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- ===========================================================================
- Title : The City of The Damned : Apocalypse (v2.0)
- Filename : tcotd2.pk3
- Date Finished : November, 1st 2007 (v1.0)
- November, 2nd 2007 (v1.1)
- November, 9th 2007 (v1.12)
- December, 20th 2008 (v1.2)
- May, 18th 2011 (v1.21)
- October, 31st 2023 (v2.0)
- Author : Daniel "Tormentor667" Gimmer
- Web Page : http://www.realm667.com/
- Email Address : info@realm667.com
- Description : Prepare to descend into the abyss of "The City of The Damned 2," a haunting sequel to the unholy terror
- that was its predecessor. This nightmarish ZDoom map, infused with the sinister essence of Monolith's "Blood,"
- now emerges from the depths, cloaked in the eerie glow of dynamic lights and adorned with nightmarish
- enhancements, all in the haunting embrace of GZDoom.
- As you step into this accursed realm, brace yourself for a descent into madness. The very air is thick with dread,
- the city streets shrouded in perpetual darkness. Unholy forces conspire in the shadows, as malevolent zombies, deranged
- cultists, and diabolical demons lurk around every corner, their malevolence palpable.
- With trembling hands and pounding heart, you shall embark on a nightmarish odyssey where the line between the living
- and the damned blurs, and your very soul is at stake. Dare you enter this accursed city and confront the unspeakable
- horrors that await?
- Credits | Remaster v2.0 : AFADoomer for tree and grass movement shaders
- Blue Shadow for the custom SmallFont, poison/antidote mechanics, the alt HUD and misc ZScript work
- DBThanatos & Jimmy91 (for Thamuz)
- DoomJedi for Lantern pickup sprites and graphics for v2.0
- Gothic for a complete weapon overhaul, various improvements, betatesting for v2.0
- Graf Zahl for GZDoom
- Hotwax (for help with sound for pushable objects)
- Jekyll Grim Payne (for helping me to improve the special editon by adding numerous gameplay fixes and tips)
- MagicWazard for the antidote's sprites (edited by Blue Shadow)
- Nash Muhandes for ZScript conversion, full gameplay overhaul, gore and sound design for v2.0
- NightFright for the statusbar code for v2.0
- Ozymandias81 for some improvements (actors, HUD, optimizations) & quality control for v2.0
- Rogue Entertainment for the ghost-based enemies' "blood" particles.
- Rolls3d for Cyberbog and Tentacle sprites from BlooM (new Thamuz) and Hyperion
- Drugod for Cyberbog code base from BlooM (new Thamuz)
- Daniel Wienerson for Blood Voxels (taken from Blood - Coagulated), reworked by Ozymandias81 (off frames)
- Talon1024 for ZFontConverter tool
- TiberiumSoul for the Cistern and music concepts, sprites for the new Vulgar and the Ghoul and other ideas for his remaster that have been added
- Valve for Left 4 Dead
- WildWeasel (for a little sprite out of his WWHC-DIAZ weapon mod (pistol ammo) and help with the CustomPunch melee sound)
- amb_inside.ogg sourced from https://freesound.org/people/Kinoton/sounds/4218
- amb_outside.ogg sourced from https://www.youtube.com/watch?v=WUTUWwkMQFU
- Quake-style water warp shader from https://www.shadertoy.com/view/MsKXzD
- D_BOSS.ogg from Audiomachine - Wilderness Howl
- Credits | Legacy v1.2 : Bethesda Softworks for Daggerfall
- Capcom for Resident Evil (music and sounds)
- Chaoscentral (for the script that forces OpenGL)
- Cutmanmike (for help with acs & pushable actors)
- Enjay & Gez (for help with monster infighting & random script help)
- Enjay (some Dark Project textures from his "Thief" GZDoom effort)
- Eriance (for Apprentice, Death Incarnate, Hell Hound, Nightmare, Vulgar, Wraith, Cultist)
- KeksDose (for all the new actor GLDEFS again as well as testing and development feedback)
- Konami for Silent Hill
- Mechadon (for the ingame smallfont and bigfont)
- Monolith for Blood
- Neoworm & Eriance (for the flying pitchfork sprites)
- Neoworm (for Ethereal Soul & the dual pistol code and sprites)
- Neoworm/Wildweasel (fence texture in outdoor areas)
- Risen & Graf Zahl (for random script help)
- Scuba Steve (for the dead scientist sprites & some useful tips on how to enhance the gameplay)
- Shtbag555 (for web decorations)
- Skippy (for correct english grammar and improving the text files all over the place)
- SnowKate (technical ACS assistence)
- TheDarkArchon, HotWax & Graf Zahl (for help and tricks with the custom weapons code)
- Vader (for Soul Harvester, Shadow)
- ZBlood (for several Blood resources I was too lazy for ripping myself)
- Zippy (for special help and fixes with the custom weapons code)
- id Software for Doom
- Remaster features : An extensive overhaul 3 years in the making
- Improved progression and modern-style game design
- Combat tweaks with punchier weapons
- Bespoke(tm) gore effects by Nash Muhandes, made specifically for TCOTD2
- A journal to keep track of your objectives, as well any letters you've found
- A new, custom font to improve readability
- New areas to discover (city cistern, camping site, swamp)
- Expanded areas (new rooms in buildings, new shortcuts to avoid backtracking)
- New puzzles and quests
