zdcmp1.txt 6.7 KB

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  1. Archive maintainer : This replaces the old version of this map
  2. ===========================================================================
  3. Title : The [ZDoom Community Map] Project "Take 1"
  4. Filename : zdoomcmp1.pk3
  5. Date Finished : August, 28th 2004
  6. Version 2.0 : July, 10th 2006
  7. Version 2.1 : July, 23rd 2006
  8. Authors & Contributors : BioHazard (mapping & credits)
  9. (in no special order) Giest118 (mapping & end boss)
  10. Xaser (mapping, scripting for version 2.0)
  11. Lexus Alyus (mapping & music)
  12. HotWax (mapping)
  13. Graf Zahl (mapping, bugfixing, scripting and DECORATing for version 2.0)
  14. Nanami (monsters)
  15. Nightmare (mapping & detailing)
  16. Enjay (mapping, bugfixing for version 2.0)
  17. Pablo Dictter (mapping)
  18. DD_133 (mapping)
  19. Grubber (mapping & weapons)
  20. Cccp_leha (mapping)
  21. Risen (gfx, compiling
  22. and Tormentor667 (mapping, gfx, detailing & project leader)
  23. Web Page : http://www.zdoom.org, especially http://forum.zdoom.org,
  24. what else?
  25. Look also for : The [ZDoom Community Map] Project "Take 2"
  26. Knee-Deep in ZDoom
  27. Description : One evening, just about 2 months ago, I had this idea of
  28. creating just one ZDoom map together with some other mappers
  29. and friends. Well, who else could be mor qualified as the
  30. ZDoom.org community itself? :) That was the day, when I opened
  31. a new thread over at the ZDoom forums and telling those
  32. people my plans, and the rest is just history which can be
  33. read over at:
  34. http://forum.zdoom.org/viewtopic.php?t=2935
  35. By the way, this is the longest thread ever in the history
  36. of Forums@ZDoom.org with over 1000 replies (no spam) and over
  37. 10.000 views, amazing, isn't it? :)
  38. Thx goes to all the contributors, they really worked hard
  39. and also very fast, so this could be released within one
  40. month of developement!
  41. This is an updated version that takes advantage of ZDoom 2.1.1's
  42. custom weapon support and replaces the DEHSUPP-based weapons that
  43. restricted the first version to ZDoom 2.0.63a only.
  44. It also features some gameplay enhancements in a few critical
  45. areas.
  46. 2.1 fixes the missing thunder sound that was accidentally omitted
  47. from 2.0.
  48. Technical Info : Some parts of the map might slow down your system, for example
  49. the "Outdoor Pump Area" or the large "Containment Area", beware
  50. of exploding RAM components and burning processors ;)
  51. Map Data : Vertices = 24047
  52. (we are proud for) Linedefs = 29395
  53. Sidedefs = 48586
  54. Sectors = 04524
  55. Things = 02078
  56. Thx goes to : id Software for DooM and Quake (Quake textures were used)
  57. Randy Heit for ZDoom, the best port ever!
  58. Perkristian for the hires Doom sound replacements
  59. ZDoom.org for being the host of our project
  60. Geocities.com for hosting our files
  61. Shame goes to : Also Geocities.com for the bandwidth limit >:|
  62. Remaster Thanks to : Ozymandias81 for cleaning things up and adding final
  63. touches wherever this was possible
  64. Salahmander2 for various map things and improvements
  65. Rolls3D for the new set of sprites for FreezeGun
  66. GussPrint for the new explosion effect sprites for NukeShot
  67. Talon1024 for additional shockwaves taken from Blade of Agony
  68. Remaster Features : Added a new statusbar (base by NightFright)
  69. Added new sprites for FreezeGun plus additional ammo for it
  70. Added widescreen graphics (incl. additional ones)
  71. Added a new palette
  72. Added dynamic lights (removed sector light effects)
  73. Added special effects (volumetric light, fire particles)
  74. Added improved smart weather effects (ember/nukage particles)
  75. Added enhanced shaders (underwater effects, heat shader, new torches)
  76. Added new brightmaps and gl-lights
  77. Added gore effects (modern Nashgore)
  78. Added hires sound effects in ogg format
  79. Added low-health effect
  80. Added footstep sounds with improved behavior (modern approach)
  81. Improved map aesthetics (texture choice, geometry, new effects)
  82. Converted decorate and old-decorate format to ZScript
  83. Improved colors for messages and statusbar graphics
  84. Conversion of the whole wad into a brand new pk3
  85. ===========================================================================
  86. * Play Information *
  87. Map # : Map01
  88. Source Port : ZDoom 2.1.1 and higher (http://zdoom.org/files/zdoom-2.1.1.zip) or GZDoom 1.0.16 and higher
  89. Single Player : Yes
  90. Cooperative 2-4 Player : Yes (tested and adjusted by BioHazard & HotWax)
  91. Deathmatch 2-4 Player : No
  92. Difficulty Settings : Yes
  93. New Sounds : Yes (ambient & monster sounds)
  94. New Music : Yes (great .IT from LexusAlyus)
  95. New Graphics : Yes (textures, sprites, gfx)
  96. * Construction *
  97. Base : Everything from scratch!
  98. Build Time : 1 1/2 Months, 24 hours a day ;)
  99. Editor(s) used : Adobe Photoshop, ZETH, DoomBuilder, ACC, WinTex, XWE, WadAuthor
  100. Known Bugs : None
  101. * Other Information *
  102. Where to Get : http://www.tormentor667.de and also at 3dgamers archive
  103. Copy Information : You ARE ALLOWED to use this map or the data in the wad
  104. itself as base to build additional levels, as long as you
  105. include the corresponding credits.