Enjay's Marine Assault
Filenames
njma01.wad
Size
7.51 MB
MD5
98eaac4fb17e67a96c58eaed5cbffdc1
SHA-1
bf4c5947dda65165e098705628b004cb50218a60
SHA-256
5660c2d15cce0621e3be1c17857d0bbbb2b9d81c5cb0ee30952d90a364f0aae7
WAD Type
PWAD
IWAD
Doom II
Engines
ZDoom
Lumps
1381
Maps
MAP01
Download
Read Me
****************************************************************** *This WAD uses Grenades that are actually Flechettes from * *Hexen. Once you have one, throw it using the enter key. * *If the grenades are not "in focus" in the inventory bar, use * *the [ or ] keys to select them. You can also bind a key to * * "useflechette" at the console. * ****************************************************************** ****************************************************************** * * *Jumping is not essential to complete this level, but it is to * *get some secrets. The level was designed with jumping being * *possible in mind. So jump if you want. :-) * * * ****************************************************************** ****************************************************************** * * *I highly recommend setting up some aliases to allow you to Zoom * *in on your targets as if using a sniper weapon. The railgun was* *included for this purpose and the main play arena was set up * *with the ability to make long distance, accurate shots in mind. * * * * *If you have not set up a Zoom alias at your console, you may * *like to use the one I have included. It will bind the Insert, * *Home and Page up keys to different levels of Zoom and the End * *key to resetting the view to normal. (Unless these keys are * *already bound to something else). * * * *If you wish to use this, add +exec njma01.cfg to the * *command line * * * *eg * * * * zdoom -file njma01.wad +exec njma01.cfg * * * ****************************************************************** =========================================================================== Title : Enjay's Marine Assault (rev01) Filename : njma01.wad Date Finished : November 01, 2003 Author : Nigel Rowand (Enjay) Web Page : http://www.btinternet.com/~Enjay001/ Email Address : [email protected] Other Levels By Author : NJZdoom (various revisions), NJ Thiefy, NJ Train Probably others too. Description : A "Mini Conversion". Only One level but quite a few changes to various things. Additional Credits to : Randy Heit for ZDoom Jack Vermeulen for DeePsea Greg Lewis for Dehacked Boingo the Clown (Mark Quinn) for his VWeap Marine Skins Fredrik for his Shawn2 texture (see below for why) and the ideas used to get me started with the altered palette Espi for creating Ruma.wad (see below for why) Laz Rojas for the dog sprites (apparently he was the original author, although I didn't get them from one of his WADs) My corset for all the support it has given me :-P =========================================================================== * Play Information * Game : DOOM2 (Zdoom) Map # : Map01 Single Player : Designed for Cooperative 2-8 Player : Starts are there, but not really suitable or intended for coop. Deathmatch 2-8 Player : Starts are there, but totally unsuitable. Other game styles : None Difficulty Settings : Yes New Sounds : Yes - quite a few New Music : Yes - 3 Midis New Graphics : Yes - Walls, floors, sprites, title screens Demos Replaced : None * Construction * Base : Scratch level. Build Time : About 2-3 weeks Editor(s) used : DeePsea, Dehacked, PSP, Goldwave and a variety of hacking tools Known Bugs : None May Not Run With... : Anything older than Zdoom 2.0.47i - slightly earlier versions should be OK though. Tried with ZdoomGL - worked well but the sky box looked a little funky because the linehorizon feature is not (yet) supported by ZdoomGL. Tip: : Do not rely on infighting to thin out the enemies. These are trained marines you are up against. They won't fight each other. =========================================================================== This is a revision of the original NJMA01.WAD. The following things have been changed: Raised a sector ceiling to allow a clear shot from tower 1 into a sniper room. Added NJKP010 texture and put it on a secret wall. Moved soul, mega and invulnerability spheres. Made a new secret for the berserk that used to be near the invulnerability. Renamed the Grenade pickup to NJGrenade to allow the mod to be played with skulltag. Added a few more strategically placed poison mushrooms. Added a "backup generator" to the cave to increase lighting levels (if you find the switch). Tweaked Ammo to add a little more to the hard setting. Slightly modified death animations for 2 enemies based on the Alpha sprites. =========================================================================== Full Description: OK, I needed to make a level. I had mappers block. I wanted to test some new features in DeePSea, that gave me some inspiration but I still wasn't fully inspired, so I thought back to the WADs I had played over the last year or so and "Ruma" by Espi stuck out in my mind. I didn't just want to make a map. I find dehacked, sounds and graphics stuff just as much fun to do as mapping these days. I thought I'd like to do a "versus marines" mini conversion. So, remove the hellspawn from Ruma and make something that kind of had the feel of how a base built to that general kind of layout might be but without any hint of ruination or a hellspawn invasion. Note, at no point did I actually go back and use Ruma as a direct reference. I just used it as my mental starting handle. I couldn't even find my copy of Ruma and had to ask on Doomworld what the file might be called before I could track down a copy to play after I'd already done the map. So this is not a copy. It's not based on Ruma, but it is inspired by the basic layout of the map. The original Ruma can be found here: ftp://archives.3dgamers.com/pub/idgames/levels/doom2/Ports/p-r/ruma.zip For a while I considered making this a map where you went in as part of a team of marines (easy to do with Zdoom) but it quickly became apparent that the layout of the map didn't suit that idea too well. Perhaps if I make a follow up in a more open city battle kind of scenario or something... Anyway, that's why this is a solo mission. Other notes - the map was originally done to test DeePSea's support of Zdoom's new "any texture, any flat, anywhere" feature. However, this feature is not yet available in released versions of Zdoom, so at some point I had to switch