Undesired Reality
Started as a e4m1 remake but I went on with a standalone map that maintains a few known areas (revamped obviously).
Filenames
undesird.pk3
Size
6.74 MB
MD5
97a4a8a214c343c7724681515e401abd
SHA-1
858eee84dc1cd6b35c00251dcd2048706a44cf61
SHA-256
09674470c8f73f00ddf88460d968e072550db517c65793313f63e5ebbab897f4
WAD Type
PK3
IWAD
Doom II
Engines
GZDoom, Zandronum, ZDoom
Lumps
2222
Maps
E4M1
Download
Read Me
=========================================================================== Advanced engine needed : ZDOOM/GZDOOM (May run with zandronum but I haven't tested it) Primary purpose : Single player =========================================================================== Title : Undesired Reality Filename : Undesird.PK3 Release date : 3rd of august 2013 (Original release, a few modifications have been added since) Author : The_trigger Email Address : [email protected] Other Files By Author : E1M8RMKE.PK3 (Can be found at IDGAMES. Keep in mind that it was my first ever public level). Misc. Author Info : French doomer Description : Started as a e4m1 remake but I went on with a standalone map that maintains a few known areas (revamped obviously). Additional Credits to :ID SOFTWARE for doom, Pascal von heiden for Doom Builder 2, SlayeR for Slade 3, The KDIZD Team for the textures and a few other stuff, Various authors for the sounds used(custom door sounds), Various authors from Realm 667 for monsters and items/weapons, 3d realms for the music, Skulltag team for the Doomsphere and everyone I may have forgotten. =========================================================================== * What is included * New levels : 1 (Takes the e4m1 slot) Sounds : Yes (mostly sound sequences and the custom sounds from the monsters) Music : Yes (Plasma from duke nukem, E2L8 I believe) Graphics : Yes (Various sources) Dehacked/BEX Patch : No Demos : No Other : No Other files required : None, everything needed is in the main file * Play Information * Game : DOOM Map # : E4M1 Single Player : Designed for Cooperative 2-4 Player : Player starts only Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Yes (well a little I guess) * Construction * Base : Most of the areas are all new from scratch, a few areas are reinterpretations of the original episodes Build Time : Almost a year (I started last summer in late july). Editor(s) used : Doom builder 2, Slade 3 Known Bugs : Some brightmaps (for custom monsters) may not work properly. Other than that, there are no bugs. (Well none that I am aware of). Perharps minor visual glitches in ZDOOM. May Not Run With... : Brutäl Doom (This level has the super shotgun from KDIZD and thus it conflicts with brutal doom's modified super shotgun) * Aditional notes * The level has been designed with software mode in mind and thus it works fine on Zdoom. During construction I continuesly tested the different areas with both GZDOOM and ZDOOM engines and they all worked fine in both. GZDOOM is recomended if you want to take advantage of the gldefs and smoother looking textures (Filters) but that is just for aesthetic reasons I guess. The level has been tested on ZDOOM 2.7.1, GZDOOM 1.8.2 and the latest svns: Everything works like it should. The daisyscenes.wad is at the root of the pk3 because the sprites weren't in png format. The level has had a few modifications before I actually uploaded it to IDGAMES. It had a few issues that I had to take care of ^^ Feedback is much appreciated and I will take it into account. A few bugs may still be there. You may find the monster placement to be a little random at times but I tried to make it interresting (It is something I am aiming to perfect). This is my second official level. Version 1.01 Changes: -Corrected a major visual glitch in software mode near the big bridge area. (The one with the plasma gun in the center). Since the bridge is made with portals, the lower sector was placed to close to polyobject dummy sectors. As a result, this caused a hom that could be seen once you travel through the surrounding areas (You could see parts of the polyobject dummy sector). -Corrected a minor visual glitch in one of the outside areas (The e4m8 area). -Changed a few scripts here and there (nothing big). -Rebalanced the final fight: You know encounter only 2 hierophants and 2 thamuz. I want to make it chalenging but not unfair and 3 thamuz is just more frustrating than fun IMO. (May be changed in future updates if poeple find it too easy). -Sligt modifications to the health/ammo balance. * Copyright / Permissions * Authors MAY 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. * Disclaimers for ressources * KDIZD (Taken from the kdizd_11.TXT) "Authors MAY 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." (Textures, monsters, sounds, etc...) * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors