Abandoned Misery
This map was included in my huge project 'TGRDM3'(Morgenstern) that originally started back in 2007, but I finally decided to kill the project on the 26 Octo...
Filenames
amisery.pk3
Size
1.37 MB
MD5
87b1bd37aab5b5731526921ccafbf8c2
SHA-1
c0980469fd1b43e2c1c961a1e273c68fae362eae
SHA-256
c675107adf55afde0c089b93fe57fd08e9a6ed6e509b7f1f9e887629c6462b9d
WAD Type
PK3
IWAD
Doom II
Engines
GZDoom, ZDoom
Lumps
293
Maps
MAP01
Read Me
=========================================================================== Advanced engine needed : GZDoom 2.0 (Recommended) Primary purpose : Deathmatch =========================================================================== Title : Abandoned Misery Filename : AMisery.pk3 Release date : 29 October 2014 Author : Nicholas "Tiger" Gautier Email Address : [email protected] Other Files By Author : TGRDM1 TGRDM2 TGRCP1 STFBall2 Misc. Author Info : I love tigers :) Description : This map was included in my huge project 'TGRDM3'(Morgenstern) that originally started back in 2007, but I finally decided to kill the project on the 26 October 2014. The development time was going to take several more years to complete, and making maps that uses 3D Objects - heavily - on a 2.5 game engine is overly complicated along with its limitations. Abandoned Misery was originally half-way designed back in 2010, but later completely redesigned in 2013 (which is the version released). I honestly believe that this is the first - real successful Deathmatch map I have ever created in my entire history of Doom modding. Call me bias, but I have rejected approximately 37 maps that I have created for the TGRDM3 project, but this map is one of the survivors in the new stock set. I hope others enjoy this map and possibly use it for other projects. Additional Credits to : Affliction - Created a python script which helped to identify duplicated images. Mazter - Assisted and shared a tool that compresses images using 'Image Catalyst' Qent - Helping me with testing on the Zandronum engine. Tribeam - For being Tribeam Edward850 - Helped me fix a really odd bug in the map, and ideas on presentation. Eruanna - Giving me a forum section for the TGRDM3 project. MaxED - Making Doom Builder 2 even better with GZDoom Builder editor. If it wasn't for GZDoom Builder, editing would feel like a horror'ish nightmare with managing over 600 3D Objects in one map and having to deal with (G)ZDoom specific features at the same time. CodeImp - Making Doom Builder 2 and what started it all (at least for me) Doom Builder. Graf Zahl - Continuing work on the GZDoom engine. Zandronum Dev. Team - Continuing work on making SkullTag better and with a new vision. DeathZ0r - Made a tutorial back in 2006(?) in regards to making Deathmatch maps; this tutorial used to be on the SkullTag Forums. ID Software - Do I need to add a description for the obvious? ;) And all the authors of the textures I used for making this map; though, since I had a huge texture database, I placed all the documentation in the /documents/ section within the .pk3 archive. Please view that directory for more information. =========================================================================== * What is included * New levels : 1 Sounds : No Music : No Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : No Other files required : Recommended but not required, Ghastly_dragon's Marine Skins for Zandronum users -- ZDoom support requires a bit more work http://forum.zdoom.org/viewtopic.php?p=469284#p469284 * Play Information * Game : Doom 2 Map # : MAP01 Single Player : Player starts only Cooperative 2-4 Player : No Deathmatch 2-4 Player : Designed for Other game styles : None Difficulty Settings : Not implemented * Construction * Base : New from scratch Editor(s) used : GZDoom Builder, Notepad++, and various other tools Known Bugs : One of the mirrors does produce a HOM due to not having a larger rendering void, this effect probably wont be easily noticeable. If using the Zandronum engine, there is going to be a lot of rendering issues and UDMF conflicts: Geometry intermittently vanishes, textures are not scaled, textures are misaligned, and the old GZDoom OpenGL engine that Zandronum uses - will lag intensively on a lot of areas on this map. Hopefully later versions of Zandronum will correct this [current Zandronum Official Build as of today: 1.3] In addition, Zandronum does not yet support ZMAPINFO. the next release should meet the bare minimum support. May Not Run With... : ZDoom's software rendering engine, this is due to the sloped 3D Objects. But, this is only a visual issue, the map will still work as expected regardless. * 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. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors