Doom 2 Reloaded
The normally busy complex initially appears deserted. Alpha Base is to the west and you will need a key card to gain entry. The east side of the facility is ...
Filenames
d2reload.wad, D2RELOAD.WAD
Size
14.40 MB
MD5
ff8729077b0f559dc2367ac8a93f6138
SHA-1
73d5e70b0f4f3dc6ddf8a566e245bb0f987d07a5
SHA-256
5f77c473d595ed7c2d6ee317175d4f752573c9946145f199e929974b29d7a7b9
WAD Type
PWAD
IWAD
Doom II
Engines
Doom, Doom II
Lumps
697
Maps
MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP07, MAP08, MAP09, MAP10, MAP11, MAP12, MAP13, MAP14, MAP15, MAP16, MAP17, MAP18, MAP19, MAP20, MAP21, MAP22, MAP23, MAP24, MAP25, MAP26, MAP27, MAP28, MAP29, MAP30, MAP31, MAP32
Download
Read Me
=========================================================================== Advanced engine needed : None Primary purpose : Single player =========================================================================== Title : Doom 2 Reloaded Filename : D2RELOAD.WAD Release date : 11/10/09 Author : Andy Stewart Email Address : [email protected] Other Files By Author : None Misc. Author Info : Old Doomer Description : 32 Level Megawad for use with Doom2. Hopefully a fun packed collection of mainly small to medium sized maps. Additional Credits to : id software of course Pascal vd Heiden for DoomBuilder Csabo for XWE Simon Howard for Chocolate Doom Creators of Skulltag www.wadsinprogress.com =========================================================================== * What is included * New levels : 32 Sounds : Yes (Only one) Music : No Graphics : Yes Dehacked/BEX Patch : Yes (DEHACKED lump) Demos : Yes Other : No Other files required : Doom 2 * Play Information * Game : DOOM2 Map # : 01-32 Single Player : Designed for Cooperative 2-4 Player : Player starts and weapons (from deathmatch) Deathmatch 2-4 Player : Player starts and weapons Other game styles : 1 map has 'Run fast' another has 'Don't shoot' Difficulty Settings : Yes * Construction * Base : 30 New, 2 Old but remade from scratch Build Time : Approx 50 hours / map, the bigger maps took longer Editor(s) used : Doombuilder, XWE, ZDBSP, ZENNODE Known Bugs : Some VPOs, HOMs and possibly misaligned textures (detailed below) May Not Run With : None Tested With : Lots of source ports (detailed below) Chocolate Doom used for single player testing Skulltag used for multiplayer testing * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. 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. This file may not be used for any commercial purposes. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Background : The plan was to try and make a megawad for Doom2 that would look alright and be fun to play. Hopefully this has been acheived. The goals were: 1. Make something that would follow a similar story to the original Doom / Doom 2 / Doom 3. 2. Skill level: Not too hard, to be more fun than a challenge. 3. Make all maps playable from a pistol start. 4. Make all maps completable in under 10 minutes UV Max 100% Secrets. 5. Should work with all source ports and original Doom. 6. Try to maintain continuity between maps. Notes: There is no high detail due to limitations but I've tried to make most areas aesthetically pleasing while trying to avoid inducing HOMs or VPOs. Most of the maps are pretty linear, some of the later maps are more non-linear. Maps 17, 20, 25, 29, 32 break rule 4. MAP30 may be of particular interest to nightmare speed runners. Please make sure you play MAP32 all the way to the end (100% Secrets), try not to give up or cheat. A couple of maps MAP09 and MAP18 have slightly different gameplay than normal. The skill level on UV is hopefully comparable to original Doom 2, if you found it too easy and want more of a challenge try to get UV MAX under par from pistol start. All maps are playable using the original Doom 2 v1.9. I recommend using a source port mainly due to the increased graphic / sound quality but also because it is possible to encounter visplane overflows and hall of mirrors on some maps (specific areas are detailed below). All maps are designed with gl based ports in mind, so none of the maps have special effects (i.e. deep water, bridges) that may cause problems with these. There are 12 deathmatch starts on all maps except MAP30 and MAP31 which have 4. It seems to play OK as long as you have 12 players (4 on 30 and 31). You can play in co-op mode but this was untested. Co-op mode has the extra weapons intended for deathmatch. The included demos work with Doom2 v1.9 and Chocolate Doom. This wad is dedicated to absent friends and to anyone who bothers to take the time to do this type of thing (especially those listed below but not just wads and source ports for Doom any contribution). Please enjoy. Inspiration and ideas from the following: Aliens TC Scythe 1 and 2, One Bloody Night Alien Vendetta Hell Revealed 1 and 2 The Darkening 1 and 2 2002 A Doom Odyssey Community Chest 1, 2 and 3 Memento Mori 1 and 2 Eternal, TNT, The Plutonia Experiment 1 and 2 The Master Levels Batman TC Vile Flesh Town Infection Tmp.wad for Doom Demonfear Deus Vult Doom 64 Absolution Wads by Dr.Sleep Wads by id Software Half Life 2 Doom 3 Ancient deathmatch sarge salute to: Loki, The Shadow, Drax, Osiris, Zoser, Cranium, Macca (King of Planets), Pete, Piano, Mulder, Flare, Hunter, Woof, Bloodbiter, Doomgod, Danny, Fluffy, Rob... Testing : Doom 2 Reloaded has been tested with the following versions / source ports: Doom2 v1.9, Chocolate Doom, Skulltag, ZDoom, GZDoom, Doomsday Engine, Vavoom, Edge, Risen3D, ZDaemon, Odamex, Doom Legacy, PrBoom, Eternity Engine. There are a couple of problems in a couple of ports. Most can be worked around using the no clip cheat (see below for details). =========================================================================== Story : You (a high ranking employee of UAC) are stationed on mars. It's your job to retire replicants that don't want to help with the terraforming