=========================================================================== Title : The Smoking Dog [part2] Files : tsdpt2.wad tsdpt2.txt unfvani.zip Date : December 4, 2024 Author : Pablo Dictter Email Address : [redacted] website : www.doom2.net/schlemiel Description : 7 levels for zdoom [udmf format] + secret map Credits to : Damian Lee for & Tobias Münch for testing & commenting on these maps as i worked on them through the ages [10+ years now]. to the idgames maintainers and the devs behind the tools we all use and love. and id for doom of course. =========================================================================== * Information * Game : doom2 Source Port : lzdoom 3.88b Map # : map01-07 + 99 Single Player : Yes Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Difficulty Settings : Yes [skills 2 & 4 were prioritized] New Sounds : Yes [just a few] New Graphics : Yes New Music : Yes * Construction * Base : new levels from scratch Build Time : a very long time [more off time than proper mapping] Editor(s) used : doombuilder 1 & 2 + ultimate db + eureka + hellmaker [macos9] + deepbsp Known Bugs : did my best to have it be bug free but no one is perfect. * some notes * map01 is devoid of any gameplay or items [except for the automap powerup and the few medikits in the exit area] - all you have to do is find the exit [there is an alt entrance to get inside faster if you explore]. you can always use "nextmap" on the console and skip it. the idea was to have a start that felt like yet another cyberdemon boss fight, but the aftermath of it. like a "calm before the storm" type thing dumb idea but the real reason is that i was too lazy to re-do the level itself with a layout that made sense for gameplay. lol. being made for zdoom you can jump and crouch all you want. levels were made without jumping in mind so you wont need to but there will be a few spots that you'll have to use it [to get out of one or two pits for example]. maps were only tested with lzdoom 3.88b [its the closest to og zdoom for me]. there could be issues with gameplay mods, but probably not? i dont use them so i cant say, with the wad having new enemies and all - the same could be said about playing these maps with the 3d accelerated rendering but again, no idea, again, im stubborn and i only use software mode on lzdoom, so if things start to glitch out or maybe look off with opengl, then now you know. the unfinished folder has 3 vanilla versions of these maps with unfinished gameplay. at one point i had the idea of having this all be for vanilla doom and that didnt last long, but decided to include these 3 maps as a what could have been. * CREDITS * a few textures from gothicdm2, a bunch from the doom alphas [took me ages to figure out deutex would extract these] sprites from heretic and hexen [like hanging skulls, stalactites, trees, mushrooms, etc] - some edited like variations of the brown tree from hexen, and the glorious strife chunky gib sprites. i am unsure where the dsand flat texture came from, but credit goes to them of course. i collected these way back then, my txt with proper credits is lost sadly :'( sprites/textures from the Doom2 alpha resource dump romero released, some sound files from hexen as well from a game called you are empty, yellow torch from skulltag, and i did tons of edits of sprites and texture edits from the D2 wad, too many too list cause im lazy. everyone that replied to my questions on the zdoom forums back then [around mid/late 2000s to early '10s] - cant remember who they were [got blocked out of my account ages ago for forgetting the password, lol] but many helpful homies answering my dumb questions. * Copyright / Permissions * Authors MAY NOT use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format as long as you include this file intact.