Title: Confinement 256: The Mystery of Scrapped Concepts
Filename: levels/doom2/Ports/megawads/conf256b.zip
Size: 996.22 KB
Date: 06/17/18
Author: Devon Barnett (Xyzzy01)
Description: This is all of the unimplemented ideas and unfinished maps I made for the original Confinement 256 completed and refined to be playable and prboom-plus compatible, one year later.
Credits: *AlexMax and glenzinho for playtesting *1337Marine skin by Toke and deathz0r *Zombie Marine sprites by Ixnatiful *starry sky and hell sky were generated by OBLIGE *waterfall texture was obtained from OBLIGE as well *antares031 for the eyes on "Xyztune" *Dragonfly, for making the HUD, menu and intermission screen text graphics *all other textures and graphics done my me *Raven Software for the two new sound effects included *Bobby Prince for the music tracks "un39" (D_DM2INT) and "un41" (D_READ_M) *Bauul, for providing the title screen music (D_DM2TTL): "Phantom" from Thunder Force IV, composed by Toshiharu Yamanishi, Takeshi Yoshida and Naosuke Arai *I apologize to those music makers whose MIDIs went "Unknown" in the maplist below.
Base: New from scratch
Build time: 10 weeks
Editor(s) used: GZDoom Builder-Bugfix, SLADE 3, WhackEd4, ENDOOMER
Bugs: Numerous things in maps simply don't work in GZDoom, such as the puller object in MAP14. Many maps rely on the way certain sprites and textures render in the software renderer as well. Maps require using tricks that only work in vanilla/boom; compatibility options notwithstanding. DeHackEd patch doesn't behave like it's supposed to in (G)ZDoom, etc.
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View conf256b.txt
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