project. Everything has been fine until recently. Contact has been lost with a remote water processing faclility. The UAC want you to investigate... There has been a lot of top secret activity recently, you wonder if the incident may be related. Episode and Level # : MAP01 Title : Infestation Description : Contact has been lost with a remote water processing station on Mars. You are stationed at a nearby outpost. Unusually UAC have requested that you investigate. Possibly this is due to your high security clearance... Par Time : 6:00 UV MAX Episode and Level # : MAP02 Title : Return to UAC Description : You take the transport from the station back to the outpost. The place is overrun. One of the hyper-transports has been trashed. Get the backup online and return to the UAC base on Phobos. Par Time : 7:45 UV MAX Episode and Level # : MAP03 Title : Phobos Overdrive Description : The normally busy complex initially appears deserted. Alpha Base is to the west and you will need a key card to gain entry. The east side of the facility is also locked. It may be possible to find an alternative entrance via the waste tunnels. Par Time : 7:15 UV MAX Episode and Level # : MAP04 Title : Alpha Base Description : There is a Comms Station on the other side of the facility. The door is locked but you should be able to find a key card in one of the offices. You vaguely recollect a nasty accident occurred here in one of the power distribution conduits. Par Time : 6:30 UV MAX Episode and Level # : MAP05 Title : Lockdown Description : Security has been activated. The base is locked down. Looks like you are going to have to find a different way in if you want to reach the Comms Station. Par Time : 7:15 UV MAX Episode and Level # : MAP06 Title : Comms Station Description : You've made it! Locate and raise the antenna to contact Earth and warn them about the invasion, then find a transport that will take you to the main UAC base. Hopefully there may be someone still alive. Par Time : 8:30 UV MAX Episode and Level # : MAP07 Title : Witch Space Description : Your transport from the Comms Station has been subverted and you find yourself in a weird but strangely familiar place, possibly another dimension. Retire all demons to proceed. Par Time : 3:00 UV MAX Episode and Level # : MAP08 Title : Waste Processing Description : You awake as if from a dream. You are back on Phobos. It looks like the underground nukage processing facility which isn't too far from where you wanted to be anyway. Get to the surface and head for the UAC administration area. Par Time : 9:00 UV MAX Episode and Level # : MAP09 Title : Phobos Subversion Description : It looks as though someone is still alive. A terminal informs you that another invasion is imminent but you can subvert the portal to the crusher. Alas the reactor has been flooded so you will have to drain it in order to restore power. Par Time : 7:00 UV MAX Episode and Level # : MAP10 Title : Administration Description : You have finally reached the UAC administration area but there is no trace of any survivors. Have they evacuated? Proceed on through to the laboratory. You believe there may be something there that is your only chance for survival. Par Time : 6:15 UV MAX Episode and Level # : MAP11 Title : Phobos Lab Description : The strange laboratory experiments may reveal a clue as to the reason for your current predicament. You hope the rumours about the long range hyper-transport were true. If it exists you may be able to use it to return directly to earth. Par Time : 7:00 UV MAX Episode and Level # : MAP12 Title : Return to Earth Description : You have made it back to earth. It looks like the demons have been here a while. Get to the UAC HQ and find out whats going on. Unfortunately it is on the opposite side of the city. Head through the tunnel, there is a subway system nearby. Par Time : 4:45 UV MAX Episode and Level # : MAP13 Title : Slime Falls Description : The chaos of the conflict probably caused the road to cave in. The only way forward is down through the slime. There should be a pumping station nearby so you should be able to access the road from it. Par Time : 6:45 UV MAX Episode and Level # : MAP14 Title : Underground Description : The entrance to the underground subway system is nearby. You'll probably have to walk the underground rather than ride it. Still, things could be worse. Hopefully the tunnel hasn't caved in. Par Time : 6:00 UV MAX Episode and Level # : MAP15 Title : South Central Description : You're not sure where you are, maybe a building belonging to one of the UACs defense contractors. Get out of the building and follow the road to the nearby UAC research facility which you can pass through for a shortcut. Par Time : 9:15 UV MAX Episode and Level # : MAP16 Title : Research Facility Description : The shortcut through the research facility will save you some time. Once you get through this you will have covered most of the journey to UAC HQ. You have a growing suspicion that all of your questions will be answered there. Par Time : 7:30 UV MAX Episode and Level # : MAP17 Title : Downtown Description : Find a way out of the research facility and continue through the city. There is a UAC warehouse nearby. It's on the way and you should be able to get some supplies there. You will have to scale the back wall to get in though. Par Time : 12:15 UV MAX Episode and Level # : MAP18 Title : Warehous Siege Description : A bunch of survivors are locked in and under siege on the other side of the warehouse. Their messages warn not to attack for fear of alerting the sentinels. You will have to use stealth until you can find a way to secure the area. Par Time : 7:00 UV MAX Episode and Level # : MAP19 Title : Void Complex Description : You leave the warehouse feeling deeply disturbed by recent events. Your resolve to bring an end to the carnage is intensified. The UAC HQ shouldn't be too far away now. Par Time : 