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Cyberdemon

Heretic\Hexen Jokewads

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Personally I'm waiting more for an all-time legendary megawad for these games like was Alien Vandetta or Hell Revealed for Doom than for a jokewad.

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Cyberdemon said:

Are there any heretic & hexen jokewads?
If not, will there be any?

Why?! Jokewads should not be a defining staple of a game. Mock 2 was good for a single playthrough, I'll give it that, but the vast majority of jokewads really shouldn't exist in the first place.

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Naan said:

Personally I'm waiting more for an all-time legendary megawad for these games like was Alien Vandetta or Hell Revealed for Doom than for a jokewad.


I agree. Most Heretic mods i find are One level or one episode.

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nedm.wad?

nedm.wad is actually an unfinished portion of a much bigger jokewad i had in the making (that would cover all doom engine games but decided to cancel it along with the rest of my projects. The music portion was complete, so i released that as nedm.wad

one of the many plans included turning the gargoyles into butterflies with atomic power. The hexen portion had artifacts of repulsion that was basically the phrase "hit the deck you son of a bitch!"

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Naan said:

Personally I'm waiting more for an all-time legendary megawad for these games like was Alien Vandetta or Hell Revealed for Doom than for a jokewad.


Totally tooting my own horn here .. HORDES OF CHAOS :D

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udderdude said:

Totally tooting my own horn here .. HORDES OF CHAOS :D

Already played it all.

I think from what I have played from the Heretic wads in the archive, Hordes of Chaos and Gulag (a 1997 5 level wad with a great architecture and details, gameplay is very similar to Eternal Doom with the switch hunts too) has been classified as "true legendary" in my review database.

While I was thinking about, what's about the H!Zone levels from WizardsGames (or a name like that) ? I can't find it anywhere :/

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The only one I really know of was a graphic replacement for Heretic that changed the staff into a broom...

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Naan said:

Agree. But I can't run the .hhe patch with any port

It does only test changes.
I looked into hhe, to find out, what they replace.
Here is, what texts are replaced in DORKS.HHE.
I have added the original texts behind the arrows (-->).

Patch File for HHE v1.1

# Note: Use the pound sign ('#') to start comment lines.

Heretic version = 10
Patch format = 1

[End text after E1M8:]
Text 4456 519
Well, there's no real plot in
this game anyway, so I'll just
think something up. Let's see...

Now that those Santa Claus
imposters and their faithful
Barneys are dead, the world is
at peace, free of dorks, and
everyone lives happily ever after.
Everyone, that is, except the
Heretic, who will stupidly wander
around in some chaotic world for
the duration of the game. Does he
ever get out? You'll have to find out
for yourself.

Oops.. I've still got some more space
to fill. Anyway, have fun, and happy
dork-huntin

--> with the destruction of the iron
--> liches and their minions, [...} but no one
--> ever said being a Heretic was easy!

[Episode titles]
Text 8964 18
CITY OF THE DORKED --> CITY OF THE DAMNED

Text 8984 8
DORKLAND --> HELL'S MAW

Text 8996 22
THE DOME OF D'DORKO --> THE DOME OF D'SPARIL

Text 9020 11
THE DORKERY --> THE OSSUARY

Text 9032 20
THE DORK FACTORY --> THE STAGNANT DEMESNE


[Text in the skill-choice menue:]
Text 9080 24
WIMP!!! --> THOU NEDETH A WET-NURSE

Text 9108 16
NERD!!! --> YELLOWBELLIES-R-US

Text 9128 16
GETTING THERE... --> BRINGEST THEM ONETH

Text 9148 24
THOUGH ART A DORK-MASTER --> THOU ART A SMITE-MEISTER

Text 9176 24
THINK YOU'RE GOOD, EH? --> BLACK PLAGUE POSSESSES THEE


[Messages in the game, related to the Hellstaff replacement and it's ammo:]
Text 11592 12
PIES ---> LESSER RUNES

Text 11608 14
BOX OF PIES --> GREATER RUNES

Text 11692 11
BIG PIE GUN --> HELLSTAFF

[???]
Text 14740 41
Z_Malloc: an owner is required y!y"y#y$yâ --> I don't know, what this is. I guess, a

bug.


