Doom II: Purgatory (RELEASED!)

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PeskySaurus
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Doom II: Purgatory (RELEASED!)

Post by PeskySaurus » Wed Jan 29, 2014 2:34

SITE LINK: http://nukeman.activebb.net/t1642-doom- ... 4-released
DOWNLOAD LINK: https://www.mediafire.com/?mlhgl8ktclzra69
REQUIREMENTS: DOOM2.wad IWAD, OpenGL rendering (tested with Zandronum OpenGL rendering, and briefly with GZDoom.)

I've been working on this for a long time, (way too long. This would have taken you pros like a week, it's taken me 5 years.) It's basically just 9 levels for Doom II (8+1 secret level) designed to be played without jumping, classic Doom style. I don't even use Z-Look, ever (although that's not as bad as jumping.) Two "new" guns, and a new end boss, using various resources (Modified resources from Realm667 as well as Doom 64.) Of course there will be full credits listed with the .wad when it's released, for every texture, etc. used. Although this is Doom II, Doom 64 is my favorite Doom ever, (Doom 64 puzzles and atmosphere are incredibly unique,) and it definitely had an impact on how I designed my maps. I also try to be clever, really deep hidden secrets, yet with hints leading to them... and clever puzzles instead of just "hahaha lots of monsters is my .wad hard guys?" crap. Hopefully everyone that plays it enjoys it. Also, this only works with GZDoom or Skulltag with OpenGL (or Zandronum of course), because of things like skyboxes and possibly fog. At least in my experience.


SCREENSHOTS:
ImageImageImageImageImageImage

CREDITS/INFO:
[spoiler]This is Doom II: Purgatory, my 9 level set (8+1 secret level) for Doom II. There are new resources, including things sourced and edited functionally and visually from Realm667 and Doom 64/PSX Doom. There are also entirely new sounds and music (for intermission and boss.) Compared to the original Doom II, there are two new weapons, and one new monster, the boss Old Abaddon. One of the new guns is rare (it appears once in the entire campaign) and is a form of The Unmaker originally referred to in the "Doom Bible". This is designed to be played without jumping, because like classic Doom, it will break some of the puzzles. The map design is supposed to be challenging in the way that Doom 64 is, with puzzles and level flow rather than simply adding lots of monsters. There are a lot of secrets hidden in this campaign, as well as a secret level. I hope everyone that plays it enjoys it.


===========================================================================
Advanced engine needed : GZDoom, Zandronum or Skulltag with OpenGL
Primary purpose : Singleplayer + up to 4 player Cooperative
===========================================================================
Title : Doom II: Purgatory
Version Number : v1.0
Filename : PURGATORY.wad
Release date : 01/28/2014
Author : Corey H.
Email Address : southernrex@live.com
Other Files By Author : N/A
Misc. Author Info : N/A

Description : A new Doom II level set designed to be played without jumping (as that would break most of the puzzles.) Made with Single Player in mind; there are still 4 player starts for Cooperative, as well as deathmatch starts/items in every map.

Additional Credits to :
Lots of resources were used for this .wad, mostly from unassociated venues such as the Doom-mapping repository Realm667.com (Full credits listed below.))

TITLE ART -
Boris Vallejo

MAGNUM SHOTGUN -
Original data from realm667:
Submitted: Xim
Decorate: Xim
Sprites: 3D Realms
Sprite Edit: Xim
Sounds: Dudukrazy
Idea Base: Shotgun from Doom, Shotgun from Duke Nukem 64
(The code was edited from its original form, however.)

THE UNMAKER -
Graphics from Doom Depot's Doom 64 "The Absolution" TC.
MIDWAY and Doom Depot credits as listed in doom64_abstin.wad:
(MIDWAY)
LEAD PROGRAMMER:
Aaron Seeler
LEAD ARTIST & 3D MODELS:
Sukru Gilman
3D MODEL ANIMATION:
Laurent Bezault & Sukru Gilman
ARTISTS & ANIMATION:
Francisco Garcia & Andy Wilson
SOUND SYSTEM:
Scott Patterson
MUSIC & SOUNDS:
Aubrey Hodges
LEVEL DESIGN:
Randy Estrella, Tim Heydelaar & Danny Lewis
(Doom Depot)
COODRINATION, MUSIC & WEBSITE:
Elbryan42
GRAPHICS:
Elbryan42, Samuel Villarreal, Footman & Ghostpilot
LEVEL DESIGN:
Samuel Villarreal, Melfice, The_Doomer & Footman
CODING, SOUNDS & IMPLEMENTATION:
Samuel Villarreal
PALETTE:
Fredrik Johansson
SPECIAL THANKS:
Esco, X-Doom, Lutarez, FirebrandX, Jow, Whitetiger, Cory, id Software, The Midway Doom 64 Team

(The projectile fired from THE UNMAKER is based on the ETHEREAL SOUL.)
ETHEREAL SOUL -
Oiriginal data from Realm667:
Submitted: Neoworm
Decorate: Neoworm
GLDEFs: Ghastly Dragon, Sandypaper (Brightmaps)
Sounds: Id Software
Sprites: Id Software
Sprite Edit: Neoworm, Vader (projectiles)

OLD ABADDON -
Graphics combined and recoded together with new sound effects.

