DSV Episode 5: The Final War

DSV Episode 5: The Final War

DSV Episode 5: The Final War - dsv5.wad (Doom II) is a PWAD featuring 16 maps (MAP01, MAP50, MAP51, MAP52, MAP53, and more)

Filenames
dsv5.wad
Size
13.47 MB
MD5
d75f7ab1123dab9ca752b03fccbadc8b
SHA-1
c85d7b0149770a3988e9ab5063078bd94cdf67d7
SHA-256
7081fa2d8309d18aca4c8a5e40e26e87ac8a2cf1413a4c7c73c1d6c64dc7e9b6
WAD Type
PWAD
IWAD
Doom II
Engines
ZDoom
Lumps
1580
Maps
MAP01, MAP50, MAP51, MAP52, MAP53, MAP54, MAP55, MAP56, MAP57, MAP58, MAP59, MAP60, MAP61, MAP62, MAP63, MAP64

Read Me

DSV Episode 5 Wad info
=================================================
Title:			DSV Episode 5: The Final War
Wad Title:		dsv5.wad
Port Version:		Zdoom 2.0.57
Author:			Samuel "Kaiser" Villarreal
Other files by author	: The DSV megawads, Icerial 2, Demon Sanctuary 2, CChest Internal Reaches,
			CChest Breakout, CChest Termination Center, Toxichole(Plutonia II),
			ConsoleDoom, Doom64 TC, Kaiser's Stupid DM pack, Untitled, 
			Not Another E1 WAD, Return to Genesis(Plutonia II), Internal Reaches 2,
			Their Selfish Relams
Email Address		: [email protected] / [email protected]
Web Site			: http://dsv.newdoom.com
Misc. Author info		: Likes mapping. Wishes to become a game designer.
Tools used		: Deepsea/Photoshop/Wally
Base			: From Scratch
Bugs			: You tell me. I have no time to look for bugs.
Map replace		: Map01, Map50 - Map64 on Doom2
Credits			: ID Software, SB Software, Gherkin, Agent Spork, Overlord, but most of all,
			Newdoom.com and Doomworld.com, without you guys, this wouldn't even
			be possible. And to the folks who created Powerslave and Strife.
			Credit also goes to all the people who made the custom midi's (the names escapes me atm)
================================================
*play information*
================================================
Level#			: 1, 50-64 (15 maps total)
Single Player		: yes (specifically designed for this mode)
Coop-op			: yes (specifically designed for this mode)
deathmatch		: no
new gfx			: yes
new sfx			: yes
new music		: yes - Some from other games here and there...I can't make my own music.
Build time		: 5 Months
================================================


--Story--

After destroying a Cyberdemon containing the enhanced dsv virus, you left Pluto to return at Headquaters.
It seems you've destoryed the virus when you destroyed the host. The scientists, not learning their lesson,
returned to Pluto to continue their research and development of biological weapons. Weeks later you got an 
emergency call, the machines have gone out of control! The Demons were at it again, and seems the virus still 
exists, quickly, you ordered a couple of men to escort you back to Pluto, however, the machines already knew 
you were comming. Now short on reinforcements, the Demons have used the biolocial weapons to continue 
their one goal: take over the universe. The remaining demons must be destoryed for good and whoever
responsible for programming the dsv virus.

--Wad Description--

Dsv5 was meant to have 32 levels designed for the BOOM engine, but due to lack of intrest, I wanted to
end this megawad as fast as I could. So I chose the final version to be compatible with the newest Zdoom
source port to limit it to just 15 maps. I don't have time to add all that fancy Zdoom features, if you are
one of those stuck up kids who refuse to play this because it doesn't make full use of Zdoom's features 
should simply fuck off and search for something elsewhere. This wad isn't designed to compete with
popular wads like Momento Mori or Daedalus, instead, its designed to be fun and challanging for both
Single Player and Cooperative mode. Dsv5 uses many graphics from Strife and Powerslave, no Dsv5
does not take place during Strife/Powerslave's storyline, since I am no artist, I can't create good textures,
so I rather use the textures from these games to satisfy my imagination, although there are some of my
own textures put to good use.


--in-game troubleshooting--

I've found some rather annoying bugs/problems with Zdoom, for one, the railgun weapon does not seem
to work properly in multiplayer mode, whenever the gun is fired, the view automatically points at a 
different direction (usually aiming at a thinker (door, lift, etc)). Hopfully, this issue can get fixed in newer
zdoom versions. Also, some print screen scripts won't show on all player's views, so I don't know how
to get that working (haven't messed with ACS since zdoom 1.22).
Is the game too hard? then try an easier difficulty setting, or go online and beat it with a friend.

=========================================
disclamer:

Levels(c) 2003, Dec 24, Samuel Villarreal all rights reserved. This wad isn't for distribution/profit
and must require the full version of Doom 2 to play. You may not use these maps as a base for your
own maps. You can do whatever you want with the Strife/Powerslave/ROTT resources. Please ask me
if you want to borrow my own custom textures.				

Maps

MAP01

MAP01

Deathmatch Spawns
0
Co-op Spawns
8
MAP50

MAP50

Deathmatch Spawns
4
Co-op Spawns
8
MAP51

MAP51

Deathmatch Spawns
4
Co-op Spawns
8
MAP52

MAP52

Deathmatch Spawns
4
Co-op Spawns
8
MAP53

MAP53

Deathmatch Spawns
4
Co-op Spawns
8
MAP54

MAP54

Deathmatch Spawns
4
Co-op Spawns
8
MAP55

MAP55

Deathmatch Spawns
0
Co-op Spawns
8
MAP56

MAP56

Deathmatch Spawns
4
Co-op Spawns
8
MAP57

MAP57

Deathmatch Spawns
4
Co-op Spawns
8
MAP58

MAP58

Deathmatch Spawns
5
Co-op Spawns
8
MAP59

MAP59

Deathmatch Spawns
6
Co-op Spawns
8
MAP60

MAP60

Deathmatch Spawns
4
Co-op Spawns
8
MAP61

MAP61

Deathmatch Spawns
4
Co-op Spawns
8
MAP62

MAP62

Deathmatch Spawns
5
Co-op Spawns
8
MAP63

MAP63

Deathmatch Spawns
5
Co-op Spawns
8
MAP64

MAP64

Deathmatch Spawns
0
Co-op Spawns
8

Colour Palettes

PLAYPAL

PLAYPAL - 1
PLAYPAL - 2
PLAYPAL - 3
PLAYPAL - 4
PLAYPAL - 5
PLAYPAL - 6
PLAYPAL - 7
PLAYPAL - 8
PLAYPAL - 9
PLAYPAL - 10
PLAYPAL - 11
PLAYPAL - 12
PLAYPAL - 13
PLAYPAL - 14