8:30 UV MAX Episode and Level # : MAP20 Title : Revelations Description : The UAC HQ building is just around the corner. The entrance will require some sort of security card for access. The increased activity in the area only serves to confirm your suspicions that the building is some sort of gateway for them. Par Time : 14:00 UV MAX Episode and Level # : MAP21 Title : Limbo Description : The UAC have succeeded in creating an inter-dimensional hyper-transport. The drawback is the destination appears to be Hell. You must journey through Hell until you can locate the source of the anomaly and close the gateway. Par Time : 7:30 UV MAX Episode and Level # : MAP22 Title : River Styx Description : You find yourself in a castle at the shores of the River Styx. Make your way down to the jetty and take the boat across the river to the Elysian Plains. Par Time : 6:15 UV MAX Episode and Level # : MAP23 Title : Elysian Plains Description : A final resting place for the souls of the heroic and virtuous. Be careful not to awaken them from their slumber or they may summon demonic forms and rise from their graves. Par Time : 7:30 UV MAX Episode and Level # : MAP24 Title : Necromanteion Description : Navigate the simple labyrinth beneath the ancient temple. Watch your back and beware of traps that may have been set to catch out the foolish. Seek out the gargoyles it is written in legend that they conspire to keep a great secret. Par Time : 7:45 UV MAX Episode and Level # : MAP25 Title : Hell's Gate Description : You have left the labyrinth and are now high above it at the heart of the ancient temple. You are at the door to Hades, the realm of the dead. The only way is through... Par Time : 12:15 UV MAX Episode and Level # : MAP26 Title : Acheron Description : You enter the Acropolis of Acheron, whose river borders Hell. It is written that the newly-dead are ferried across it by Charon in order to enter the Underworld. Be sure to stay alert or you will be joining them. Par Time : 9:45 UV MAX Episode and Level # : MAP27 Title : Phlegethon Description : A place built on a river of blood that boils souls. Here are punished those who committed crimes of violence against their fellow men. Par Time : 7:00 UV MAX Episode and Level # : MAP28 Title : The Underworld Description : Jaded, you struggle wearily onwards. You sense your long journey is finally beginning to reach a conclusion. Enter the fortress and find the entrance to the Underworld. Par Time : 15:00 UV MAX Episode and Level # : MAP29 Title : Cocytus Description : You are about to breach the very center of Hell. Tread carefully in this hostile environment. The way to the portal is guarded by many. Many have tried before you and failed. You are mankinds last hope. Par Time : 21:45 UV MAX Episode and Level # : MAP30 Title : The Final Conflict Description : It sensed your presence as you arrived but it doesn't appear to be too concerned. Overconfidence could prove to be it's downfall. If you can get to the inner sanctum you may catch it off guard. Only your fate will decide the outcome now. Par Time : 5:45 UV SPEED Episode and Level # : MAP31 Title : Entryway Reloaded Description : You had better hurry if you want to unlock this maps secret. Looks like it's been built by demons, rather than humans. You wonder who the inmates of this corner of hell will be. Par Time : 2:00 UV MAX Episode and Level # : MAP32 Title : The Super Secret Level Description : Your efforts will be rewarded if you can complete this map with 100% secrets. Everyone fails the first time. If you never know failure, how can you know success? Par Time : 19:30 UV MAX =========================================================================== Note on Par Times : All par times are rounded up to the next multiple of 15 seconds but if that value was within 5 seconds of the time another 15 seconds was added. All par times are UV MAX except for MAP30 which is UV SPEED. MAP15 and 31 par times include taking the secret exits. I'm not too fast so most speed runners will probably find the par times easy to beat. Gameplay Tips : In total there are 170 secrets littered throughout the 32 maps. (Approx 5 per map, 32 on MAP32). Please try to find them all as they will aid your journey greatly. They all have some clue as to where they are you just need to be observant or make an educated guess. If you are stuck on the following maps these tips may be of some help: MAP09 : You only have a short time until the invasion starts. The easier the skill level the more time you have. Drain the reactor and redirect the portal to the crusher as fast as possible. Close the doors surrounding the crusher for the best results. If you use original Doom2 on UV you may have a hard time as there are some arch viles. MAP18 : Don't shoot anything until you have activated the security grid. There are a couple of clues left around that will guide you. There are a couple of areas that you can make safe if you really want to take out something that's been chasing you, but it may be easier just to lock them out and take them out later. There is always some way to avoid the demons, you just need to figure it out. It should be safe to shoot about 10 seconds after activating the security grid. MAP32 : You will need your wits about you to complete this level with 100% secrets. One of the earlier secrets is on a time delay, make sure you get to it within 30 seconds. If you can't make the time delay door have a think because there is another way to do it that requires less effort though it could take a bit longer if you were concerned about the time. Specific Problems : When played with the original Doom 2 v1.9 the following problems can occur: MAP01 - The health potions at the 2nd secret can jump into the air if the secret is activated before they are picked up, this is due to the way Doom moves things. MAP03 - Be careful When looking in from yellow door area as you can get a Visplane overflow . MAP07 - It is possible to get trapped (no exit) if you keep killing resurrected demons. You can get a visplane overflow when the whole level is open and looking in from the outside area. MAP11 - In the warehouse you can get a hall of mirrors when stand by the big closed doors and look inward. MAP20 - There may a couple of barely noticeable Halls of Mirrors at various points. MAP22 - At start area when up on the right (you get there later on) it is possible to get a visplane overflow when looking towards the shotgun. MAP26 - When entering the super shotgun area just before the red key you can get a visplane overflow if you are looking straight ahead. Source Port Details : D2RELOAD.WAD builds with glBSP 2.05, 2.10c, 2.20 and 2.24 and reports 0 serious warnings, 0 minor warnings. Chocolate Doom 1.2.1 As listed above for original Doom 2. PrBoom 2.4.7 No gameplay problems. DEMO2 desyncs very slightly at the end. ZDoom v2.1.7 No gameplay problems. Demos not supported. GZDoom v1.2.0 No gameplay problems. Demos not supported. Skulltag 0.97d5 No gameplay problems. Demos not supported. If you are using the nashgore mod with zdoom based ports you may experience an extreme slowdown on MAP18 after activating the security grid. Please be patient because the game does return to normal eventually. Doomsday 1.9 beta 6.7 A shame so many problems because it looks so great. Problems: Demos not supported. MAP01 It is possible to go through a wall and out of the map in the box room. MAP13 The earthquake ;) at the exit lowers to far and prevents the player exiting but if you are quick you can make it otherwise use noclip. MAP26 The Cyberdemon and Spiderdemon area doesn't lower correctly and prevents access to the yellow key. It is also possible to run through one of the walls in this area. Use no clip to get the yellow key. This port draws some transparent textures incorrectly. This causes problems because transparent textures are used quite a lot for barriers etc. Sometimes the barriers aren't visible at all which will cause a lot of confusion for the player. Draws some lower textures incorrectly (if you have a lift which has a window at the bottom, the lower texture alignment sometimes looks wrong). Enemies can see you when they shouldn't i.e. if you are on the top of a lift and they are at the bottom or vice versa and there is no line of sight they can still see you and you can hear them shooting at you. It is possible to get stuck in enemies and for them to get stuck in each other. Whether the rendering problems are related to my ATI graphics card or not I am not sure. Risen3D v2.2.0.4: Problems: Demos not supported. MAP06 Half way up the comms tower an invisible wall blocks the rest of the way up, use no clip as a workaround. MAP18 In one part of the map the idea is to get the monsters to fight each other so that you can sneak passed but this doesn't work in Risen3D (but you can just run passed anyway). MAP22 Has problems rendering the RL room. (parts of the floor are invisible). Texture drawing problem in BFG secret area (middle texture not clipped). MAP28 Has problems rendering the area near the exit (floor is invisible). Other When a floor is raised and becomes a lift, the lift makes the floor raising sound when it is activated as well as the lift sound. When the player closes a switched door that is open the door open sound plays. Edge v1.31 Win32 Problems: Demos not supported. MAP30 The auto aim prevents shooting the boss brain but there is an option to turn it off or use mlook. MAP32 The music for MAP31 plays. Secret 22 is inaccessible, the barrel doesn't seem to activate the trigger. Secret 26 is inaccessible because the stairs to and from it don't build. On one playthrough the door at secret 04 locked but I have not been able to recreate this. Some switch textures appear opposite (pressed instead of unpressed and vice versa). The built in GLBSP reports 2 minor warnings. The raise and change texture trigger works differently (sets texture to sector rather than trigger) which can make the floors look odd. When you teleport the player doesn't always face the same way as the teleport destination thing. Music seems to sound off key (using System option). Vavoom 1.30 for Windows Problems: Demos not supported. MAP21 There was a problem with the monsters activating early from sound in one of the areas but I've modified the map to get around it. MAP29 Vavoom crashed a couple of times while playing this map, not sure why. Automap shows secret areas that would normally be hidden. ZDaemon 1.08.08 Problems: Demos not supported. MAP21 Had a similar problem to Vavoom with sound, modified map to compensate. MAP32 Secret 22 is inaccessible, the barrel doesn't seem to activate the trigger. Gameplay is slightly different because the monsters behave differently (they can open turbo doors). Eternity Engine v3.35.92 Problems: MAP20 Eternity crashed a couple of times. DEMO1 and DEMO2 dsync slightly at the end. Odamex win32 0.4.3 Problems: MAP30 Boss sight sound fades as you move away from it so you have to wait for it to finish if you want to hear it. The helper demo HELP18 goes out of sync, but then works for quite a while before going completely out of sync (in console type 'playdemo HELP18'). Map names displayed in automap are off by one i.e. MAP02 displays description for MAP01. On some maps (19, 20) the flats are drawn misaligned. MAP25 Crashed once with unhandled exception. Doom Legacy 1.42 Win32 Problems: MAP02 The third secret is inaccessible because the door drops immediately when triggered. Use no clip to get in. MAP08, 09, 20 There is a problem drawing the patches / textures for the ends of the bridge. MAP32 One of the secrets requires you to rocket jump but I can't seem to do it. Demos DEMO1, DEMO2 and DEMO3 play but go out of sync. The helper demo HELP18 goes out of sync similar to Odamex but strangely seems to play a bit longer than Odamex.
=========================================================================== Advanced engine needed : None Primary purpose : Single player =========================================================================== Title : Doom 2 Reloaded Filename : D2RELOAD.WAD Release date : 11/10/09 Author : Andy Stewart Email Address : [email protected] Other Files By Author : None Misc. Author Info : Old Doomer Description : 32 Level Megawad for use with Doom2. Hopefully a fun packed collection of mainly small to medium sized maps. Additional Credits to : id software of course Pascal vd Heiden for DoomBuilder Csabo for XWE Simon Howard for Chocolate Doom Creators of Skulltag www.wadsinprogress.com =========================================================================== * What is included * New levels : 32 Sounds : Yes (Only one) Music : No Graphics : Yes Dehacked/BEX Patch : Yes (DEHACKED lump) Demos : Yes Other : No Other files required : Doom 2 * Play Information * Game : DOOM2 Map # : 01-32 Single Player : Designed for Cooperative 2-4 Player : Player starts and weapons (from deathmatch) Deathmatch 2-4 Player : Player starts and weapons Other game styles : 1 map has 'Run fast' another has 'Don't shoot' Difficulty Settings : Yes * Construction * Base : 30 New, 2 Old but remade from scratch Build Time : Approx 50 hours / map, the bigger maps took longer Editor(s) used : Doombuilder, XWE, ZDBSP, ZENNODE Known Bugs : Some VPOs, HOMs and possibly misaligned textures (detailed below) May Not Run With : None Tested With : Lots of source ports (detailed below) Chocolate Doom used for single player testing Skulltag used for multiplayer testing * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. 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. This file may not be used for any commercial purposes. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Background : The plan was to try and make a megawad for Doom2 that would look alright and be fun to play. Hopefully this has been acheived. The goals were: 1. Make something that would follow a similar story to the original Doom / Doom 2 / Doom 3. 2. Skill level: Not too hard, to be more fun than a challenge. 3. Make all maps playable from a pistol start. 4. Make all maps completable in under 10 minutes UV Max 100% Secrets. 5. Should work with all source ports and original Doom. 6. Try to maintain continuity between maps. Notes: There is no high detail due to limitations but I've tried to make most areas aesthetically pleasing while trying to avoid inducing HOMs or VPOs. Most of the maps are pretty linear, some of the later maps are more non-linear. Maps 17, 20, 25, 29, 32 break rule 4. MAP30 may be of particular interest to nightmare speed runners. Please make sure you play MAP32 all the way to the end (100% Secrets), try not to give up or cheat. A couple of maps MAP09 and MAP18 have slightly different gameplay than normal. The skill level on UV is hopefully comparable to original Doom 2, if you found it too easy and want more of a challenge try to get UV MAX under par from pistol start. All maps are playable using the original Doom 2 v1.9. I recommend using a source port mainly due to the increased graphic / sound quality but also because it is possible to encounter visplane overflows and hall of mirrors on some maps (specific areas are detailed below). All maps are designed with gl based ports in mind, so none of the maps have special effects (i.e. deep water, bridges) that may cause problems with these. There are 12 deathmatch starts on all maps except MAP30 and MAP31 which have 4. It seems to play OK as long as you have 12 players (4 on 30 and 31). You can play in co-op mode but this was untested. Co-op mode has the extra weapons intended for deathmatch. The included demos work with Doom2 v1.9 and Chocolate Doom. This wad is dedicated to absent friends and to anyone who bothers to take the time to do this type of thing (especially those listed below but not just wads and source ports for Doom any contribution). Please enjoy. Inspiration and ideas from the following: Aliens TC Scythe 1 and 2, One Bloody Night Alien Vendetta Hell Revealed 1 and 2 The Darkening 1 and 2 2002 A Doom Odyssey Community Chest 1, 2 and 3 Memento Mori 1 and 2 Eternal, TNT, The Plutonia Experiment 1 and 2 The Master Levels Batman TC Vile Flesh Town Infection Tmp.wad for Doom Demonfear Deus Vult Doom 64 Absolution Wads by Dr.Sleep Wads by id Software Half Life 2 Doom 3 Ancient deathmatch sarge salute to: Loki, The Shadow, Drax, Osiris, Zoser, Cranium, Macca (King of Planets), Pete, Piano, Mulder, Flare, Hunter, Woof, Bloodbiter, Doomgod, Danny, Fluffy, Rob... Testing : Doom 2 Reloaded has been tested with the following versions / source ports: Doom2 v1.9, Chocolate Doom, Skulltag, ZDoom, GZDoom, Doomsday Engine, Vavoom, Edge, Risen3D, ZDaemon, Odamex, Doom Legacy, PrBoom, Eternity Engine. There are a couple of problems in a couple of ports. Most can be worked around using the no clip cheat (see below for details). =========================================================================== Story : You (a high ranking employee of UAC) are stationed on mars. It's your job to retire replicants that don't want to help with the terraforming project. Everything has been fine until recently. Contact has been lost with a remote water processing faclility. The UAC want you to investigate... There has been a lot of top secret activity recently, you wonder if the incident may be related. Episode and Level # : MAP01 Title : Infestation Description : Contact has been lost with a remote water processing station on Mars. You are stationed at a nearby outpost. Unusually UAC have requested that you investigate. Possibly this is due to your high security clearance... Par Time : 6:00 UV MAX Episode and Level # : MAP02 Title : Return to UAC Description : You take the transport from the station back to the outpost. The place is overrun. One of the hyper-transports has been trashed. Get the backup online and return to the UAC base on Phobos. Par Time : 7:45 UV MAX Episode and Level # : MAP03 Title : Phobos Overdrive Description : The normally busy complex initially