The City of The Damned : Apocalypse

The City of The Damned : Apocalypse

The successor of "The City of The Damned", a ZDoom map featuring resources from the Monolith game "Blood", this time featuring dynamic lights and other nifty...

Filenames
tcotd21me.pk3
Size
24.44 MB
MD5
e1c2a43b868e0435b25d4186851fd429
SHA-1
17e507ea4f5c82d54db9b5a2103923aab3159688
SHA-256
b3f23f18025da52204d758d830038d1cf505e602cffd4a48576fcf74d4fc4b1a
WAD Type
PK3
IWAD
Unknown
Engines
GZDoom
Lumps
11
Maps
MAP01, map_gl

Read Me

===========================================================================
Title                   : The City of The Damned : Apocalypse
Version			: v1.21 SE
Filename                : tcotd2.pk3
Date Finished           : November, 1st 2007
Version v1.1		: November, 2nd 2007
Version v1.12		: November, 9th 2007 (GZDoom Hotfix)
Version v1.2 ME		: December, 20th 2008
Version v1.21 ME	: May, 18th 2011 (Widescreen fixes)
Author                  : Daniel "Tormentor667" Gimmer
Web Page                : http://www.realm667.com/
			  http://www.tormentor667.de/
Previous Work		: The Ultimate Torment & Torture
			  Original Torment & Torture Series
			  X-Mas Deathmatch
			  Map01 Remixes Compilation
			  The City of the Damned
			  Sapphire - Orbital Research
			  Knee-Deep in ZDoom (KDiZD)
			  Ultimate Torment & Torture : Invasion
			  Community Chest 3 Contribution (1x)
			  ZPack Contributions (3x)
			  Sabbat Martyr II Contributions (2x)

Look also for		: The soon to be released...
				Netherworld : A Cursed Legacy
				X-Mas Deathmatch 2
				Perforated Entrails : Renaissance
				Stronghold (working title)
			 	Sapphire 2

Email Address           : [email protected]

Description             : The successor of "The City of The Damned", a ZDoom map
			  featuring resources from the Monolith game "Blood", this
			  time featuring dynamic lights and other nifty sourceport
			  additions in GZDoom. Expect a moody, dark and scary city
			  filled with zombies, cultists and evil demons.

Important Info		: If you get stuck while reading one of the messages
			  and notes lying around, use the defined key for
			  killing the message screen. Default is "K".

Weapon Info		: Some weapons have alternate fire that may help
			  you against special demons and enemies, so use'em!

GZDoom Settings		: Lightning Mode MUST be "Doom" style
			  Gamma Correction & Ambient Light
			   if the map is too dark with your monitor, simply adjust
			   the gamma settings or the ambient light level settings.
			   It's impossible to take care on every single person if
			   you only use light values below 100 so I fully leave
			   it up to, just make sure that it is not too bright ;)			   
				
Credits & Special Thx   : id Software for Doom			   
			  Monolith for Blood
			   Textures, sprites, music & sounds
			  Graf Zahl for GZDoom	
			  Capcom for Resident Evil 
			   Ingame music & sounds
			  Konami for Silent Hill
			  Bethesda Softworks for Daggerfall
			   Some sprites for ingame decoration
			  Neoworm/Wildweasel
			   Fence texture in outdoor areas
			  Cutmanmike
		 	   for help with acs & pushable actors
			  Enjay
			   Some Dark Project textures from 
			   his "Thief" GZDoom effort
			  SnowKate
			   Technical ACS Assistence
			  Mechadon
			   for the ingame smallfont and bigfont
			  Shtbag555
			   for web decorations´
			  Scuba Steve
			   for the dead scientist sprites & some useful
			   tipps on how to enhance the gameplay
			  Eriance
			   for Apprentice, Death Incarnate, Hell Hound,
			   Nightmare, Vulgar, Wraith, Cultist
			  Neoworm
			   for Ethereal Soul & the dual pistol code
			   and sprites
			  Vader
			   for Soul Harvester, Shadow
			  DBThanatos & Jimmy91
			   for Thamuz
			  KeksDose
			   for all the new actor GLDEFS again as well as
			   testing and development feedback.
			  TheDarkArchon, HotWax & Graf Zahl
			   for help and tricks with the custom weapons code.
			  Zippy	
			   for special help and fixes with the custom weapons
			   code.
			  Nash
			   for Nash Gore effects
			  Chaoscentral
			   for the script that forces OpenGL
			  ZBlood
			   for several Blood resources I was too lazy for
			   ripping myself
			  Hotwax 
		  	   for help with sound for pushable objects
			  WildWeasel
			   for a little sprite out of his WWHC-DIAZ weapon
			   mod (pistol ammo) and help with the CustomPunch
			   melee sound.
			  Neoworm & Eriance
			   for the flying pitchfork sprites
                          Enjay & Gez
			   for help with monster infighting & random
			   script help
			  Risen & Graf Zahl
			   for random script help
			  Skippy
			   for correct english grammar and improving
			   the text files all over the place
			  Jekyll Grim Payne
			   for helping me to improve the special editon
			   by adding numerous gameplay fixes and tips
			  Everyone else I forgot and who helped me in the
			   public beta test phase. Thx guys, you made this
			   so much better!
			  
===========================================================================

* Play Information *

Maps                    : 01 (MAP01)
Source Port		: GZDoom 
Single Player           : Yes
Cooperative 2-8 Player  : No
Deathmatch 2-8 Player   : No
Difficulty Settings     : Yes
New Sounds              : Yes
New Music               : Yes
New Graphics            : Yes


* Construction *

Base                    : From Scratch
Build Time              : From September 29th till November 1st
			  approx. 1 month
Editor(s) used          : Adobe Photoshop, DoomBuilder, ACC, WinTex, XWE, DecX, SlumpEd
Known Bugs              : Read "GZDoom Settings" (top)		


* Other Information *

Where to Get		: http://www.realm667.com/
			  http://www.doomworld.com/idgames/
Copy Information	: You may use material from this project for your own
			  projects as long as you credit the respective creators
			  You may upload this file somewhere else as long as
			  this file stays included as it is
			  You may base projects on this resources and setting
===========================================================================
Title                   : The City of The Damned : Apocalypse
Version			: v1.21 SE
Filename                : tcotd2.pk3
Date Finished           : November, 1st 2007
Version v1.1		: November, 2nd 2007
Version v1.12		: November, 9th 2007 (GZDoom Hotfix)
Version v1.2 ME		: December, 20th 2008
Version v1.21 ME	: May, 18th 2011 (Widescreen fixes)
Author                  : Daniel "Tormentor667" Gimmer
Web Page                : http://www.realm667.com/
			  http://www.tormentor667.de/
Previous Work		: The Ultimate Torment & Torture
			  Original Torment & Torture Series
			  X-Mas Deathmatch
			  Map01 Remixes Compilation
			  The City of the Damned
			  Sapphire - Orbital Research
			  Knee-Deep in ZDoom (KDiZD)
			  Ultimate Torment & Torture : Invasion
			  Community Chest 3 Contribution (1x)
			  ZPack Contributions (3x)
			  Sabbat Martyr II Contributions (2x)

Look also for		: The soon to be released...
				Netherworld : A Cursed Legacy
				X-Mas Deathmatch 2
				Perforated Entrails : Renaissance
				Stronghold (working title)
			 	Sapphire 2

Email Address           : [email protected]

Description             : The successor of "The City of The Damned", a ZDoom map
			  featuring resources from the Monolith game "Blood", this
			  time featuring dynamic lights and other nifty sourceport
			  additions in GZDoom. Expect a moody, dark and scary city
			  filled with zombies, cultists and evil demons.

Important Info		: If you get stuck while reading one of the messages
			  and notes lying around, use the defined key for
			  killing the message screen. Default is "K".

Weapon Info		: Some weapons have alternate fire that may help
			  you against special demons and enemies, so use'em!

GZDoom Settings		: Lightning Mode MUST be "Doom" style
			  Gamma Correction & Ambient Light
			   if the map is too dark with your monitor, simply adjust
			   the gamma settings or the ambient light level settings.
			   It's impossible to take care on every single person if
			   you only use light values below 100 so I fully leave
			   it up to, just make sure that it is not too bright ;)			   
				
Credits & Special Thx   : id Software for Doom			   
			  Monolith for Blood
			   Textures, sprites, music & sounds
			  Graf Zahl for GZDoom	
			  Capcom for Resident Evil 
			   Ingame music & sounds
			  Konami for Silent Hill
			  Bethesda Softworks for Daggerfall
			   Some sprites for ingame decoration
			  Neoworm/Wildweasel
			   Fence texture in outdoor areas
			  Cutmanmike
		 	   for help with acs & pushable actors
			  Enjay
			   Some Dark Project textures from 
			   his "Thief" GZDoom effort
			  SnowKate
			   Technical ACS Assistence
			  Mechadon
			   for the ingame smallfont and bigfont
			  Shtbag555
			   for web decorations´
			  Scuba Steve
			   for the dead scientist sprites & some useful
			   tipps on how to enhance the gameplay
			  Eriance
			   for Apprentice, Death Incarnate, Hell Hound,
			   Nightmare, Vulgar, Wraith, Cultist
			  Neoworm
			   for Ethereal Soul & the dual pistol code
			   and sprites
			  Vader
			   for Soul Harvester, Shadow
			  DBThanatos & Jimmy91
			   for Thamuz
			  KeksDose
			   for all the new actor GLDEFS again as well as
			   testing and development feedback.
			  TheDarkArchon, HotWax & Graf Zahl
			   for help and tricks with the custom weapons code.
			  Zippy	
			   for special help and fixes with the custom weapons
			   code.
			  Nash
			   for Nash Gore effects
			  Chaoscentral
			   for the script that forces OpenGL
			  ZBlood
			   for several Blood resources I was too lazy for
			   ripping myself
			  Hotwax 
		  	   for help with sound for pushable objects
			  WildWeasel
			   for a little sprite out of his WWHC-DIAZ weapon
			   mod (pistol ammo) and help with the CustomPunch
			   melee sound.
			  Neoworm & Eriance
			   for the flying pitchfork sprites
                          Enjay & Gez
			   for help with monster infighting & random
			   script help
			  Risen & Graf Zahl
			   for random script help
			  Skippy
			   for correct english grammar and improving
			   the text files all over the place
			  Jekyll Grim Payne
			   for helping me to improve the special editon
			   by adding numerous gameplay fixes and tips
			  Everyone else I forgot and who helped me in the
			   public beta test phase. Thx guys, you made this
			   so much better!
			  
===========================================================================

* Play Information *

Maps                    : 01 (MAP01)
Source Port		: GZDoom 
Single Player           : Yes
Cooperative 2-8 Player  : No
Deathmatch 2-8 Player   : No
Difficulty Settings     : Yes
New Sounds              : Yes
New Music               : Yes
New Graphics            : Yes


* Construction *

Base                    : From Scratch
Build Time              : From September 29th till November 1st
			  approx. 1 month
Editor(s) used          : Adobe Photoshop, DoomBuilder, ACC, WinTex, XWE, DecX, SlumpEd
Known Bugs              : Read "GZDoom Settings" (top)		


* Other Information *

Where to Get		: http://www.realm667.com/
			  http://www.doomworld.com/idgames/
Copy Information	: You may use material from this project for your own
			  projects as long as you credit the respective creators
			  You may upload this file somewhere else as long as
			  this file stays included as it is
			  You may base projects on this resources and setting

Maps

MAP01

MAP01

Deathmatch Spawns
0
Co-op Spawns
4
No image available

map_gl

Deathmatch Spawns
0
Co-op Spawns
4