An Ultimate ZDoom episode! Yes, I decided to go all modern and build a source port only episode. Having seen the ZDoom features for the first time shortly after the release of Shadowcaster, I decided to build for ZDoom, as it's features are REALLY cool, and I have lots of cool ideas for them!
Also, for the first time I decided to include new sprites and sounds, to take advantage of the ambient feature and to create an atmosphere like that of Quake 2 and Sin.
And finally, I have decided to experiment with modified game settings, in an attempt to create more interesting and harder gameplay. I have reduced the amount of ammo you can carry at the start (a backpack will double it as usual) and have made two creature enhancements.
The episode has an industrial/hi-tech theme, influenced by Quake 2, Half-Life, Sin and of course, James Bond!
The makers of DooM, ZDoom, it's editors and all those levels. Nick Baker for a few textures (from nb_gray.wad and nb_silv.wad). Also to everyone on the Doomworld and ZDoom forums that helped me out when I asked questions on how to do various things.
My creative mind (And lots of inspiration from a wide variety of sources)
WadAuthor, WinTex, DeHackEd, DeePsea, Paint, PSP.
If you smash more than one console with a single shot (or two get smashed at the same instant), this will screw up any level/secret mechanisms attached to them. This can be avoided by not shooting over the top of consoles that stand on the ground (ie. ones that are not in the wall) and by not using a shotgun if two consoles are close together. (this doesn't affect E4M2)
E4M6 and E4M8 may crash occasionally in certain areas with v1.23 beta 33, so a newer version is recommended. (found at http://zdoom.notgod.com/lars) If you want (or have) to use v1.23, the affected areas are the big door room (if you open it) and the satellite room in E4M6, and on leaving the conveyor belt and the blue pipe room in E4M8. The crashes might be avoided if you add -heapsize ** (** is 16 and up) to the command line.