appears deserted. Alpha Base is to the west and you will need a key card to gain entry. The east side of the facility is also locked. It may be possible to find an alternative entrance via the waste tunnels. Par Time : 7:15 UV MAX Episode and Level # : MAP04 Title : Alpha Base Description : There is a Comms Station on the other side of the facility. The door is locked but you should be able to find a key card in one of the offices. You vaguely recollect a nasty accident occurred here in one of the power distribution conduits. Par Time : 6:30 UV MAX Episode and Level # : MAP05 Title : Lockdown Description : Security has been activated. The base is locked down. Looks like you are going to have to find a different way in if you want to reach the Comms Station. Par Time : 7:15 UV MAX Episode and Level # : MAP06 Title : Comms Station Description : You've made it! Locate and raise the antenna to contact Earth and warn them about the invasion, then find a transport that will take you to the main UAC base. Hopefully there may be someone still alive. Par Time : 8:30 UV MAX Episode and Level # : MAP07 Title : Witch Space Description : Your transport from the Comms Station has been subverted and you find yourself in a weird but strangely familiar place, possibly another dimension. Retire all demons to proceed. Par Time : 3:00 UV MAX Episode and Level # : MAP08 Title : Waste Processing Description : You awake as if from a dream. You are back on Phobos. It looks like the underground nukage processing facility which isn't too far from where you wanted to be anyway. Get to the surface and head for the UAC administration area. Par Time : 9:00 UV MAX Episode and Level # : MAP09 Title : Phobos Subversion Description : It looks as though someone is still alive. A terminal informs you that another invasion is imminent but you can subvert the portal to the crusher. Alas the reactor has been flooded so you will have to drain it in order to restore power. Par Time : 7:00 UV MAX Episode and Level # : MAP10 Title : Administration Description : You have finally reached the UAC administration area but there is no trace of any survivors. Have they evacuated? Proceed on through to the laboratory. You believe there may be something there that is your only chance for survival. Par Time : 6:15 UV MAX Episode and Level # : MAP11 Title : Phobos Lab Description : The strange laboratory experiments may reveal a clue as to the reason for your current predicament. You hope the rumours about the long range hyper-transport were true. If it exists you may be able to use it to return directly to earth. Par Time : 7:00 UV MAX Episode and Level # : MAP12 Title : Return to Earth Description : You have made it back to earth. It looks like the demons have been here a while. Get to the UAC HQ and find out whats going on. Unfortunately it is on the opposite side of the city. Head through the tunnel, there is a subway system nearby. Par Time : 4:45 UV MAX Episode and Level # : MAP13 Title : Slime Falls Description : The chaos of the conflict probably caused the road to cave in. The only way forward is down through the slime. There should be a pumping station nearby so you should be able to access the road from it. Par Time : 6:45 UV MAX Episode and Level # : MAP14 Title : Underground Description : The entrance to the underground subway system is nearby. You'll probably have to walk the underground rather than ride it. Still, things could be worse. Hopefully the tunnel hasn't caved in. Par Time : 6:00 UV MAX Episode and Level # : MAP15 Title : South Central Description : You're not sure where you are, maybe a building belonging to one of the UACs defense contractors. Get out of the building and follow the road to the nearby UAC research facility which you can pass through for a shortcut. Par Time : 9:15 UV MAX Episode and Level # : MAP16 Title : Research Facility Description : The shortcut through the research facility will save you some time. Once you get through this you will have covered most of the journey to UAC HQ. You have a growing suspicion that all of your questions will be answered there. Par Time : 7:30 UV MAX Episode and Level # : MAP17 Title : Downtown Description : Find a way out of the research facility and continue through the city. There is a UAC warehouse nearby. It's on the way and you should be able to get some supplies there. You will have to scale the back wall to get in though. Par Time : 12:15 UV MAX Episode and Level # : MAP18 Title : Warehous Siege Description : A bunch of survivors are locked in and under siege on the other side of the warehouse. Their messages warn not to attack for fear of alerting the sentinels. You will have to use stealth until you can find a way to secure the area. Par Time : 7:00 UV MAX Episode and Level # : MAP19 Title : Void Complex Description : You leave the warehouse feeling deeply disturbed by recent events. Your resolve to bring an end to the carnage is intensified. The UAC HQ shouldn't be too far away now. Par Time : 8:30 UV MAX Episode and Level # : MAP20 Title : Revelations Description : The UAC HQ building is just around the corner. The entrance will require some sort of security card for access. The increased activity in the area only serves to confirm your suspicions that the building is some sort of gateway for them. Par Time : 14:00 UV MAX Episode and Level # : MAP21 Title : Limbo Description : The UAC have succeeded in creating an inter-dimensional hyper-transport. The drawback is the destination appears to be Hell. You must journey through Hell until you can locate the source of the anomaly and close the gateway. Par Time : 7:30 UV MAX Episode and Level # : MAP22 Title : River Styx Description : You find yourself in a castle at the shores of the River Styx. Make your way down to the jetty and take the boat across the river to the Elysian Plains. Par Time : 6:15 UV MAX Episode and Level # : MAP23 Title : Elysian Plains Description : A final resting place for the souls of the heroic and virtuous. Be careful not to awaken them from their slumber or they may summon demonic forms and rise from their graves. Par Time : 7:30 UV MAX Episode