Thread View: alt.games.doom
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Started by cs99cjb
Sun, 23 Mar 2014 14:33
Extensively revamped Doom WAD (mostly) authored on RISC OS
Author: cs99cjb
Date: Sun, 23 Mar 2014 14:33
Date: Sun, 23 Mar 2014 14:33
22 lines
3204 bytes
3204 bytes
Last night I released a painstakingly revamped version of my Sewage Works PWAD for Doom II. Synopsis: A sewage works in your hometown has fallen prey to the demons that invaded planet Earth. Having been parachuted into the heart of the complex, it is your job to clean up. There is a disgusting odour in the air, and it isn't just the smell of unprocessed sewage putrefying in the sunshine. If you beat the demonic invaders then you will have to find your own way out. Local human survivors say that the main entrance has been barricaded or damaged; the old sewer tunnels are perilous but may be your only alternative. Main changes: - Created new areas to explore, expanded existing areas and completely redesigned the street section. - Revamped the scale of textures and geometry for greater realism. - Five new secret areas to discover. - Modified the map to avoid exceeding static limitations of vanilla Doom, such as on the maximum number of visplanes that can be rendered without crashing. This PWAD has been tested with Chocolate Doom (using the -merge option on the command line) and therefore should not exceed any of the static limitations of the vanilla Doom engine. However, I recommend instead using ZDoom or any other source port that fixes the bug where monsters get stuck in doorways. I'm cross-posting this announcement to comp.sys.acorn.games because I did most of the map editing using Lee Noar's RISC OS port of DETH (later switching to Pascal vd Heiden's Doom Builder on Windows) and created new textures using Alex Macfarlane Smith's DoomWAD application, Rob Davison's "Variations" application, and the humble "Paint". On RISC OS, the PWAD works well with Jeffrey Doggett's source port. It is also compatible with Eddie Edwards & Justin Fletcher's Acorn Doom but your game playing experience may be marred by a bug relating to double-sided linedefs with the 'block sound' flag set (the first such linedef encountered by a sound blocks it). Screenshots and a download link are here: http://www.starfighter.acornarcade.com/mysite/doom.htm#works I hope you enjoy it. Feedback is welcome.
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