You can use these changes (except for the skill-level-name-changes) in doomsday:
Go to the .\Defs\jHeretic -subfolder and make there backups of the files finales.ded

and text.ded.
Replace them with textfiles of thes same names and the following content (Just

copy-and-paste):

finales.ded

# jHeretic: Intermissions and Finales
# (see Doc\InFine.txt)

Header { Version = 5; }

InFine 
{
  ID = "title";
  Script {
    # There is no skipping during the titlescreen loop.
    NoSkip 
    
    # Any event shows the menu.
    Trigger
    
    MARKER title_loop

    # Step 1.
    Image back "TITLE"
    Music "titl"
    Wait 5

    # Step 2.
    Patch advice 4 160 "ADVISOR"
    In 0 Alpha advice 0
    In 1 Alpha advice 1
    Wait 5
    
    # Step 3.
    PlayDemo "demo1.cdm"
    
    # Step 4.
    DelPic advice
    Image back "CREDIT"
    Wait 5.714  # Original is 200 tics.
    
    # Step 5.
    PlayDemo "demo2.cdm"
    
    # Step 6.
    IF shareware
      Image back "ORDER"
    ELSE
      Image back "CREDIT"
    Wait 5.714  # Original is 200 tics.

    # Step 7.
    PlayDemo "demo3.cdm"
    
    GOTO title_loop
  };
}

# Episode I: City Of The Damned
Finale
{
  After = "E1M8";
  Script {
    noskip; # This is the end, no more levels after this.
    music "cptd";
    flat FLOOR25;
    wait 0.5;
    text msg 20 5
      "Well, there's no real plot in\n
      this game anyway, so I'll just\n
      think something up. Let's see...\n\n
      Now that those Santa Claus \n
      imposters and their faithful\n
      Barneys are dead, the world is\n
      at peace, free of dorks, and\n
      everyone lives happily ever after.\n
      Everyone, that is, except the \n
      Heretic, who will stupidly wander\n
      around in some chaotic world for\n
      the duration of the game. Does he\n
      ever get out? You'll have to find out\n
      for yourself. \n\n
      Oops.. I've still got some more space\n
      to fill. Anyway, have fun, and happy\n
      dork-huntin\n";
    waittext msg;
    wait 7; # The original TEXTWAIT is 250 tics.
    deltext msg;
    # Show shareware or credits screen.
    if shareware image back ORDER;
    ifnot shareware image back CREDIT;
  };
}

# Episode II: Hell's Maw
Finale
{
  After = "E2M8";
  Script {
    noskip; # This is the end, no more levels after this.
    music "cptd";
    flat FLATHUH1;
    wait 0.5;
    text msg 20 5
      "the mighty maulotaurs have proved\n
      to be no match for you, and as\n
      their steaming corpses slide to the\n
      ground you feel a sense of grim\n
      satisfaction that they have been\n
      destroyed.\n\n
      the gateways which they guarded\n
      have opened, revealing what you\n
      hope is the way home. but as you\n
      step through, mocking laughter\n
      rings in your ears.\n\n
      was some other force controlling\n
      the maulotaurs? could there be even\n
      more horrific beings through this\n
      gate? the sweep of a crystal dome\n
      overhead where the sky should be is\n
      certainly not a good sign....";
    waittext msg;
    wait 7; # The original TEXTWAIT is 250 tics.
    deltext msg;
    # Underwater dome. E2ENDPCX is in jHeretic.wad.
    noflat; image back E2ENDPCX;
  };
}

# Episode III: The Dome of D'Sparil
Finale
{
  After = "E3M8";
  Script {
    noskip; # This is the end, no more levels after this.
    music "cptd";
    flat FLTWAWA2;
    # Start with a blue filter.
    filter 0 0.3 1 1; in 3 filter 0 0 0 0;
    wait 2;
    text msg 20 5
      "the death of d'sparil has loosed\n
      the magical bonds holding his\n
      creatures on this plane, their\n
      dying screams overwhelming his own\n
      cries of agony.\n\n
      your oath of vengeance fulfilled,\n
      you enter the portal to your own\n
      world, mere moments before the dome\n
      shatters into a million pieces.\n\n
      but if d'sparil's power is broken\n
      forever, why don't you feel safe?\n
      was it that last shout just before\n
      his death, the one that sounded\n
      like a curse? or a summoning? you\n
      can't really be sure, but it might\n
      just have been a scream.\n\n
      then again, what about the other\n
      serpent riders?";
    waittext msg;
    wait 6; # The original TEXTWAIT is 250 tics.
    # Flash to red while we change to the demon.
    in 1 filter 1 0.1 0 1; wait 1;
    deltext msg;
    # Demon scroll.
    noflat;
    in 0 offy 200;
    imageat f1 0 200 FINAL1;
    imageat f2 0 0 FINAL2;
    in 1 filter 0 0 0 0; wait 3;
    in 17.15 offy 0; # Original scroll time is 600 tics.
  };
}

# Episode IV: The Ossuary
Finale
{
  After = "E4M8";
  Script {
    noskip; # This is the end, no more levels after this.
    music "cptd";
    flat FLOOR28;
    wait 0.5;
    text msg 20 5
      "you thought you would return to your\n
      own world after d'sparil died, but\n
      his final act banished you to his\n
      own plane. here you entered the\n
      shattered remnants of lands\n
      conquered by d'sparil. you defeated\n
      the last guardians of these lands,\n
      but now you stand before the gates\n
      to d'sparil's stronghold. until this\n
      moment you had no doubts about your\n
      ability to face anything you might\n
      encounter, but beyond this portal\n
      lies the very heart of the evil\n
      which invaded your world. d'sparil\n
      might be dead, but the pit where he\n
      was spawned remains. now you must\n
      enter that pit in the hopes of\n
      finding a way out. and somewhere,\n
      in the darkest corner of d'sparil's\n
      demesne, his personal bodyguards\n
      await your arrival ...";
    waittext msg;
    wait 7; # The original TEXTWAIT is 250 tics.
    deltext msg;
    noflat; image back CREDIT;
  };
}

# Episode V: The Stagnant Demesne
Finale
{
  After = "E5M8";
  Script {
    noskip; # This is the end, no more levels after this.
    music "cptd";
    flat FLOOR08;
    wait 0.5;
    text msg 20 5
      "as the final maulotaur bellows his\n
      death-agony, you realize that you\n
      have never come so close to your own\n
      destruction. not even the fight with\n
      d'sparil and his disciples had been\n
      this desperate. grimly you stare at\n
      the gates which open before you,\n
      wondering if they lead home, or if\n
      they open onto some undreamed-of\n
      horror. you find yourself wondering\n
      if you have the strength to go on,\n
      if nothing but death and pain await\n
      you. but what else can you do, if\n
      the will to fight is gone? can you\n
      force yourself to continue in the\n
      face of such despair? do you have\n
      the courage? you find, in the end,\n
      that it is not within you to\n
      surrender without a fight. eyes\n
      wide, you go to meet your fate.";
    waittext msg;
    wait 7; # The original TEXTWAIT is 250 tics.
    deltext msg;
    noflat; image back CREDIT;
  };
}
text.ded
# jHeretic: Text Strings

Header { Version = 5; }

Text {
  ID = "PRESSKEY";
  Text = "press a key.";
}

Text {
  ID = "PRESSYN";
  Text = "press y or n.";
}

Text {
  ID = "TXT_PAUSED";
  Text = "PAUSED";
}

Text {
  ID = "QUITMSG";
  Text = "are you sure you want to\nquit this great game?";
}

Text {
  ID = "LOADNET";
  Text = "you can't do load while in a net game!\n\npress a key.";
}

Text {
  ID = "QLOADNET";
  Text = "you can't quickload during a netgame!\n\npress a key.";
}

Text {
  ID = "QSAVESPOT";
  Text = "you haven't picked a quicksave slot yet!\n\npress a key.";
}

Text {
  ID = "SAVEDEAD";
  Text = "you can't save if you aren't playing!\n\npress a key.";
}

Text {
  ID = "QSPROMPT";
  Text = "quicksave over your game named\n\n'%s'?\n\npress y or n.";
}

Text {
  ID = "QLPROMPT";
  Text = "do you want to quickload the game named\n\n'%s'?\n\n
    press y or n.";
}

Text {
  ID = "NEWGAME";
  Text = "you can't start a new game\nwhile in a network game.\n\n
    press a key.";
}

Text {
  ID = "NIGHTMARE";
  Text = "are you sure? this skill level\nisn't even remotely fair.\n\n
    press y or n.";
}

Text {
  ID = "SWSTRING";
  Text = "this is the shareware version of doom.\n\n
    you need to order the entire trilogy.\n\n
    press a key.";
}

Text {
  ID = "MSGOFF";
  Text = "Messages OFF";
}

Text {
  ID = "MSGON";
  Text = "Messages ON";
}

Text {
  ID = "NETEND";
  Text = "you can't end a netgame!\n\npress a key.";
}

Text {
  ID = "ENDGAME";
  Text = "are you sure you want to end the game?\n\npress y or n.";
}

Text {
  ID = "DOSY";
  Text = "(press y to quit to dos.)";
}

Text {
  ID = "DETAILHI";
  Text = "High detail";
}

Text {
  ID = "DETAILLO";
  Text = "Low detail";
}

Text {
  ID = "GAMMALVL0";
  Text = "Gamma correction OFF";
}

Text {
  ID = "GAMMALVL1";
  Text = "Gamma correction level 1";
}

Text {
  ID = "GAMMALVL2";
  Text = "Gamma correction level 2";
}

Text {
  ID = "GAMMALVL3";
  Text = "Gamma correction level 3";
}

Text {
  ID = "GAMMALVL4";
  Text = "Gamma correction level 4";
}

Text {
  ID = "EMPTYSTRING";
  Text = "empty slot";
}

Text {
  ID = "TXT_GOTBLUEKEY";
  Text = "BLUE KEY";
}

Text {
  ID = "TXT_GOTYELLOWKEY";
  Text = "YELLOW KEY";
}

Text {
  ID = "TXT_GOTGREENKEY";
  Text = "GREEN KEY";
}

Text {
  ID = "TXT_ARTIHEALTH";
  Text = "QUARTZ FLASK";
}

Text {
  ID = "TXT_ARTIFLY";
  Text = "WINGS OF WRATH";
}

Text {
  ID = "TXT_ARTIINVULNERABILITY";
  Text = "RING OF INVINCIBILITY";
}

Text {
  ID = "TXT_ARTITOMEOFPOWER";
  Text = "TOME OF POWER";
}

Text {
  ID = "TXT_ARTIINVISIBILITY";
  Text = "SHADOWSPHERE";
}

Text {
  ID = "TXT_ARTIEGG";
  Text = "MORPH OVUM";
}

Text {
  ID = "TXT_ARTISUPERHEALTH";
  Text = "MYSTIC URN";
}

Text {
  ID = "TXT_ARTITORCH";
  Text = "TORCH";
}

Text {
  ID = "TXT_ARTIFIREBOMB";
  Text = "TIME BOMB OF THE ANCIENTS";
}

Text {
  ID = "TXT_ARTITELEPORT";
  Text = "CHAOS DEVICE";
}

Text {
  ID = "TXT_ITEMHEALTH";
  Text = "CRYSTAL VIAL";
}

Text {
  ID = "TXT_ITEMBAGOFHOLDING";
  Text = "BAG OF HOLDING";
}

Text {
  ID = "TXT_ITEMSHIELD1";
  Text = "SILVER SHIELD";
}

Text {
  ID = "TXT_ITEMSHIELD2";
  Text = "ENCHANTED SHIELD";
}

Text {
  ID = "TXT_ITEMSUPERMAP";
  Text = "MAP SCROLL";
}

Text {
  ID = "TXT_AMMOGOLDWAND1";
  Text = "WAND CRYSTAL";
}

Text {
  ID = "TXT_AMMOGOLDWAND2";
  Text = "CRYSTAL GEODE";
}

Text {
  ID = "TXT_AMMOMACE1";
  Text = "MACE SPHERES";
}

Text {
  ID = "TXT_AMMOMACE2";
  Text = "PILE OF MACE SPHERES";
}

Text {
  ID = "TXT_AMMOCROSSBOW1";
  Text = "ETHEREAL ARROWS";
}

Text {
  ID = "TXT_AMMOCROSSBOW2";
  Text = "QUIVER OF ETHEREAL ARROWS";
}

Text {
  ID = "TXT_AMMOBLASTER1";
  Text = "CLAW ORB";
}

Text {
  ID = "TXT_AMMOBLASTER2";
  Text = "ENERGY ORB";
}

Text {
  ID = "TXT_AMMOSKULLROD1";
  Text = "PIES";
}

Text {
  ID = "TXT_AMMOSKULLROD2";
  Text = "BOX OF PIES";
}

Text {
  ID = "TXT_AMMOPHOENIXROD1";
  Text = "FLAME ORB";
}

Text {
  ID = "TXT_AMMOPHOENIXROD2";
  Text = "INFERNO ORB";
}

Text {
