Eternal DOOM IV: Return from Oblivion

Eternal DOOM IV: Return from Oblivion

All maps are: (i) medieval-themed, and generally very large compared to typical DooM maps; (ii) non-linear and feature multiple paths; (iii) feature castle a...

Filenames
ed4_rfo1.wad
Size
41.44 MB
MD5
f1bdea885e5ff55f638ac79e3367ac49
SHA-1
3f8a1a3ecdb8fd17a291a5be53f06bb9ad4f3e52
SHA-256
0578cbfd4e62806582a796f1839cbde42f4c965e11dcd5bba8329d8d90bb1c56
WAD Type
PWAD
IWAD
Doom II
Engines
ZDoom
Lumps
3339
Maps
MAP08, MAP09, MAP10, MAP11, MAP12, MAP13, MAP27

Read Me

===========================================================================
Advanced engine needed  : ZDooM v2.1.7 or later
Primary purpose         : Single + coop play
===========================================================================
Title                   : Eternal DOOM IV: Return from Oblivion
Filename                : ed4_rfo1.wad
Other Files Included    : ed4_rfo1.txt
                          coop.txt
                          hubnotes.txt
Release date            : January 11, 2008
Author                  : TeamTNT
Email Address           : [email protected]
Misc. Author Info       : Ty Halderman: TeamTNT head honcho, webmaster, and
                            resource manager
                          Chris Couleur: Maps 11-13, project manager,
                            textures, play-testing
                          Esa 'Espi' Repo: Map 27, textures, sounds,
                            play-testing
                          Rex Claussen: Maps 08-10, resource management,
                            project management support, play-testing

Description             : All maps are: 
                          (i) medieval-themed, and generally very large 
                            compared to typical DooM maps; 
                          (ii) non-linear and feature multiple paths; 
                          (iii) feature castle and fortress architecture, 
                            fights on an epic scale, and magnificent vistas. 
                          Maps 08-10 can be played in any order within the 
                            hub, and powerups & enemies are different in any
                            given map depending on whether you play it first
                            or play it after entering from another map. This 
                            provides additional replay value.
                          
                          This is a 7-map demo. TeamTNT intends to create
                          a full megawad next.
                          
                          Tested with ZDooM and GZDooM

IMPORTANT INFORMATION   : Maps 08-10 constitute a hub, and MUST be started 
                            from Map 08. 

                          To ensure proper gameplay do not use the IDCLEV
                            cheat code to warp to any of the maps in the hub. 
                            (i.e. *DO NOT* begin the game by warping to Map 09
                            or 10). Doing so will mess up the scripts and will 
                            leave you stuck in the map to which you warp. [You 
                            can warp to a map just to look around if you wish]

                          To ensure proper gameplay do not use the IDCLIP 
                            cheat code to leave the intro area or the hub area
                            in Map 08. Doing so will mess up the scripts and 
                            will leave you stuck in the map.

                          To ensure proper gameplay do not use the IDKFA cheat 
                            code to get weapons in the hub. Doing so could mess 
                            up the scripts and will leave youstuck in the map 
                            in which you used the cheat code.  [This is 
                            particularly true of the chainsaw, as once you've 
                            gotten it through the cheat code you cannot pick it
                            up in the map. This could prevent you from being
                            able to leave the map.]

                          For co-operative play read the text file coop.txt 
                            before playing.

Additional Credits to   : Bjorn 'Vader' Ostmann for thoroughly play-testing all
                            the maps and for providing excellent suggestions
                          Scott (Birdman) Bardy
                          Paul Fleschute
                          Daniel 'Tormentor' Gimmer
                          Gary Gosson
                          Gothic Team
                          Dale 'Cadman' Harris
                          Don Howard
                          Sverre Kvernmo
                          Rich Nagel
                          Russell Pearson
                          Paul Schmitz
                          Dia Westerteicher
                          
                          The authors of the ZDooM Monster Resource Wad
                          Randy Heit for ZDooM
                          id Software
===========================================================================
* What is included *

New levels              : 7
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : MAPINFO, Scripts
Other files required    : None


* Play Information *

Game                    : Doom II v1.9 & ZDooM v2.1.7 or higher
Map #                   : Map08-13, Map27
Single Player           : Designed for
Cooperative 2-4 Player  : Designed for
Deathmatch 2-4 Player   : No
Other game styles       :  (co-op starts only in Maps 11-13, but not
                          tested)
Difficulty Settings     : Yes


* Construction *

Base                    : Maps08-10 & 27 are from scratch
                          Map 11 is based on a map in TeamTNT's 
                            Eternal DooM III
                          Maps 12 and 13 have a few reused and redone 
                            areas from TeamTNT's Eternal DooM III.
                          Music is from TeamTNT's Eternal DooM III
                          The Monster Resource Wad (ZDooM community effort)
                          Textures are from TeamTNT's Eternal DooM III; 
                            additional textures by Chris Couleur and Esa Repo
                          Sounds are from TeamTNT's Eternal DooM III; 
                            additional sounds by Esa Repo

Build Time              : 3 years 9 months
Editor(s) used          : WadAuthor and Doom Builder for maps, XWE for
                            resource and wad management, DooM Builder to
                            merge maps into resource wad
Known Bugs              : None
May Not Run With...     : The Pack (cheesy reference to the classic Bad
                            Company album)


* 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 distribute this file, provided you include this text file, with no
modifications.  You may distribute this file in any electronic format (BBS,
Diskette, CD, etc) as long as you include this file intact.  I have
received permission from the original authors of any modified or included
content in this file to allow further distribution.

* Where to get the file that this text file describes *

The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors

Maps

MAP08

MAP08

Deathmatch Spawns
0
Co-op Spawns
4
MAP09

MAP09

Deathmatch Spawns
0
Co-op Spawns
4
MAP10

MAP10

Deathmatch Spawns
0
Co-op Spawns
4
Return to The Forlorn Fortress

Return to The Forlorn Fortress (MAP11)

Deathmatch Spawns
0
Co-op Spawns
13
House at Pooneil Corners

House at Pooneil Corners (MAP12)

Deathmatch Spawns
0
Co-op Spawns
33
2400 Fulton Street

2400 Fulton Street (MAP13)

Deathmatch Spawns
0
Co-op Spawns
11
The Shrine

The Shrine (MAP27)

Deathmatch Spawns
17
Co-op Spawns
13

Graphics