back to the old method. All graphics (unless specifically noted) have been editied in some way shape or form by me. Some have come from other games and been tweaked, resized, recoloured, re-edited, some are totally original. I have tried to get everything from a source that will not upset anyone but if I have accidentally included a resource that belongs to you, let me know and let me know whether you want the resource credited or replaced. Story: Right, I'll keep this brief - there's an intro in the level. You are an elite marine, specialising in solitary missions. You are to be dropped near to a militarised base. This base is being run by a consortium of scientists doing illegal human genetics experiments. So far, the experiments have yielded little more than pain and suffering for the unwilling subjects. The scientist, knowing that sooner of later their work would come to some one's attention, have invested in some extreme security measures. They have hired a team of highly trained and battle hardened ex marines to act as a security force for them. Not only are these marines well armed, but they have access to a number of advanced technology war droids. This would sound like the kind of operation that needs the military to go in, in force. Unfortunately the base security measures are such that a space security array prevents any ship approching the planet from landing by blowing it out of the sky before it gets a chance to come anywhere near the planet surface. The array can be disabled, and that's where you come in. In each of the 4 towers that overlook the base there is a power coupling. Each one of these needs to be destroyed. Once that is done, a switch in a control room in the cave complex below the base can be used to disable the array. Your mission is to infiltrate the base. Get into each of the security towers and place a charge on the power coupling in each tower. The charges are set with a timer, so you need to get clear of the blast, although the charge is set in such a way that you should have plenty of time to get clear after placing each one. Once all 4 power coupling are destroyed, you will be able to disable the array. Details of the Mod: The map is hopefully self explanatory - it's a Zdoom map featuring slopes, a skybox, ambient sounds and some scripting. There are a lot of windows and computers to smash. :-) The main change is to the enemies. I did most of them with a minimum of dehacked work - basically just beefed up versions of existing former humans. There are some more significant changes though. Why didn't I just use the built in Zdoom marines? I felt this gave me more flexibility to tailor the monsters as I wanted. Most of the original doom weapons are unchanged. This, I felt, was essential to the feel I wanted to create for the mod. The only one to have gone is the BFG. I didn't think there was much need for the BFG in this mod. It's attack and way of working wouldn't have really suited what I was trying to do, but an accurate sniper weapon that could pick off a distant target was far more suited to the level. Enter the railgun on button 7 instead of the BFG. You will encounter: Pistol marine - basically a slightly faster zombieman with a few more hitpoints Shotgun marine - shotgun guy with similar treatment Semi-auto marine - SS Guy with similar treatment - also drops 2 clips instead of 1 Supershotgun marine - even tougher shotgun guy - drops a super shotty - replaces hellknight Chaingun marine - similarly beefed up chaingun guy Railgun marine - similar toughness - drops a railgun - modified imp Plasma marine - modified arachnotron - drops a plasma gun Rocket Marine 1 - Fires rockets that may or may not home - replaces revenant in the map editor, but has no punch attack. If using scripting to spawn one, the archvile is used rather than the revenant as these 2 enemies have been ID swapped. Rocket Marine 2 - Fires a real rocket, replaces Baron. Note, is momentarily invulnerable whilst firing to minimise his chance of killing himself with splash damage. Doberman - Demon with much lower hitpoints and gib frames Security Remote - Flies, fires a volley of 3 plasma balls (imp fireballs) - replaces lost soul - has no charge attack, but is quite nasty close up. Security Droid Mk1 - Flies, fires double volleys of plasma, when it dies it shatters into shrapnel so don't be standing too close - modified cacodemon Security Droid Mk2 - Flies, fires rockets which may or may not be homing (revenant attack), also explodes on death - modified pain elemental Crusader Robot Mk1 - A thinly disguised mancubus Crusader Robot Mk2 - A thinly disguised Cyberdemon - much lower HP and has a close attack. Those tricky scientists - These cowards may have hired the marines, but all they will do is run away from you. They have no attack, but they are evil. Kill them with impunity. - replaces the spectre Detail of Additional Credits: I used a high-res texture by Fredrik Johansson - resized to be low res. Why did I do this apparently strange thing? Well, I wanted a grubbier looking SHAWN2 kind of texture and Fredrik's one was ideal. However, when using it "hi-res" it made everything else look blocky, so I made it into a standard texture, then used it as a base for a SUPPORT2 replacement, some console flats and a silver coloured flat too. The original hi-res textures (intended for use in opengl ports) can be found at http://www.doomworld.com/fredrik/high-res/ Also, the altered palette used was based on Fredriks on from fughdm1.wad and advice he gave in a Doomworld thread about palettes. I used his values for the blues and pinky reds and my own values for the greens. I used some sprites by Boingo the Clown (a.k.a. Mark Quinn). These are from his VWeapons skin pack. I think I only used the shotgun and chaingun ones. The (very good) original skin pack can be got from http://members.fortunecity.com/doomskin/ Specifically, this page: http://members.fortunecity.com/doomskin/skinpacks.html . The text file for the skin pack is included (newmarin.txt). Lets hope the skin pack gets finished one day - there's still a few weapons to go. If I have inadvertently used a texture, graphic, sound by anyone else and not credited you, my apologies. If I have done so please let me know and I will remove/replace/credit as you see fit. * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse. All I ask is a name check. 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.