  ID = "TXT_WPNSTAFF";
  Text = "STAFF";
}

Text {
  ID = "TXT_WPNWAND";
  Text = "CRYSTAL WAND";
}

Text {
  ID = "TXT_WPNCROSSBOW";
  Text = "ETHEREAL CROSSBOW";
}

Text {
  ID = "TXT_WPNBLASTER";
  Text = "DRAGON CLAW";
}

Text {
  ID = "TXT_WPNSKULLROD";
  Text = "BIG PIE GUN";
}

Text {
  ID = "TXT_WPNPHOENIXROD";
  Text = "PHOENIX ROD";
}

Text {
  ID = "TXT_WPNMACE";
  Text = "FIREMACE";
}

Text {
  ID = "TXT_WPNGAUNTLETS";
  Text = "GAUNTLETS OF THE NECROMANCER";
}

Text {
  ID = "TXT_WPNBEAK";
  Text = "BEAK";
}

Text {
  ID = "TXT_CHEATGODON";
  Text = "GOD MODE ON";
}

Text {
  ID = "TXT_CHEATGODOFF";
  Text = "GOD MODE OFF";
}

Text {
  ID = "TXT_CHEATNOCLIPON";
  Text = "NO CLIPPING ON";
}

Text {
  ID = "TXT_CHEATNOCLIPOFF";
  Text = "NO CLIPPING OFF";
}

Text {
  ID = "TXT_CHEATWEAPONS";
  Text = "ALL WEAPONS";
}

Text {
  ID = "TXT_CHEATFLIGHTON";
  Text = "FLIGHT ON";
}

Text {
  ID = "TXT_CHEATFLIGHTOFF";
  Text = "FLIGHT OFF";
}

Text {
  ID = "TXT_CHEATPOWERON";
  Text = "POWER ON";
}

Text {
  ID = "TXT_CHEATPOWEROFF";
  Text = "POWER OFF";
}

Text {
  ID = "TXT_CHEATHEALTH";
  Text = "FULL HEALTH";
}

Text {
  ID = "TXT_CHEATKEYS";
  Text = "ALL KEYS";
}

Text {
  ID = "TXT_CHEATSOUNDON";
  Text = "SOUND DEBUG ON";
}

Text {
  ID = "TXT_CHEATSOUNDOFF";
  Text = "SOUND DEBUG OFF";
}

Text {
  ID = "TXT_CHEATTICKERON";
  Text = "TICKER ON";
}

Text {
  ID = "TXT_CHEATTICKEROFF";
  Text = "TICKER OFF";
}

Text {
  ID = "TXT_CHEATARTIFACTS1";
  Text = "CHOOSE AN ARTIFACT ( A - J )";
}

Text {
  ID = "TXT_CHEATARTIFACTS2";
  Text = "HOW MANY ( 1 - 9 )";
}

Text {
  ID = "TXT_CHEATARTIFACTS3";
  Text = "YOU GOT IT";
}

Text {
  ID = "TXT_CHEATARTIFACTSFAIL";
  Text = "BAD INPUT";
}

Text {
  ID = "TXT_CHEATWARP";
  Text = "LEVEL WARP";
}

Text {
  ID = "TXT_CHEATSCREENSHOT";
  Text = "SCREENSHOT";
}

Text {
  ID = "TXT_CHEATCHICKENON";
  Text = "CHICKEN ON";
}

Text {
  ID = "TXT_CHEATCHICKENOFF";
  Text = "CHICKEN OFF";
}

Text {
  ID = "TXT_CHEATMASSACRE";
  Text = "MASSACRE";
}

Text {
  ID = "TXT_CHEATIDDQD";
  Text = "TRYING TO CHEAT, EH?  NOW YOU DIE!";
}

Text {
  ID = "TXT_CHEATIDKFA";
  Text = "CHEATER - YOU DON'T DESERVE WEAPONS";
}

Text {
  ID = "TXT_NEEDBLUEKEY";
  Text = "YOU NEED A BLUE KEY TO OPEN THIS DOOR";
}

Text {
  ID = "TXT_NEEDGREENKEY";
  Text = "YOU NEED A GREEN KEY TO OPEN THIS DOOR";
}

Text {
  ID = "TXT_NEEDYELLOWKEY";
  Text = "YOU NEED A YELLOW KEY TO OPEN THIS DOOR";
}

Text {
  ID = "TXT_GAMESAVED";
  Text = "GAME SAVED";
}

Text {
  ID = "HUSTR_CHATMACRO0";
  Text = "No";
}

Text {
  ID = "HUSTR_CHATMACRO1";
  Text = "I'm ready to kick butt!";
}

Text {
  ID = "HUSTR_CHATMACRO2";
  Text = "I'm OK.";
}

Text {
  ID = "HUSTR_CHATMACRO3";
