=========================================================================== Primary purpose : Single play =========================================================================== Title : Jamal Jones Trilogy Filename : JJE1_JUDGE.wad JJE1_JUDGE.deh JJE2_JURY.wad JJE2_JURY.deh JJE3_EXEC.wad JJE3_EXEC.deh Release date : June 1st, 2025 Author : Doomkid & Co, finalized by Mark Bloom & Cammy Email Address : [redacted] Other Files By Author : https://doomwiki.org/wiki/Doomkid#Body_of_work Description : The Jamal Jones Trilogy is the result of a mapping contest that I held from January 5th, 2022 to March 1st, 2022 to celebrate my 20th anniversary of Doom mapping (as of October 2021). I did a YouTube playthrough series of all the wonderful submissions I got - a whopping total of 54 maps!! - from March 8th through to June 12th. I played 'em all and had a great time, and the 3 winners (Michael Jensen, Rykzeon and Big Ol' Billy) were finally announced on June 23rd and paid a couple days later. On July 31st, at the very reasonable request of Cammy, work was started on 10 more maps for E3 to fill each episode out evenly. Most of the work was done by New Years 2023! After November 4th, 2023, Mark Bloom and Cammy took care of the trilogy to polish levels, fix bugs and prepare it for final release, results of which is in product before you. -Doomkid For mapper and music credits, check the text files of the individual episodes. =========================================================================== * DeHacked and Credits * Despite being 100% vanilla compatible, Jamal Jones has many substantial changes to the enemy roster. Monsters : Plasma Guy (replaces Spectre) - Attacks like a much slower Arachnotron. HP = 90 Sprites - id Software (chaingunner), Xim and David G (Rifle Commando), TommyGalano5 (Rifle Commando 8 rotation edit), Doomkid (coloration), Tormentor667, Captain Toenail, Ghastly Dragon (plasma rifle for Plasma Zombie), Captain Toenail (helmet from Z Sec), Mark Bloom (polish). Hazmat Guy (replaces WolfSS) - Acts the same, except new sprites and sounds! HP = 50 Sprites - id Software (wolfSS), Doomkid (color and edit), Mark Bloom (polish). Alien Imp (replaces Commander Keen) - Sturdy as hell, but that's a good thing. Hurls a Baron and Imp fireball in quick succession. Walks faster than his weaker cousin. HP = 130. Sprites - id Software (imp), Vader(Skulltag Dark Imp), ItsNatureToDie (editing), Doomkid (palette swap), Nanami (recolor for alt attack sprites), Mark Bloom (polish). Blind Pinky (replaces Pinky Demon) - Has the same health as always, but charges quite a bit faster now! HP = 150 Sprites - id Software (Demon), HorrorMovieRei (editing), Mark Bloom (polish). Toxicacodemon (replaces Cacodemon) - A little more aggressive than a standard tomato, and spits a toxic Baron ball rather than a standard Caco ball. HP = 400 Sprites - id Software (Cacodemon), Doomkid (recolor), Blue Phoenix (polish), Cammy (death animation). Flame Caco (replaces Pain Elemental) - He spits deadly flame at close range, but don't let his followup fireball catch you off guard! HP = 550 Sprites - id Software (Cacodemon), Doomkid (recolor), Blue Phoenix (polish), Cammy (death animation and alert sound). Mancubus - Despite not having any changes in behaviour, his hitbox is around 20% thinner, making it easier to land a melee hit on him. HP = 600 Sprites - id Software (Mancubus), Amuscaria (face of Corpulent), Mark Bloom (editing). Arachnotron - Hitbox size reduced by 25%. HP = 500 Sprites - id Software (beta arachnotron), Amuscaria (Aracknight), Mark Bloom (editing). Revenant - Works exactly as it always was except every missile in homing now. HP = 300 Sprites - id Software (Revenant), Amuscaria (Draugr), Freedoom (missile), Mark Bloom (editing). Of course, many of the classic enemies remain untouched: Zombieman - 40 HP Sprites - id Software (Zombieman), Doomkid and Mark Bloom (editing). Shotgunner - 60 HP Sprites - id Software (Shotgun guy), Melodica and Mark Bloom (editing), Ghastly_dragon and Xim (quad-shotgun zombie for pants and color inspiration). Chaingunner - 80 HP Sprites - id Software (Chaingunner), Doomkid and Mark Bloom (editing). Imp - 60 HP Sprites - id Software (imp), Vader(Skulltag Dark Imp), ItsNatureToDie (editing), Doomkid and Mark Bloom (editing), Midway Games (Doom 64 fireball sprites). Lost Soul - 100 HP Sprites - id Software (beta lost soul), MagicWazard (Phantasm), Mark Bloom (recolor and polish). Hell Knight - 500 HP Sprites - id Software (Baron of hell), Blue Phoenix and Mark Bloom (recolor and polish). Baron of Hell - 1000 HP Sprites - id Software (Baron of hell), Blue Phoenix and Mark Bloom (recolor and polish). Archvile - 700 HP Spiderdemon - 3000 HP Cyberdemon - 4000 HP. Attack frames are properly rendered in fullbright. Weapons : The lower-tier weapons have also received some nice upgrades: - The pistol is now a tougher, faster, and perfectly accurate Rifle; - The fists are now a Bayonet with quadruple the damage; - Chainsaw, Shotgun, Chaingun and Rocket Launcher have all received a slight increase to their rate of fire; - New weapon sprites from Alpha Doom and Freedoom, edited by Doomkid, Blue Phoenix and Mark Bloom. Other : New artifacts, decorations and teleporter fog are from Doom, Alpha Doom, Freedoom, Quake and Doom 64 edited by Doomkid, Cammy and Mark Bloom. Additional item sprites credits: FuzzyBlaze, Mor'ladim. Textures were taken from "High Res Textures w/o the High Res" by 40oz with credits to Kurikai for maintaining the JDTP, DoomCity by Shamus Young, Duke Nukem 3D, FreeDoom, Final Doom, and Alpha Doom. TEKGREN and switches editing by Cammy and Mark Bloom. Fonts are from Freedoom and Duke Nukem 3D (3D Realms). Edited by Mark Bloom. Main menu, intermission screen etc by Doomkid, Mark Bloom and Cammy. UI edits by Mark Bloom. Custom SFX by Raven Software (Heretic), Midway Games (PS Doom) and Cammy. Level testing and vanilla compatibility assurance by Arsinikk, galileo31dos01, Inuk, Michael Jensen, Hasamnas, Spie812, and Insaneprophet. The DeHackEd work, MAPINFO lumps, wad compilation and other general odds and ends were done by Doomkid, with a little help from my friends (who help me get by / high). =========================================================================== * What is included * New levels : 3 megawads with 22 vanilla-compatible levels each Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : Yes Demos : Yes Other : JJ_WHUD.wad, an optional widescreen status bar Other files required : None * Play Information * Game : Doom 2 Map # : Map01-Map21, Map31, Map32 Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : Player starts only Other game styles : None Difficulty Settings : Yes * Construction * Base : Rowdy Rudy 1&2 Build Time : 3 years Editor(s) used : Ultimate Doom Bulder, Doombuilder 2, SLADE 3, WhackEd4 and various Nodebuilders Known Bugs : - Some maps can have visplane overflow out of bounds, which can lead to crash using noclip cheat. - Some maps with large monster count can hit sprite limit, not rendering some monsters/projectiles during big fights. - e1m20 can ran out of memory and crash in DOS Doom and Chocolate Doom when pressing exit switch. - e2m4 can have a lot of slime trails in some renderers. - e2m15 drawseg overflow can occur in blue key area in co-op mode. - e3m1 red key room can have unintentional effect in hardware renderers. - e3m10 linedef skips may softlock map. - Following maps affected by Savegame size limit: e1m16, e1m17, e1m19, e1m20, e1m31, e1m32, e2m5, e2m8, e2m10, e2m11, e2m12, e2m13, e2m14, e2m16, e2m18, e2m20, e2m32, e3m18, e3m19, e3m20 May Not Run With : ZDoom v2.4.1 and its forks due to GAMEINFO lump bug Tested With : Chocolate Doom, Chrispy Doom, PrBoom+, DSDA-Doom, ZDoom, GZDoom, Zandronum, Eternity Engine * Copyright / Permissions * This work is licensed under the Creative Commons Attribution 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/ You are free to copy and redistribute the material in any medium or format; and remix, transform, and build upon the material for any purpose, even commercially. If you do so, you must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors