Quantum Strike (V2)
"Quantum Strike" is a set of 3 hard, colourful Boom-format maps designed to be played from a Pistol Start. Gameplay is purely action-based with simple progre...
Filenames
qstrike.wad
Size
7.35 MB
MD5
2819b5005ea7d2f72bfb6426dd189648
SHA-1
a4f87fdd5d2f5b53b7378ba811b90e61ce086957
SHA-256
04cca29fd6bb5d21e7e88882433a2a7fc5454b65f88cffcf436d33214af9602d
WAD Type
PWAD
IWAD
Doom II
Engines
Boom
Lumps
634
Maps
MAP01, MAP02, MAP03, MAP04
Download
Read Me
=========================================================================== Advanced engine needed : Boom-Compatible Primary purpose : Single player =========================================================================== Title : Quantum Strike (V2) Filename : QStrike.wad Release date : Author : Spectre01 Email Address : [redacted] Misc. Author Info : Non-hardcore guy trying to make hardcore maps. Other Files By Author : dmp2016.wad map19 Description : "Quantum Strike" is a set of 3 hard, colourful Boom-format maps designed to be played from a Pistol Start. Gameplay is purely action-based with simple progression and generally high monster density. UV is meant to challenge "good at Doom" individuals and masochists who don't mind dying repeatedly. HMP should be more fun/reasonable and HNTR more laid back. =========================================================================== * What is included * New levels : 3 + short bonus map04 Sounds : Yes, the Plasma Rifle Music : Yes Graphics : Title + Interpic Dehacked/BEX Patch : Yes Demos : No Other : Afrit mini-boss replacing the Commander Keen and Mr. X replacing SS soldier. * Play Information * Game : DOOM2 Map # : MAP01 - MAP04 Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : No Difficulty Settings : Yes, use them! * Construction * Base : New from scratch Build Time : ~6 months, mostly off. Editor(s) used : GZDB, Slade3, WhackEd4 Known Bugs : Send me a detailed PM if you find any! May Not Run With : Any ports that don't support modern Boom-format stuff. Tested With : PR/GLBoom+ 2.5.1.4, ZDoom 2.8.1, GZDoom 3.X, Zandronum 3.0, QZDoom q1.3 Other : OpenGL port recommended. Default GZDoom compat friendly. i.e. Freelook, no infinite height. Jump/crouch should be disabled though and Quake-style rocket jumps are not accounted for. * 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.gamers.org/pub/idgames/ and mirrors =========================================================================== =========================================================================== ////////////////////////////// /////// MAP LIST: //////// ////////////////////////////// =========================================================================== ------------------------------ | Map01: Reality Unwoven | ------------------------------ Difficulty: Hard (Aggressive play leads to swift death.) Music: "Alley Bats" by Paul Corfiatis Blue high-techbase inspired by e2m4 and other maps using blue computer textures. One of my first maps that started with the simple idea of a long hallway segmented by blast doors leading up to a larger arena. Two detours/objectives were then added. Gameplay focuses on small, claustrophobic fights that greatly restrict player movement. The first part was originally too map01-ish and easy compared to the upper arena encounter, so meaner monsters and traps were added. HNTR is what original UV was like. ------------------------------ | Map02: Viridian Shift | ------------------------------ Difficulty: Hard (No BFG for these fights?) Music: "Industrial" by Simon Judd Green, deteriorating high-techbase with more red hellish stuff creeping through the cracks and circular architecture. Larger open areas but filled with more enemies to compensate. Two chaotic slaughter-ish encounters after a few early skirmishes. Ending fight may be more challenging without infinite height due to more mobile flying enemies. A teleporter to a previous location opens up after killing all the Afrits. ---------------------------------- | Map03: Quantum Strike 99x9 | ---------------------------------- Difficulty: Harder (Can you handle 50-something Cyberdemons?!) Music: "Stars" by Stuart Rynn I wanted to make a large outdoor map floating in a blue sky. Five (or six?) challenging setpiece encounters in colour/shape-themed areas. Very high monster count and plenty of BFG action. May fall into the "slaughter" category. Big difficulty spike in the large "final" arena. -------------------------- | Map04: qs_iceworld | -------------------------- Difficulty: Medium Music: map31 of Scythe 2, originally from DWANGO5 An homage to a popular Counter-Strike map called fy_iceworld and excuse to try out some snow textures. Features a weaker Scythe 2-style Plasma Marine. Short "thanks for playing"/ending bonus. Additional Music : Title/Text: "Satellite One" by Purple Motion Map Ending: "Act 12 Battle Scene" from Gundam F-91 Additional Credits to : rdwpa, Killer5, loveless, megablast98 and Larzuk for playtesting and feedback. The authors of cc4-tex resource pack. Joshy's Resurgence for custom palette, Afrit dehacked base and scifista42 for dehacked support. Everyone on the Editing Forum for technical advice! id software for Doom. Sandy Petersen.