5-level hub, set in a variety of environments. You start in a command center, but explore medieval and techno-medieval areas as you uncover the secrets of the Temple of the Ancients.
These levels extensively use Q3A textures, and a few Q1 & Q2 textures. They also feature cool new skies, and scripting. ZDooM features include translucency, laser barriers, underwater environments, true elevators, colored lighting, fog, slippery surfaces (ice), quakes, 3D bridges, etc.
Notes: I take credit/flames for many of the runic signs. The original Q1Tex.wad contained 32*32 signs. Using these in MS Paint, I edited the symbols to create new, larger signs. The new animated water flats plus the additional ice/water flat are all mine.
Chris Pisarczyk AKA ChrisDragon (email@example.com) for his Quake3A textures in Q3afultx.wad, and weapon sprites in QDoom12.wad Derek MacDonald (firstname.lastname@example.org) for his Q1Tex.wad and Q2Tex.wad Rick Clark (email@example.com) (http://rickclark.20m.com/) for answering many ZDooM scripting questions, and Rick's tutorials Tarin (firstname.lastname@example.org) (http://www.paci-fist.net/doom/) for answering many ZDooM scripting questions, and Tarin's acsstuff.wad Tomi Rajala for his innovative Hell Factory (hellfact.wad), which contains some cool scripts The good people at DooMWorld forums (Fanatic, Lut, and many others) for their helpful advice and tips to all who ask Stian Skjondal (http://members.xoom.com/zerosignum, zsignal@organizer .net) for his skypack3.wad, which contains fantastic skyscapes. Team TNT (http://www.teamtnt.com) for the tree sprite in their Retres.wad Jonas Feragen (email@example.com) for his Christmas tree sprite in his excellent XMas Doom '99 Randy Heit (zdoom.notgod.com) for his incredible source port id Software for DooM, DooM2, Quake, Quake2, Q3A.
New levels from scratch (although I swiped some stuff from my earlier levels)
About 3 months (3-4 hours a day).
Map editing -- WadAuthor v1.30, an excellent utility Graphics editing and wad merging -- Wintex 4.3 Adjusting height of skies -- DEEP 97 Sprite & graphic editing -- MS Paint
These aren't true bugs, but they are anomalies. When underwater (or under lava), the grate textures do not appear colored, as do the rest of the textures. This probably has something to do with them having transparent sections.