and Level # : MAP24 Title : Necromanteion Description : Navigate the simple labyrinth beneath the ancient temple. Watch your back and beware of traps that may have been set to catch out the foolish. Seek out the gargoyles it is written in legend that they conspire to keep a great secret. Par Time : 7:45 UV MAX Episode and Level # : MAP25 Title : Hell's Gate Description : You have left the labyrinth and are now high above it at the heart of the ancient temple. You are at the door to Hades, the realm of the dead. The only way is through... Par Time : 12:15 UV MAX Episode and Level # : MAP26 Title : Acheron Description : You enter the Acropolis of Acheron, whose river borders Hell. It is written that the newly-dead are ferried across it by Charon in order to enter the Underworld. Be sure to stay alert or you will be joining them. Par Time : 9:45 UV MAX Episode and Level # : MAP27 Title : Phlegethon Description : A place built on a river of blood that boils souls. Here are punished those who committed crimes of violence against their fellow men. Par Time : 7:00 UV MAX Episode and Level # : MAP28 Title : The Underworld Description : Jaded, you struggle wearily onwards. You sense your long journey is finally beginning to reach a conclusion. Enter the fortress and find the entrance to the Underworld. Par Time : 15:00 UV MAX Episode and Level # : MAP29 Title : Cocytus Description : You are about to breach the very center of Hell. Tread carefully in this hostile environment. The way to the portal is guarded by many. Many have tried before you and failed. You are mankinds last hope. Par Time : 21:45 UV MAX Episode and Level # : MAP30 Title : The Final Conflict Description : It sensed your presence as you arrived but it doesn't appear to be too concerned. Overconfidence could prove to be it's downfall. If you can get to the inner sanctum you may catch it off guard. Only your fate will decide the outcome now. Par Time : 5:45 UV SPEED Episode and Level # : MAP31 Title : Entryway Reloaded Description : You had better hurry if you want to unlock this maps secret. Looks like it's been built by demons, rather than humans. You wonder who the inmates of this corner of hell will be. Par Time : 2:00 UV MAX Episode and Level # : MAP32 Title : The Super Secret Level Description : Your efforts will be rewarded if you can complete this map with 100% secrets. Everyone fails the first time. If you never know failure, how can you know success? Par Time : 19:30 UV MAX =========================================================================== Note on Par Times : All par times are rounded up to the next multiple of 15 seconds but if that value was within 5 seconds of the time another 15 seconds was added. All par times are UV MAX except for MAP30 which is UV SPEED. MAP15 and 31 par times include taking the secret exits. I'm not too fast so most speed runners will probably find the par times easy to beat. Gameplay Tips : In total there are 170 secrets littered throughout the 32 maps. (Approx 5 per map, 32 on MAP32). Please try to find them all as they will aid your journey greatly. They all have some clue as to where they are you just need to be observant or make an educated guess. If you are stuck on the following maps these tips may be of some help: MAP09 : You only have a short time until the invasion starts. The easier the skill level the more time you have. Drain the reactor and redirect the portal to the crusher as fast as possible. Close the doors surrounding the crusher for the best results. If you use original Doom2 on UV you may have a hard time as there are some arch viles. MAP18 : Don't shoot anything until you have activated the security grid. There are a couple of clues left around that will guide you. There are a couple of areas that you can make safe if you really want to take out something that's been chasing you, but it may be easier just to lock them out and take them out later. There is always some way to avoid the demons, you just need to figure it out. It should be safe to shoot about 10 seconds after activating the security grid. MAP32 : You will need your wits about you to complete this level with 100% secrets. One of the earlier secrets is on a time delay, make sure you get to it within 30 seconds. If you can't make the time delay door have a think because there is another way to do it that requires less effort though it could take a bit longer if you were concerned about the time. Specific Problems : When played with the original Doom 2 v1.9 the following problems can occur: MAP01 - The health potions at the 2nd secret can jump into the air if the secret is activated before they are picked up, this is due to the way Doom moves things. MAP03 - Be careful When looking in from yellow door area as you can get a Visplane overflow . MAP07 - It is possible to get trapped (no exit) if you keep killing resurrected demons. You can get a visplane overflow when the whole level is open and looking in from the outside area. MAP11 - In the warehouse you can get a hall of mirrors when stand by the big closed doors and look inward. MAP20 - There may a couple of barely noticeable Halls of Mirrors at various points. MAP22 - At start area when up on the right (you get there later on) it is possible to get a visplane overflow when looking towards the shotgun. MAP26 - When entering the super shotgun area just before the red key you can get a visplane overflow if you are looking straight ahead. Source Port Details : D2RELOAD.WAD builds with glBSP 2.05, 2.10c, 2.20 and 2.24 and reports 0 serious warnings, 0 minor warnings. Chocolate Doom 1.2.1 As listed above for original Doom 2. PrBoom 2.4.7 No gameplay problems. DEMO2 desyncs very slightly at the end. ZDoom v2.1.7 No gameplay problems. Demos not supported. GZDoom v1.2.0 No gameplay problems. Demos not supported. Skulltag 0.97d5 No gameplay problems. Demos not supported. If you are using the nashgore mod with zdoom based ports you may experience an extreme slowdown on MAP18 after activating the security grid. Please be patient because the game does return to normal eventually. Doomsday 1.9 beta 6.7 A shame so many problems because