AZEZEL:
(Graphics where edited.)
Original data from Realm667:
Submitted: DBThanatos
Decorate: DBThanatos
GLDEFs: Ghastly Dragon
Sounds: Blizzard (Diablo)
Sprites: Vader
Sprite Edit: DBThanatos
Idea Base: Classical image of Baphomet

ARCHON OF HELL:
(Death sequence.)
Original data from Realm667:
Submitted: Tormentor667
Decorate: Eriance
GLDEFs: Ghastly Dragon, Sandypaper (Brightmaps)
Sounds: Id Software, Eriance
Sprites: Id Software, Midway, Eriance
Sprite Edit: Eriance
Idea Base: Hellstorm Archon of Hell


NEW LAMPS -
Original data from Realm667:
Submitted: Captain Toenail
Decorate: Captain Toenail
GLDefs: Captain Toenail
Sprites: ID Software, Rogue Entertainment
Sprite Edit: Captain Toenail

MARBLE COLUMNS -
Original data from Realm667:
Submitted: Tormentor667, Captain Toenail, ShadesMaster
Decorate: Gez
GLDefs: N/A
Sprites: id Software
Sprite Edit: Captain Toenail, Gez, ShadesMaster, Shtbag667

DOOM STATUES -
Original data from Realm667:
Submitted: MagicWazard
Decorate: JMAA
Sprites: Raven Software, id Software
Sprite Edit: JMAA, MagicWazard (Statues); Captain Toenail, Gez, ShadesMaster, Shtbag667 (Column Variants)
Idea Base: Statues from Hexen, Marble Column variants

FIRE PILLARS -
Original data from Realm667:
Submitted: zrrion the insect
Decorate: zrrion the insect
GLDefs: zrrion the insect
Sounds: N/A
Sprites: Id, Raven
Sprite Edit: zrrion the insect
Idea Base: Heretic's fire statue

MUSIC/FX -
Title and Level music is from PSX/64 Doom .wads originally written by Aubrey Hodges. Original music used in the intermission was composed by Anthony A. specifically for this level set. Sabine H. and Corey H. performed the audio for Old Abaddon. The Unmaker firing was an edited sound effect from the Doom series.


ADDITIONAL TEXTURES -

PSYREN TEXTURE PACK:
Original data from Realm667:
Author: Psyren
Submitted: Tormentor667

RECOLORED DOOM TEXTURE PACK:
Original data from Realm667:
Conversion: Nick Baker
Author: Nick Baker
Submitted: Tormentor667


ALIEN VS PREDATOR 2 TEXTURES:
Original data from Realm667:
Conversion: A Limes Zen Sky (with additional work by Ceeb)
Author: Monolith Productions
Submitted: Ceeb


TESTERS:
Thank you to everyone that helped give feedback and bug/balance test this before release:
Ryan C., Sabine H, "Vf_Blitz", "i_am_AcTive", Robert R., Anthony "Vironz" P., Erik D., Anthony A., and late testing "TheUnbeholden", and "Caleb13".



===========================================================================
* What is included *

New levels : 9 (8 + 1 Secret Level)
Sounds : Yes (Both new & from other sources credited above.)
Music : Yes (Both new & from other sources credited above.)
Graphics : Yes (Both new & from other sources credited above.)
Dehacked/BEX Patch : No
Demos : No
Other : Yes ("Nightmare!" skill is slightly easier.)
Other files required : N/A


* Play Information *

Game : DOOM2.wad
Map # : MAP01 - MAP09
Single Player : Designed as a Single Player campaign.
Cooperative 2-4 Player : Allows up to 4 players in Cooperative, although some players could break puzzles when working together.

Deathmatch 2-4 Player : Has Deathmatch items/spawns, but isn't ideal.
Other game styles : N/A
Difficulty Settings : Yes - Monsters and items are laid out with difficulties implemented for players of different skill level. All of them are identical to their iD Software equivalents except for "Nightmare!", which is slightly easier (e.g. 5 minute respawn time.)


* Construction *

Base : New from scratch.
Build Time : 6 years... Yeah... I know.
Editor(s) used : Doom Builder 2 (v2.1.0.1356)
Doom Builder (v1.68) (Before upgrading to DB2.)
SLumpEd (v0.7)
Paint Shop Pro 9 (v9.0)
Audacity (v2.0.4)
ENDOOMER (V1.0.1)

Known Bugs : Exiting MAP04 has crashed the game on me a few times, but it's very rare. It might be triggered if you cross both exit linedefs at the same time. In MAP05, one time the script tied to the Arachnatrons failed to run. I've never been able to get the bug to reproduce, so I'm not sure what caused it. Also, playing in cooperative can make some levels easier, as they can "cheat" some of the puzzles if working together.

May Not Run With : Vanilla Doom at all; ZDoom because of skyboxes.
Tested With : Zandronum (v1.2-r130826-1853) in OpenGL mode



* Copyright / Permissions *

Authors may NOT use the contents of this file as a base for
modification or reuse. Permissions have been obtained from original
authors for any of their resources modified or included in this file.


You MAY not distribute this file in any format.[/spoiler]
"Maybe one day I can figure it out, till then I just put another cigarette out, pull up a chair, open a brew, sit on the porch, and do what I do..." -Rehab

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