Zen Dynamics
One seemingly random day, I was sitting around doing nothing... when it hit me: The perfect way to make true reloading weapons in Zdoom. It worked like a cha...
Filenames
zendyn_x.wad
Size
38.36 MB
MD5
712f6e46ef4120ee76910ae23ede8251
SHA-1
a36d2d86ad05f09f6cf53819feb974254d23cd9f
SHA-256
4709b1f5b886c1524c29035e82f1210c70526c6b635e6aa3e6f0a96564ba1fab
WAD Type
PWAD
IWAD
Doom II
Engines
ZDoom
Lumps
3044
Maps
TITLEMAP, ZENTRO, MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP07, MAP08, MAP00
Download
Read Me
**SPECIAL NOTES** This wad now works in both the latest Official release of ZDoom (2.1.x editions) as well as GZDoom. However, there seem to be some very slight issues regarding GZdoom... The fusion cannon's alt-fire doesn't want to work right and the Dynamic Lighting support is very incomplete. I would recommend standard ZDoom, although I've made sure that it doesn't crash insanely in GZDoom as well... or at least, I hope it doesn't! :P Because of the complex nature of this wad, some people tend to get stuck in places in some of the maps, so I've included a FAQ in a seperate texfile: zendyn_f.txt. If for some reason you get stuck, check there BEFORE you ask me something. If you're absolutely sure that your problem isn't mentioned anywhere in the FAQ, don't hesitate to e-mail me about it. :P Finally, in order to view the intro correctly, you need a resolution of 800x600 or higher. Sorry for the inconvienience or anything. :P Okay, now onward with the standard textfile formation thing or whatever. =========================================================================== Archive Maintainer : You Are Ty. Advanced engine needed : Zdoom (2.1.0 or higher) Primary purpose : Single Player =========================================================================== Title : Zen Dynamics Filename : zendyn_x.wad Revision : Version 2.5 Initial Release : June 25, 2005 Anniversary Release : June 25, 2006 (Happy anniversary, Zen!) /Idgames Release : November 18, 2006 (About time... !) Author : Xaser "The Conqueror" Email Address : [email protected] Other Files By Author : Tons of weapon replacements, SHiTWADS series, and I.C.T.O.A.N. Misc. Author Info : Master of Weapon Mods and such. Description : One seemingly random day, I was sitting around doing nothing... when it hit me: The perfect way to make true reloading weapons in Zdoom. It worked like a charm in an example wad I put together, but I thought that a simple demo wad with a single test level would not do the reloading trick any justice... so two weeks later, I brought you this: Zen Dynamics, a Zdoom Revolution. Zen is a 7-level partial conversion, with 10 new guns, complete with reloading, new baddies, music, textures, you name it. It has some pretty damn memorable moments, particularly in Map04 and Map07, and is not just some quickly thrown together wad. This wad was originally released on the ZDoom forums, as a "public beta" of sorts, before releasing to the /idgames archive for all you crazy people to enjoy. :P The initial release only took two weeks to finish, but as always, it was littered with random bugs and such. I released several revisions that fixed said bugs, but I got bored at just fixing minor stuff... so for the fabled 2.0 release, I added several things: a new level, a new weapon, and some story elements and such. And now, I present you with the Anniversary Edition, packed with tons and tons of new features -- Altfires, Two more new weapons, and a brand-new map, Core Zero, perfect for mass-destruction addicts! :P Yes, there's a small storyline involved, with the usual stuff like gateways and UAC and such, but the intro does a pretty good job at telling it, IMO. :P The highlight of the wad is probably the weapons, which are pretty much a first in Zdoom history. Just the combination of advanced weaponry with Zdoom features like ACS and portals (which I know you'll love so much more after you've played Map04). Either way, it's been way too long since I've released anything memorable, and I guarantee you will not forget this wad. :P Sorry for all the bragging and such, but hey.... it's true. :P Additional Credits to : SPECIFIC CREDITS: Maps: Malcolm Sailor - Mega-huge thanks for msscraps.zip (in the prefabs directory at /idgames). Most of the levels are based on something-or-other from that set. Thanks, man! :P B. Vanatta - Whatever the B. stands for, does it even matter? Anyway, the base for Map02 was obtained from his Danzig15.wad deathmatch map. Muchas gracias y cosas! Zero Prophet - A bit of 'ghostwriting' in a couple areas -- he created a the 'background' scenes in two maps: Map08's city skyline and Map03's outdoor fight-scene. Kick ass. :P Weapons: NMN - Kickass weapon artist. He's responsible for creating the Assault Rifle. Corrupt Marine - the Dual Plasma SMGs and the fusion cannon are his work. Keep up the insanely awesome work! Scero - He drew the graphics for the Scorcher weapon. Nice work! Shinjanji - He did the hand for the Bloodsphere weapon, which fits perfectly. Good job! Xenophon - Created the awesome bullet casing code, used in the game's bullet weapons. I still can't thank you enough for that! Caligari_78 - Creation of the new and improved bullet puffs. Your name shall live on forever or some such! :P Monsters: LilWhiteMouse - The genius behind the Hell's Battery, which is possibly the most awesome enemy ever created! She was also the first one to create the boss health bar script, although I scripted my version myself. Anyway, big huge thanks to her! Misc. Graphics: Apothem - Created the menu graphics and such, which kick total ass and such! MasterOFDeath - Put together