Title: Super Sonic DooM
Filename: levels/doom2/Ports/megawads/sonic.zip
Size: 17.91 MB
Date: 12/24/04
Author: Stephen Clark (The Ultimate DooMer)
Description: A DooM 2 episode with a Sonic influence throughout, courtesy of a brainwave I had during the map drawing phase of Licence to Spell DooM. It has the Sonic layout (zones, acts, bosses) and also has some Sonic features (monitors, springs, water). It also uses the health system seen in map 09 of Fragport (which was also Sonic-inspired) but will still look and play like a normal DooM 2 megawad.
Credits: Russ Walsh (for the corrugated metal texture/flats).

Nick Baker (for the GRAY6 and WARNING graphics).

Josh Fallon (for the night sky).

Jean-Serge Gagnon (for the forest portion of the skys).

Espi (for the GRASS3,4,5 flats and the 2 larger green trees).

Leo Martin Lim (for the excellent shuttle seen in the intro).

Björn Ostmann (for the window textures seen in the city maps).

Fredrik Johansson (for the GRAY3 and SUPPORT5 graphics).

Nigel Rowand (for the marine skin that formed the base of my mercenary sprites)

John Weeks, Paul Lapensee, Katsumi No, MPS, Mike, W1P3OUT XL, Joe Cortez, Monster Iestyn and Fredrik Johansson (for the excellent midi music).

Cyb, LilWhiteMouse, Ty Halderman, Randy Heit and others (for help on scripting).

Enjay (for help on BEX stuff).

Graf Zahl, NiGHTMARE and Little Faith for beta testing and feedback.

Randy Heit (for ZDoom).

Graf Zahl (for the additional coding which made things like new monsters possible. I already had these in the project using the old BEX method, but Graf's new DECORATE method made things a lot easier and in most cases, better as well).

The creators of all the editors I used to make this happen.

Sega for the excellent Sonic games, which this project was inspired by.

And of course, id software for the greatest game on earth!
Base: My creative mind (And lots of inspiration from a wide variety of sources)
Build time: 2 years (but with some periods of downtime)
Editor(s) used: WadAuthor, WinTex, DeHackEd, DeePsea, XWE, ZDBSP, Paint, PSP, MD2 Viewer, AudioRack, Audio Recorder, OggDrop XPd (Ogg Vorbis), FLAC, MooD, Doom Builder.
Bugs: One or two intro cameras don't go at the right height.

Minor HOM during the map 12 boss, but it's unavoidable and doesn't really affect anything anyway.

The final skybox portal on top of the mountain in map 12 doesn't display the view back in. (GZDoom only)

For some reason the railgun cone doesn't always appear when fired in map 20.
Rating: (196 votes)
Download here

Download mirrors: /idgames protocol:

View sonic.txt
This page was created in 0.00741 seconds