tcotd2.txt 13 KB

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  1. ===========================================================================
  2. Title : The City of The Damned : Apocalypse (v2.0)
  3. Filename : tcotd2.pk3
  4. Date Finished : November, 1st 2007 (v1.0)
  5. November, 2nd 2007 (v1.1)
  6. November, 9th 2007 (v1.12)
  7. December, 20th 2008 (v1.2)
  8. May, 18th 2011 (v1.21)
  9. October, 31st 2023 (v2.0)
  10. Author : Daniel "Tormentor667" Gimmer
  11. Web Page : http://www.realm667.com/
  12. Email Address : info@realm667.com
  13. Description : Prepare to descend into the abyss of "The City of The Damned 2," a haunting sequel to the unholy terror
  14. that was its predecessor. This nightmarish ZDoom map, infused with the sinister essence of Monolith's "Blood,"
  15. now emerges from the depths, cloaked in the eerie glow of dynamic lights and adorned with nightmarish
  16. enhancements, all in the haunting embrace of GZDoom.
  17. As you step into this accursed realm, brace yourself for a descent into madness. The very air is thick with dread,
  18. the city streets shrouded in perpetual darkness. Unholy forces conspire in the shadows, as malevolent zombies, deranged
  19. cultists, and diabolical demons lurk around every corner, their malevolence palpable.
  20. With trembling hands and pounding heart, you shall embark on a nightmarish odyssey where the line between the living
  21. and the damned blurs, and your very soul is at stake. Dare you enter this accursed city and confront the unspeakable
  22. horrors that await?
  23. Credits | Remaster v2.0 : AFADoomer for tree and grass movement shaders
  24. Blue Shadow for the custom SmallFont, poison/antidote mechanics, the alt HUD and misc ZScript work
  25. DBThanatos & Jimmy91 (for Thamuz)
  26. DoomJedi for Lantern pickup sprites and graphics for v2.0
  27. Gothic for a complete weapon overhaul, various improvements, betatesting for v2.0
  28. Graf Zahl for GZDoom
  29. Hotwax (for help with sound for pushable objects)
  30. Jekyll Grim Payne (for helping me to improve the special editon by adding numerous gameplay fixes and tips)
  31. MagicWazard for the antidote's sprites (edited by Blue Shadow)
  32. Nash Muhandes for ZScript conversion, full gameplay overhaul, gore and sound design for v2.0
  33. NightFright for the statusbar code for v2.0
  34. Ozymandias81 for some improvements (actors, HUD, optimizations) & quality control for v2.0
  35. Rogue Entertainment for the ghost-based enemies' "blood" particles.
  36. Rolls3d for Cyberbog and Tentacle sprites from BlooM (new Thamuz) and Hyperion
  37. Drugod for Cyberbog code base from BlooM (new Thamuz)
  38. Daniel Wienerson for Blood Voxels (taken from Blood - Coagulated), reworked by Ozymandias81 (off frames)
  39. Talon1024 for ZFontConverter tool
  40. 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
  41. Valve for Left 4 Dead
  42. WildWeasel (for a little sprite out of his WWHC-DIAZ weapon mod (pistol ammo) and help with the CustomPunch melee sound)
  43. amb_inside.ogg sourced from https://freesound.org/people/Kinoton/sounds/4218
  44. amb_outside.ogg sourced from https://www.youtube.com/watch?v=WUTUWwkMQFU
  45. Quake-style water warp shader from https://www.shadertoy.com/view/MsKXzD
  46. D_BOSS.ogg from Audiomachine - Wilderness Howl
  47. Credits | Legacy v1.2 : Bethesda Softworks for Daggerfall
  48. Capcom for Resident Evil (music and sounds)
  49. Chaoscentral (for the script that forces OpenGL)
  50. Cutmanmike (for help with acs & pushable actors)
  51. Enjay & Gez (for help with monster infighting & random script help)
  52. Enjay (some Dark Project textures from his "Thief" GZDoom effort)
  53. Eriance (for Apprentice, Death Incarnate, Hell Hound, Nightmare, Vulgar, Wraith, Cultist)
  54. KeksDose (for all the new actor GLDEFS again as well as testing and development feedback)
  55. Konami for Silent Hill
  56. Mechadon (for the ingame smallfont and bigfont)
  57. Monolith for Blood
  58. Neoworm & Eriance (for the flying pitchfork sprites)
  59. Neoworm (for Ethereal Soul & the dual pistol code and sprites)
  60. Neoworm/Wildweasel (fence texture in outdoor areas)
  61. Risen & Graf Zahl (for random script help)
  62. Scuba Steve (for the dead scientist sprites & some useful tips on how to enhance the gameplay)
  63. Shtbag555 (for web decorations)
  64. Skippy (for correct english grammar and improving the text files all over the place)
  65. SnowKate (technical ACS assistence)
  66. TheDarkArchon, HotWax & Graf Zahl (for help and tricks with the custom weapons code)
  67. Vader (for Soul Harvester, Shadow)
  68. ZBlood (for several Blood resources I was too lazy for ripping myself)
  69. Zippy (for special help and fixes with the custom weapons code)
  70. id Software for Doom
  71. Remaster features : An extensive overhaul 3 years in the making
  72. Improved progression and modern-style game design
  73. Combat tweaks with punchier weapons
  74. Bespoke(tm) gore effects by Nash Muhandes, made specifically for TCOTD2
  75. A journal to keep track of your objectives, as well any letters you've found
  76. A new, custom font to improve readability
  77. New areas to discover (city cistern, camping site, swamp)
  78. Expanded areas (new rooms in buildings, new shortcuts to avoid backtracking)
  79. New puzzles and quests
  80. A new item to help you anticipate the impending nightmares
  81. Unique ammo types for all weapons
  82. Fully localized text (available in english, german and italian)
  83. Improved user interface for reading letters
  84. Improved grammar and language
  85. High resolution letter images just for the sake of style
  86. Revamped monster cast (improved enemies, new enemies)
  87. Final boss variants depending on whether you choose the Path of Doom or the Road of Blood
  88. New final boss battle music
  89. New fullscreen HUD and a slightly customized alt HUD
  90. Improved player/actor scaling for fitting proportions
  91. Improved exclamation marks for quest objects and letters
  92. Judicious use of shaders for some sprites, and post processing
  93. Toggle-able fog and snow effects
  94. Optional weapon sway and strafe-tilting
  95. Voxels for some static decorations
  96. Converted most doors into Polyobjects for increased realism
  97. Faux volumetric lighting effects
  98. Displacement maps
  99. Widescreen support (21:9)
  100. Animated TITLEMAP instead of a static graphic
  101. Full color sprites and textures (no longer restricted to the Doom palette)
  102. Actor optimization and massive scripting cleanup
  103. Full coop support (GZDoom P2P multiplayer only; NOT Zandronum)
  104. Special: Finally you can visit the barn from the original TITLEPIC ;)
  105. Special thanks : Ozymandias81, Blue Shadow, Nash Muhandes for working with me on the Remaster.
  106. Without them, this wouldn't have been possible, you are amazing! -Tormentor667
  107. ===========================================================================
  108. * MULTIPLAYER INFORMATION *
  109. This mod fully supports cooperative play over GZDoom's peer-to-peer networking. To start multiplayer, you must start GZDoom either
  110. from the command line, or through a launcher, because certain parameters will have to be passed to GZDoom to enable multiplayer gaming.
  111. - 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.
  112. If you ARE behind a NAT, consider using a virtual LAN program like RadminVPN.
  113. - Next, be sure port forwarding is set up correctly for your router. The port to open for GZDoom is 5029.
  114. As the HOST, launch the game with the following parameters:
  115. -noautoload -iwad doom2.wad -file tcotd2.pk3 +skill 0 +sv_noplayerclip 1 -host 2
  116. Replace the number after +skill to set the difficulty, valid numbers are 0, 1 and 2 (Normal, Hard and Nightmare, respectively).
  117. -host 2 indicates the number of players to host, including yourself. To increase the number of players, simply increase the number (up to 8).
  118. Note that hosting more than 2 players over the internet may be unstable (but should be completely fine over physical LAN)
  119. As the CLIENT (joiner), launch the game with the following parameters:
  120. -noautoload -iwad doom2.wad -file tcotd2.pk3 -join <IP or network address of host>
  121. Note that some parameters are intentionally omitted from the client's parameters, which is fine as those parameters will be set by the host.
  122. * ABOUT MULTIPLAYER LOAD AND SAVE GAMES *
  123. 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
  124. save the game. The save file should be created on all players' machines simultaneously.
  125. For example: "save tcotd2"
  126. This will create a file called tcotd2.zds on all machines (the file extension will automatically be added).
  127. 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
  128. and restart the entire process of hosting and connecting). The parameters to load a saved game are:
  129. HOST
  130. -noautoload -iwad doom2.wad -file tcotd2.pk3 +skill 0 +sv_noplayerclip 1 -host 2 -loadgame <name of save game>
  131. CLIENT
  132. -noautoload -iwad doom2.wad -file tcotd2.pk3 -join <IP or network address of host> -loadgame <name of save game>
  133. ===========================================================================
  134. * Play Information *
  135. Maps : 1 (MAP01)
  136. Source Port : GZDoom 4.11.3 (or later)
  137. Single Player : Yes
  138. 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)
  139. Deathmatch 2-8 Player : No
  140. Difficulty Settings : Yes - only in damage calculation and monster behavior. Monster count remains static across all difficulties
  141. New Sounds : Yes
  142. New Music : Yes
  143. New Graphics : Yes
  144. * Construction *
  145. Base : Scratch
  146. Build Time : v1.0 - 1 month
  147. v2.0 - 3 years (on/off)
  148. Editor(s) used : Adobe Photoshop, DoomBuilder, ACC, WinTex, XWE, DecX, SlumpEd, Slade, Ultimate DoomBuilder, GIMP, LameXP, Blender, Visual Studio Code,
  149. Notepad++, ZFontConverter
  150. Known Bugs : None
  151. * Copyright *
  152. You may use material from this project for your own projects as long as you credit the respective creators.
  153. 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)
  154. You may upload this file somewhere else as long as this file stays included as it is.
  155. You may base projects on this resources and setting.