours
Skill levels: yes, mostly used from the original version. Arch-viles spawns only on Ultra-Violence.
Midi used: Doom E1M7, like the original map used.
DeXiaZ.: Author of the original map said to mention him (Karl J. Solie) in credits. And also write the message about new version/remake of his map. Well, he posted this map before I've born, lol.
Map 07: "Boomcave" by NIH
Old map: The Hell Cave - https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/helcv
Build time: I dunno, tbh. A little bit of mapping every now and then, basically.
Skill levels: Yes, UV is the intended difficulty, if that gives you too much trouble, try HMP, it uses a bit less "blunt force"
Coop: Not recommended
DM: On such a map? No way
MIDI: "Hollow Tree" from 'Battletoads in Battlemaniacs'
Map Commentary: I liked this map's predecessor, but I could see why a lot of people wouldn't, and from my POV that's mostly due to awfully sluggish pace. So I added some more firepower, added some more adequate opposition, cut some of the grind in favour of other stuff that I thought was more fun, and there you have it.
* Construction *
Base :See above
Build Time :See above
Editor(s) Used :Various
Known Bugs :None that I am aware of
May not run with :Non-limit removing and/or boom incompatible ports
Tested with :PrBoom+ 126.96.36.199, PrBoom+ 188.8.131.52, GZDoom 3.2.4, and others
* Copyright / Permissions *
Authors MAY use the contents of this file as a base for modification or reuse.
You MAY distribute this file, provided you include this text file without modifications.
You MAY distribute this file in any electronic format as long as you include this
file intact. This file may not be used for commercial purposes.