  Text = "I'm not looking too good!";
}

Text {
  ID = "HUSTR_CHATMACRO4";
  Text = "Help!";
}

Text {
  ID = "HUSTR_CHATMACRO5";
  Text = "You suck!";
}

Text {
  ID = "HUSTR_CHATMACRO6";
  Text = "Next time, scumbag...";
}

Text {
  ID = "HUSTR_CHATMACRO7";
  Text = "Come here!";
}

Text {
  ID = "HUSTR_CHATMACRO8";
  Text = "I'll take care of it.";
}

Text {
  ID = "HUSTR_CHATMACRO9";
  Text = "Yes";
}

Text {
  ID = "HUSTR_TALKTOSELF1";
  Text = "You mumble to yourself";
}

Text {
  ID = "HUSTR_TALKTOSELF2";
  Text = "Who's there?";
}

Text {
  ID = "HUSTR_TALKTOSELF3";
  Text = "You scare yourself";
}

Text {
  ID = "HUSTR_TALKTOSELF4";
  Text = "You start to rave";
}

Text {
  ID = "HUSTR_TALKTOSELF5";
  Text = "You've lost it...";
}

Text {
  ID = "HUSTR_MESSAGESENT";
  Text = "[Message Sent]";
}

Text {
  ID = "HUSTR_PLRGREEN";
  Text = "Green: ";
}

Text {
  ID = "HUSTR_PLRINDIGO";
  Text = "Indigo: ";
}

Text {
  ID = "HUSTR_PLRBROWN";
  Text = "Brown: ";
}

Text {
  ID = "HUSTR_PLRRED";
  Text = "Red: ";
}

Text {
  ID = "AMSTR_FOLLOWON";
  Text = "FOLLOW MODE ON";
}

Text {
  ID = "AMSTR_FOLLOWOFF";
  Text = "FOLLOW MODE OFF";
}

Text {
  ID = "AMSTR_GRIDON";
  Text = "Grid ON";
}

Text {
  ID = "AMSTR_GRIDOFF";
  Text = "Grid OFF";
}

Text {
  ID = "AMSTR_MARKEDSPOT";
  Text = "Marked Spot";
}

Text {
  ID = "AMSTR_MARKSCLEARED";
  Text = "All Marks Cleared";
}

Text {
  ID = "STSTR_DQDON";
  Text = "Degreelessness Mode On";
}

Text {
  ID = "STSTR_DQDOFF";
  Text = "Degreelessness Mode Off";
}

Text {
  ID = "STSTR_KFAADDED";
  Text = "Very Happy Ammo Added";
}

Text {
  ID = "STSTR_NCON";
  Text = "No Clipping Mode ON";
}

Text {
  ID = "STSTR_NCOFF";
  Text = "No Clipping Mode OFF";
}

Text {
  ID = "STSTR_BEHOLD";
  Text = "inVuln, Str, Inviso, Rad, Allmap, or Lite-amp";
}

Text {
  ID = "STSTR_BEHOLDX";
  Text = "Power-up Toggled";
}

Text {
  ID = "STSTR_CHOPPERS";
  Text = "... doesn't suck - GM";
}

Text {
  ID = "STSTR_CLEV";
  Text = "Changing Level...";
}

# These episode end messages are obsolete, see Finales.ded.
Text {
  ID = "E1TEXT";
  Text = "with the destruction of the iron\n
    liches and their minions, the last\n
    of the undead are cleared from this\n
    plane of existence.\n\n
    those creatures had to come from\n
    somewhere, though, and you have the\n
    sneaky suspicion that the fiery\n
    portal of hell's maw opens onto\n
    their home dimension.\n\n
    to make sure that more undead\n
    (or even worse things) don't come\n
    through, you'll have to seal hell's\n
    maw from the other side. of course\n
    this means you may get stuck in a\n
    very unfriendly world, but no one\n
    ever said being a Heretic was easy!";
}

