Abandoned Misery

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

Maps

MAP01

MAP01

Deathmatch Spawns
25
Co-op Spawns
1