Blacktown Powerplant
Blacktown Powerplant - stomperunfinished.wad (Doom II) is a PWAD featuring 33 maps (MAP22, MAP10, MAP18, MAP25, MAP21, and more)
Filenames
stomperunfinished.wad
Size
15.91 MB
MD5
3823970f20b468f3224ec5056942d54d
SHA-1
ac40c14581bb2ed6674b0a3e8a3daabeddaa46eb
SHA-256
7bfca7b50f3d81855c7611fb209bfb5e1899a523e6820d475fe92eac95848b09
WAD Type
PWAD
IWAD
Doom II
Engines
Boom
Lumps
719
Maps
MAP22, MAP10, MAP18, MAP25, MAP21, MAP23, MAP09, MAP31, MAP13, MAP27, MAP28, MAP08, MAP14, MAP24, MAP05, MAP19, MAP32, MAP01, MAP03, MAP16, MAP04, MAP07, MAP11, MAP36, MAP26, MAP17, MAP15, MAP12, MAP30, MAP29, MAP20, MAP02, MAP06
Read Me
== Description: == Stomper is an unfinished megawad for Doom2 that uses Boom features. A sourceport that supports Boom features is necessary to run this. Here are some: - Prboom - Zdoom - Gzdoom And the Doom2 Iwad is also required. It contains new graphics (textures, weapons, misc), and 32 more or less finished maps, new sounds and some new music. Try to use the software renderer due to some tricks like pseudo-3d bridges. And this wad contains lots of bugs. Well duh, it's unfinished ;p It was being done by Pawel Zarczynski (me). Contact me via - [email protected] == Where to get this wad from: == Direct Link: paul.drdteam.org/games/StomperUnfinished.zip or From forum: http://forum.drdteam.org/viewtopic.php?f=116&t=5809 == Status: == The wad is considered unfinished and cancelled. I'm through with Doom :( RL became too demanding. By request of some forum members over at the DRDTeam forums I'm releasing this as it is. And also I'm an irresponsible asshole who never finished what he began unless someone with a whip is standing over me forcing me to do stuff ;) == Disclaimer: == Do whatever you wish to do with this (take stuff from it, modify it, release it elsewhere), provided all of your actions are free of charge, yours or anyone elses. This is freeware hobby stuff, so it is meant to be like that (Underground, dude...). == Additional Credits: == * ID Software for Doom and Quake * Nick Baker for the Episode 5 Texture set, some textures were used from the pack * Rogue and Velocity for Strife - some graphics came from there (modified by me) * Midway for Doom 64, Kaiser for Doom64TC - some graphics * Slayer, Mark Klem and David 'Tolwyn' Shaw, I know their music is used, I think. * I apologise if I didn't credit anyone whose stuff I used. If so, drop me a line and I'll include your name here. == Detailed map info: == * Some of the maps included in this wad are fully playable, though lacking polish (but they have a lot of english! lol that was lame ;P). Here's a list so you can warp to some maps and have fun. Ofcourse, the difficulty level will differ drastically, so don't consider them being arranged in an episode. * Play the Fully Playable maps on UV from Pistol Start to kick some ass big style! Map 01 Title: Incoming! Status: Fully Playable Notes: The first map, designed to be a nice introduction. Map 02 Title: Secured Point Status: Fully Playable Notes: Nuthin fancy. Map 03 Title: Radar Base Status: Fully Playable Notes: Be wary that picking up the blue keycard releases a bunch of nasties. If you don't feel like it, just head to the exit, it's nearby. Map 04 Title: Human Outpost Status: Fully Playable Notes: Initially Map01. Probably my best map ever. Map 05 Title: The Slums Status: Incomplete - Areas Done, but lacks monsters. Notes: See if you can find the super secret. Map 06 Title: The Mainframe Status: Fully Playable Notes: Quite winding Flow. Use your automap and pay attention to stuff opening/closing. Map 07 Title: The Barricade Status: Fully Playable Notes: Plutonia Styled, this is slightly harder than the previous ones. Pistol start is sweet. Map 08 Title: Tremont City Status: Incomplete - Areas Done, some monsters added (not all) Notes: Initially my R-One mod featured a humongous city split into several maps. This is the downtown area. The nonlinearity comes from the rpg nature, there were lots of shops and npcs to talk with. Naturally, they aren't here anymore... Map 09 Title: Grindhouse Status: Incomplete - Areas Done, monsters not included Notes: If this featured true 3d floors it'd be a nice DM level, don't you think? It's crap I lost the version with the monsters, when a nasty Trojan attacked my HD and I kept the map on C:/, rather than D:/ XP Map 10 Title: Toxic Yards Status: Fully Playable Notes: One of my favs, R.Wiles's Slayer inspired Map 11 Title: Flow Control Status: Fully Playable Notes: This was also an R-One map, a vacant power plant. I had to heavilly rebuild it to make a standard Doom map. Map 12 Title: Scrapyards Status: Fully Playable Notes: Inspired by Doom 2 maps Map 13 Title: The Grand Gate Status: Fully playable, but lacks architectural niceness Notes: Lotsa pseudo bridges, inspired by Qdoom (quite obvious if you played it) Map 14 Title: City Outskirts Status: Fully Playable, but lacks archi detailz0r Notes: Inspired by the Inmost Dens Map 15 Title: Blacktown Powerplant Status: Fully Playable Notes: This is one different map... I actually hate it so much I wanted to remove it, but it's been left here Map 16 Title: Fusion Plant Status: Fully Playable Notes: So you went into the powerplant... I love it's texturing style. Quite much E1M2 ripping off ;) Map 17 Title: The Bloodtower Status: Fully Playable Notes: Heretic inspired Map 18 Title: The Bastion Status: Fully Playable Notes: Lots of jumping from running here. Map 19 Title: Lost Sanctum Status: Incomplete - Areas done, but lacks monsters Notes: Would you believe all the higher levels were once 3d pseudo bridges? Map 20 Title: Ezxzentiel Status: Fully Playable, but ugly as hell Notes: This map is based on my Doomy dreams... I haven't played it in a long time. May be frustrating. Map 21 Title: Twisted Keep Status: Incomplete - Areas done, but lacks monsters Notes: Twisted Keep is Twisted... it's designed to make navigation hard Map 22 Title: Queen of South Status: Fully Playable Notes: Another one of my favs, pistol start will drive you nuts Map 23 Title: Unholy Monastery Status: Incomplete Notes: Map partially based off the "Lair of Truth" from the Sega Saturn version of Magic Knight Rayearth Map 24 Title: Chambers of Torment Status: Fully Playable, but ugly Notes: try this one, one of my better maps Map 25 Title: The Feeding Pit Status: Fully Playable Notes: Short and wicked. Watch your every step. Map 26 Title: Castle Crossack Status: Fully Beatable, but really ugly Notes: Doesn't look like a castle, no? Because it initially was an overrun Uac outpost, but I wanted to retexture it into a castle to make it stand out a lil' bit. Map 27 Title: Hangman's Canyon Status: Incomplete, there are some monsters and it may be beatable, but it was never considered no where near being finished Notes: Map 28 Title: The Spirit Path Status: Incomplete - areas done, but lacks monsters Notes: The design dates back to 2002. Pity I haven't finished this one... Map 29 Title: City of Babel Status: Incomplete - areas done, but lacks monsters... kinda Notes: This is an experimental that can not be beaten unless you disable monsters, or continously give yourself weapons and ammo by IDFA. If you feel you got the guts, try this one, and IDFA all the time (without the keys) and try to survive until the very end... Map 30 Title: The Machine Status: Incomplete, period Notes: Beyond the devastated enemy, there was meant to be the true boss. But it isn't there... You basically won if you got here. Map 31 Title: Bad Mojo Status: Fully Playable Notes: A hectic little map that began as a crude DM map. Try to survive... Map 32 Title: Assault Status: Fully Playable Notes: Just a place holder for the 2nd secret map that never got done, sadly. Map 36 Title: Cold Storage Status: Fully Playable Notes: and what's this? You can warp into this map (not accessible otherwise). It was going to be deleted, since I hate it so much, but it remained somehow. Ultimately, I decided to let it live, maybe someone else'll enjoy it. == Miscellanous info: == * Some maps come from my R-One mod, that was being worked on off and on (more off than on ;) * The status bar face is that of Ray Reeves, protagonist of R-One, and the Credit pic right half face is of his arch nemesis, an AI named NICOLAI * The pistol, shotgun and BFG come from R-One. The rest of the weapons were designed just for this mod * D_DM2INT and D_DM2TTL were done by me. Rest is from VGMusic.com or some Doom wads out there That's all there's to it. Bah-Bye now.