it looks so great. Problems: Demos not supported. MAP01 It is possible to go through a wall and out of the map in the box room. MAP13 The earthquake ;) at the exit lowers to far and prevents the player exiting but if you are quick you can make it otherwise use noclip. MAP26 The Cyberdemon and Spiderdemon area doesn't lower correctly and prevents access to the yellow key. It is also possible to run through one of the walls in this area. Use no clip to get the yellow key. This port draws some transparent textures incorrectly. This causes problems because transparent textures are used quite a lot for barriers etc. Sometimes the barriers aren't visible at all which will cause a lot of confusion for the player. Draws some lower textures incorrectly (if you have a lift which has a window at the bottom, the lower texture alignment sometimes looks wrong). Enemies can see you when they shouldn't i.e. if you are on the top of a lift and they are at the bottom or vice versa and there is no line of sight they can still see you and you can hear them shooting at you. It is possible to get stuck in enemies and for them to get stuck in each other. Whether the rendering problems are related to my ATI graphics card or not I am not sure. Risen3D v2.2.0.4: Problems: Demos not supported. MAP06 Half way up the comms tower an invisible wall blocks the rest of the way up, use no clip as a workaround. MAP18 In one part of the map the idea is to get the monsters to fight each other so that you can sneak passed but this doesn't work in Risen3D (but you can just run passed anyway). MAP22 Has problems rendering the RL room. (parts of the floor are invisible). Texture drawing problem in BFG secret area (middle texture not clipped). MAP28 Has problems rendering the area near the exit (floor is invisible). Other When a floor is raised and becomes a lift, the lift makes the floor raising sound when it is activated as well as the lift sound. When the player closes a switched door that is open the door open sound plays. Edge v1.31 Win32 Problems: Demos not supported. MAP30 The auto aim prevents shooting the boss brain but there is an option to turn it off or use mlook. MAP32 The music for MAP31 plays. Secret 22 is inaccessible, the barrel doesn't seem to activate the trigger. Secret 26 is inaccessible because the stairs to and from it don't build. On one playthrough the door at secret 04 locked but I have not been able to recreate this. Some switch textures appear opposite (pressed instead of unpressed and vice versa). The built in GLBSP reports 2 minor warnings. The raise and change texture trigger works differently (sets texture to sector rather than trigger) which can make the floors look odd. When you teleport the player doesn't always face the same way as the teleport destination thing. Music seems to sound off key (using System option). Vavoom 1.30 for Windows Problems: Demos not supported. MAP21 There was a problem with the monsters activating early from sound in one of the areas but I've modified the map to get around it. MAP29 Vavoom crashed a couple of times while playing this map, not sure why. Automap shows secret areas that would normally be hidden. ZDaemon 1.08.08 Problems: Demos not supported. MAP21 Had a similar problem to Vavoom with sound, modified map to compensate. MAP32 Secret 22 is inaccessible, the barrel doesn't seem to activate the trigger. Gameplay is slightly different because the monsters behave differently (they can open turbo doors). Eternity Engine v3.35.92 Problems: MAP20 Eternity crashed a couple of times. DEMO1 and DEMO2 dsync slightly at the end. Odamex win32 0.4.3 Problems: MAP30 Boss sight sound fades as you move away from it so you have to wait for it to finish if you want to hear it. The helper demo HELP18 goes out of sync, but then works for quite a while before going completely out of sync (in console type 'playdemo HELP18'). Map names displayed in automap are off by one i.e. MAP02 displays description for MAP01. On some maps (19, 20) the flats are drawn misaligned. MAP25 Crashed once with unhandled exception. Doom Legacy 1.42 Win32 Problems: MAP02 The third secret is inaccessible because the door drops immediately when triggered. Use no clip to get in. MAP08, 09, 20 There is a problem drawing the patches / textures for the ends of the bridge. MAP32 One of the secrets requires you to rocket jump but I can't seem to do it. Demos DEMO1, DEMO2 and DEMO3 play but go out of sync. The helper demo HELP18 goes out of sync similar to Odamex but strangely seems to play a bit longer than Odamex.
Maps
Phobos Subversion (MAP09)
Deathmatch Spawns
12
Co-op Spawns
4
Par Time
420
Research Facility (MAP16)
Deathmatch Spawns
12
Co-op Spawns
4
Par Time
450
The Final Conflict (MAP30)
Deathmatch Spawns
4
Co-op Spawns
4
Par Time
345
The Super Secret Level (MAP32)
Deathmatch Spawns
12
Co-op Spawns
4
Par Time
1170
Endoom
█ █████████████▓ ┌────────────────────────────────────────────────────────┐▓ ▓▓▓████████▓███▒ │ DOOM II WAS CREATED BY id SOFTWARE: │▓ ▓████████████████▒ │ │▓ █████████████▓█▓██▒ │Programming: John Carmack, John Romero, Dave Taylor│█ ██████████████▓▓▓█▓ │Art: Adrian Carmack, Kevin Cloud │█ ███████████████▓▓█▓ │Design: Sandy Petersen │█ ██████████████▓█▓██ │BIZ: Jay Wilbur │█ ███████████████▓▓▓█ │BizAssist: Donna Jackson │█ ██████████████▓▓▓██░ │Design, Support: Shawn Green, American McGee │▓ ███████████████▓▓▓█▒ └────────────────────────────────────────────────────────┘▓ ▓█▓██████████▓▓█▓▓█▓ ▓ ▓▓█▓█████▓▓░░░▒▓▓▓█▓ ████ ███ ███ █ █ ██████ ▓ ▓███▓▓▓▒░░░▒▒▒░▒▓▓▓▓ █ █ █ █ █ █ ██ ██ █ █ ▓ ▓▒▒░░░░░▒▒▒▒▒▒▒░▓▓▓█ █ █ █ █ █ █ █ █ █ █ █ ▓ ▓▒░▒▒▒▒▒▒▒▒▒▒▒▒▒░▓▓█░ █ █ █ █ █ █ █ █ █ █ ▓ ▓▓▒░▒▒▒▒▒▒▒▒▒▒▒░▓▓▓█▒ ████ ███ ███ █ █ ██████ ▓ ▓▓▓▓░░░░░░░░░░░▓▓▓█▓ ░ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓█▓░ ████ █████ █ ███ ███ ████ █████ ████ ░ ░▓▓▓▓▓▓▓▓▓▓▓▓▓▓█▒ █ █ █ █ █ █ █ █ █ █ █ █ █ ▒ ▒░▓▓▓▓▓▓▓▓▓▓▓▓▓░ ████ ████ █ █ █ █████ █ █ ████ █ █ ▒ ▒▒░▓▓▓▓▓▓▓▓▓▓▓ █ █ █ █ █ █ █ █ █ █ █ █ █ ░ ▒▒░▓▓▓▓▓▓▓▓▓▓▓░ █ █ █████ ████ ███ █ █ ████ █████ ████ ░ ░░░▓▓▓▓▓▓▓▓▓▓█░ ▓ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ DOOM II RELOADED is a PWAD for DOOM II by: Andy Stewart