# These episode end messages are obsolete, see Finales.ded.
Text {
  ID = "E2TEXT";
  Text = "the mighty maulotaurs have proved\n
    to be no match for you, and as\n
    their steaming corpses slide to the\n
    ground you feel a sense of grim\n
    satisfaction that they have been\n
    destroyed.\n\n
    the gateways which they guarded\n
    have opened, revealing what you\n
    hope is the way home. but as you\n
    step through, mocking laughter\n
    rings in your ears.\n\n
    was some other force controlling\n
    the maulotaurs? could there be even\n
    more horrific beings through this\n
    gate? the sweep of a crystal dome\n
    overhead where the sky should be is\n
    certainly not a good sign....";
}

# These episode end messages are obsolete, see Finales.ded.
Text {
  ID = "E3TEXT";
  Text = "the death of d'sparil has loosed\n
    the magical bonds holding his\n
    creatures on this plane, their\n
    dying screams overwhelming his own\n
    cries of agony.\n\n
    your oath of vengeance fulfilled,\n
    you enter the portal to your own\n
    world, mere moments before the dome\n
    shatters into a million pieces.\n\n
    but if d'sparil's power is broken\n
    forever, why don't you feel safe?\n
    was it that last shout just before\n
    his death, the one that sounded\n
    like a curse? or a summoning? you\n
    can't really be sure, but it might\n
    just have been a scream.\n\n
    then again, what about the other\n
    serpent riders?";
}

# These episode end messages are obsolete, see Finales.ded.
Text {
  ID = "E4TEXT";
  Text = "you thought you would return to your\n
    own world after d'sparil died, but\n
    his final act banished you to his\n
    own plane. here you entered the\n
    shattered remnants of lands\n
    conquered by d'sparil. you defeated\n
    the last guardians of these lands,\n
    but now you stand before the gates\n
    to d'sparil's stronghold. until this\n
    moment you had no doubts about your\n
    ability to face anything you might\n
    encounter, but beyond this portal\n
    lies the very heart of the evil\n
    which invaded your world. d'sparil\n
    might be dead, but the pit where he\n
    was spawned remains. now you must\n
    enter that pit in the hopes of\n
    finding a way out. and somewhere,\n
    in the darkest corner of d'sparil's\n
    demesne, his personal bodyguards\n
    await your arrival ...";
}

# These episode end messages are obsolete, see Finales.ded.
Text {
  ID = "E5TEXT";
  Text = "as the final maulotaur bellows his\n
    death-agony, you realize that you\n
    have never come so close to your own\n
    destruction. not even the fight with\n
    d'sparil and his disciples had been\n
    this desperate. grimly you stare at\n
    the gates which open before you,\n
    wondering if they lead home, or if\n
    they open onto some undreamed-of\n
    horror. you find yourself wondering\n
    if you have the strength to go on,\n
    if nothing but death and pain await\n
    you. but what else can you do, if\n
    the will to fight is gone? can you\n
    force yourself to continue in the\n
    face of such despair? do you have\n
    the courage? you find, in the end,\n
    that it is not within you to\n
    surrender without a fight. eyes\n
    wide, you go to meet your fate.";
}

Text {
  ID = "LOADMISSING";
  Text = "You weren't in the server's savegame.";
}

Text {
  ID = "RENDER_GLOWFLATS";
  Text = "FLATHUH1 FLATHUH2 FLATHUH3 FLATHUH4";
}

Text {
  ID = "RENDER_GLOWTEXTURES";
  Text = "LAVAFL1 LAVAFL2 LAVAFL3";
}

Text {
  ID = "EPISODE1";
  Text = "CITY OF THE DORKED";
}

Text {
  ID = "EPISODE2";
  Text = "DORKLAND";
}

Text {
  ID = "EPISODE3";
  Text = "THE DOME OF D'DORKO";
}

Text {
  ID = "EPISODE4";
  Text = "THE DORKERY";
}

Text {
  ID = "EPISODE5";
  Text = "THE DORK FACTORY";
}

Text {
  ID = "AMSTR_ROTATEON";
  Text = "Rotate mode ON";
}

Text {
  ID = "AMSTR_ROTATEOFF";
  Text = "Rotate mode OFF";
}
Then run HDORK.WAD with Doomsday/jheretic.
Enjoy!

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I think wad authors would rather make a joke wad for a game that people play.

Emphasis on people, rather than weird masochist types with child skeletons a wooden chest in their basement.

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