the DOOMDEFS lighting definitions for use with GZDOOM... I can't believe I forgot about this for 2.5's release. ;P Bug testers: Belial - Found LOADS of bugs everywhere, ranging from weapons to maps, and everything in between. Thanks a hell of alot and stuff! Zero Prophet - He's probably played the wad more than anyone else... myself included. Nearly everything in the wad has been bugtested hundreds of times, so muchas gracias, mi amigo! Pika135 - Discovered a strange bug where you could jump through the windows to Map04's supercharge room, therefore getting stuck. RANDOM CREDITS: (in no order whatsoever) Randy, Id, Graf Zahl, Grubber, Malcolm Sailor, KronoS, Vegeta, Cory Whittle, Scero, Chilvence, WildWeasel, Chronoteeth, TheDarkArchon, Xenophon, Dron, Edward, NMN, Corrupt_Marine, Maggot_Army, Nanami, Assmaster, Destroyer, Giest118, Pink, Cyber-Menace, QBasicer, BioHazard, GeeDougg, Espi, DD_133, Cyb, Bouncy, Tormentor667, LilWhiteMouse, Quasar, The Ultimate Doomer, Daniel, TeamTNT, Enjay, Shinjanji, Belial, HobbsTiger1, Phobus, Kirby, Biff, HotWax, Carnevil, Russel Pearson, Valve Software, MasterOFDeath, ACE Team Software, Rage, Purple Motion, Acidbox, Timelord, Maelcum, Capcom (for DMC, heh), Ebola, Hyena, Tom_D, Metamidnight, Jazzy, Zandor, B. Vannatta, Speed Racer, my Mom, God, and whoever operates the section of my mind that controls dreams, for that dream I had last night where I beat the crap out of that evil kid I hate so much at school... Okay, a bit off topic, but it was certainly awesome while it lasted. :P I don't even know why I'm thanking over half of these guys, but oh well. :P =========================================================================== * What is included * New levels : 7 or so Sounds : Yes Music : Si: Map01: "Numb", by Rage Map02: "Zen Dynamics", by Xaser Map03: "War Stars", by Jeroen Tel Map04: "4th Dimension", by Rage Map05: "Shadowrun", by Purple Motion Map06: "No Truth", by Rage, edited by Xaser Map07: "Rush of Freedom", by Acidbox, edited by Xaser Map08: "Guild of Sounds", by Rage Map00: "RPG-Explosion", by Cyn, edited by Xaser Title: "Yellow Movement", by Rage Intro: "Deeper Inspiration", by Acidbox Brief: "VorteX", by Timelord Inter: "Dark Sun", by Xaser Boss1: "Neutron Spirits", by Xaser Boss2: "Mundus's Theme", from Devil May Cry Speed: "Crazy Speed Mix", by Maelcum Victory: "Martian Space", by Xaser Ending: "Light-Years", by Rage Escape: "Drakk Attack", by Legend (the Unreal II Devs) Graphics : Yes! New weapons, monsters, you name it. :P Dehacked/BEX Patch : Yes Demos : No, because Zdoom is weird when it comes to demos. :P Other : DECORATE, DECALDEF, SNDINFO, and all that Zdoom stuff. Other files required : Zdoom 2.1.x editions or GZDoom. * Play Information * Game : DOOM2 Map # : MAP01-MAP07 and then some. Single Player : Designed for Cooperative 2-4 Player : No (too scripted in some maps) Deathmatch 2-4 Player : No (definately not) Other game styles : Yes (No) Difficulty Settings : Yes (er, at least, I think so. :) Extras : Eh? What extras? Well, there are two very special files included in the release, in addition to zendyn_x.wad: zendyn_f.txt : The official Zen Dynamics FAQ... that's the same one I used to tack on to the bottom of this textfile in all the beta releases. I seperated it "for both clarity and confusion" (Zero-ism). zenblack.wad : In case the standard Doomguy hands don't quite tickle your fancy, this add-on is for you. Load over the main Zen wadfile and it will add black gloves to all the weapons instead of those ugly fleshtone things he's always seen wearing. :P * Construction * Base : Most are based off levels found in msscraps.zip, found in the /idgames/prefabs directory. Bigass thanks to Malcom Sailor for the maps and stuff. :P Map02 is based on danzig15.wad, so thanks to B. Vanatta for making that map. :P (Don't worry, both of the textfiles to these wads allowed modified levels and stuff, so try not to complain or anything. :P) Build Time : As of version 2.5, exactly ONE YEAR. Happy anniversary! Editor(s) used : Doom Builder, XWE, Sound Recorder, Paint Shop Pro, Windows Paint, Notepad, Impulse Tracker, and so on and so forth. :P Known Bugs : There is a minor HOM on the outdoor part of Map04, but that's due to the dodgy rendering of the portals and such. Blame Doom's quirky rendering engine. :P Hopefully, you won't even notice it's there. :P Also, the interior room of Map04's cathedral tends to slow down the game a hell of alot, so I hope you have a fast computer. :P Running the wad with GZDoom fixes both of these problems, but not the following one... Due to Map08's complexity, many of the outdoor areas have the infamous 'sky clipping' effect (ie, a portion of sky obscures other structures when it's blocking your view... you'll understand what I mean). Unfortunately, this is impossible to fix without spending days splicing the level and rebuilding EVERYTHING using portal effects, which would be time consuming and slow down the wad like hell on a stick. Sorry for the inconvenience... just blame Zero. :P May Not Run With... : Anything other than Zdoom 2.1.x editions or GZDoom * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse, as long as you credit me in some form. 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. You MAY swallow a nuclear bomb whole in hopes of committing suicide, provided that you make sure the bomb does not have any sharp objects on the outside, because that may cause accidental disembowelment. Permissions have been obtained from manufacturers of nuclear warheads for any bombs that may be used in this event. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirror mazes.