- A new item to help you anticipate the impending nightmares
- Unique ammo types for all weapons
- Fully localized text (available in english, german and italian)
- Improved user interface for reading letters
- Improved grammar and language
- High resolution letter images just for the sake of style
- Revamped monster cast (improved enemies, new enemies)
- Final boss variants depending on whether you choose the Path of Doom or the Road of Blood
- New final boss battle music
- New fullscreen HUD and a slightly customized alt HUD
- Improved player/actor scaling for fitting proportions
- Improved exclamation marks for quest objects and letters
- Judicious use of shaders for some sprites, and post processing
- Toggle-able fog and snow effects
- Optional weapon sway and strafe-tilting
- Voxels for some static decorations
- Converted most doors into Polyobjects for increased realism
- Faux volumetric lighting effects
- Displacement maps
- Widescreen support (21:9)
- Animated TITLEMAP instead of a static graphic
- Full color sprites and textures (no longer restricted to the Doom palette)
- Actor optimization and massive scripting cleanup
- Full coop support (GZDoom P2P multiplayer only; NOT Zandronum)
- Special: Finally you can visit the barn from the original TITLEPIC ;)
- Special thanks : Ozymandias81, Blue Shadow, Nash Muhandes for working with me on the Remaster.
- Without them, this wouldn't have been possible, you are amazing! -Tormentor667
- ===========================================================================
- * MULTIPLAYER INFORMATION *
- This mod fully supports cooperative play over GZDoom's peer-to-peer networking. To start multiplayer, you must start GZDoom either
- from the command line, or through a launcher, because certain parameters will have to be passed to GZDoom to enable multiplayer gaming.
- - First, make sure you are not placed behind a NAT by your ISP. The only way to find this out is to call your ISP.
- If you ARE behind a NAT, consider using a virtual LAN program like RadminVPN.
- - Next, be sure port forwarding is set up correctly for your router. The port to open for GZDoom is 5029.
- As the HOST, launch the game with the following parameters:
-
- -noautoload -iwad doom2.wad -file tcotd2.pk3 +skill 0 +sv_noplayerclip 1 -host 2
- Replace the number after +skill to set the difficulty, valid numbers are 0, 1 and 2 (Normal, Hard and Nightmare, respectively).
- -host 2 indicates the number of players to host, including yourself. To increase the number of players, simply increase the number (up to 8).
- Note that hosting more than 2 players over the internet may be unstable (but should be completely fine over physical LAN)
- As the CLIENT (joiner), launch the game with the following parameters:
- -noautoload -iwad doom2.wad -file tcotd2.pk3 -join <IP or network address of host>
- Note that some parameters are intentionally omitted from the client's parameters, which is fine as those parameters will be set by the host.
- * ABOUT MULTIPLAYER LOAD AND SAVE GAMES *
- To SAVE the game, one should open the console and type: save <name of save game>. This tends to be more reliable than using the menus to
- save the game. The save file should be created on all players' machines simultaneously.
- For example: "save tcotd2"
- This will create a file called tcotd2.zds on all machines (the file extension will automatically be added).
- To LOAD the saved games, then, it has to be done from the command prompt/launcher too (so you'll have to quit actively running games
- and restart the entire process of hosting and connecting). The parameters to load a saved game are:
- HOST
- -noautoload -iwad doom2.wad -file tcotd2.pk3 +skill 0 +sv_noplayerclip 1 -host 2 -loadgame <name of save game>
- CLIENT
- -noautoload -iwad doom2.wad -file tcotd2.pk3 -join <IP or network address of host> -loadgame <name of save game>
- ===========================================================================
- * Play Information *
- Maps : 1 (MAP01)
- Source Port : GZDoom 4.11.3 (or later)
- Single Player : Yes
- Cooperative 2-8 Player : Yes - balanced for 2 players, any more than 2 and the game becomes too easy (but 8 player starts are provided anyway)
- Deathmatch 2-8 Player : No
- Difficulty Settings : Yes - only in damage calculation and monster behavior. Monster count remains static across all difficulties
- New Sounds : Yes
- New Music : Yes
- New Graphics : Yes
- * Construction *
- Base : Scratch
- Build Time : v1.0 - 1 month
- v2.0 - 3 years (on/off)
- Editor(s) used : Adobe Photoshop, DoomBuilder, ACC, WinTex, XWE, DecX, SlumpEd, Slade, Ultimate DoomBuilder, GIMP, LameXP, Blender, Visual Studio Code,
- Notepad++, ZFontConverter
- Known Bugs : None
- * Copyright *
- You may use material from this project for your own projects as long as you credit the respective creators.
- You may use the code (ZScript, ACS) in this project for your own projects as long as you license all code under your project under GPL v3 (or later)
- You may upload this file somewhere else as long as this file stays included as it is.
- You may base projects on this resources and setting.
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