Newdoom Community Project (Modified for mulitplayer)

Newdoom Community Project (Modified for mulitplayer)

Boom Update fixing several coop breaking areas.

Filenames
sns-ndcpfix.wad
Size
7.40 MB
MD5
fdec83106f2c1abacbd8059989072d74
SHA-1
dc2c4bba7f67046bd9f5ba26b10becbfd5b55d5c
SHA-256
135044ce4eee563385111234164b04b316da5e1d979253e64244ff78e4395565
WAD Type
PWAD
IWAD
Doom II
Engines
Boom
Lumps
134
Maps
MAP05, MAP06, MAP09, MAP11, MAP15, MAP17, MAP19, MAP22, MAP23, MAP25, MAP30, MAP31

Read Me

===========================================================================
Primary purpose         : Multi-player 
===========================================================================
Title                   : Newdoom Community Project (Modified for mulitplayer)
Filename                : sns-ndcpfix.wad
Release date            : Original Release: May 16, 2006 
                        : Fix Release: February 17 2012

Author                  : Original Author: NDCP Community 
                        : Modified By: Dusk

Email Address           : [email protected]
Website                 : http://megawad.newdoom.com/ndcp.shtml

Description             : Boom Update fixing several coop breaking areas.


Release notes           : This project started on November 11th, 2002 when Xtife (Sparky) posted 
                          on the Newdoom forums about the idea of us putting together a megawad. The idea took
                          off quickly and between the time this started and the release date, many mappers came 
                          and went. A lot of map slots changed hands. Somewhere during development, Team leader 
                          Sparky decided to pass the Leadership role on to myself (Doom_Dude) and since I was 
                          already doing as much as possible, including maintaining the website, I decided to 
                          take the lead. Anyhow a lot of hard working Doom Community members helped in getting 
                          this done. Without the dedicated level designers this project wouldn't have made it to 
                          finish. Thanks to everyone who contributed and helped out. I'm so glad it's done. :)
			  
Gameplay Notes          : As of the time of release the doom port Doomsday has issues with maps 06 and 27
                          which causes the port to crash. It is recommended you play using ZDoom, ZDoomGL,
                          Prboom, GZDoom, Risen 3D and Legacy.

                          This megawad does not contain secret levels so don't go looking for hidden switches 
                          in maps 15 and 31. When you play through the exit switches will take you from map 15 to 31 
                          then 32 and back to 16 without you having to search for secrets to get to these maps...
                          
                          It's up to you, the player as to how you play this megawad. Either play each map from a 
                          'pistol start'or play it through without restarting each level..
                          
                          This is a single player megawad with coop starts included. We didn't have time to
                          playtest the Coop gameplay so play with that in mind.

==============================================================================
Additional Credits to   : id software
			  Espi, Mystic, Doom_Dude, iori, Doom_Goat, DoomedAce Lutrov71 and Danimetal for 
                          providing various textures.
                          iori for the excellent skies. (Red sky modified by _____ from the graphic on newdoom.com's
                          main page originally designed by DraX.
                          Exl for doing the ingame graphics (Doom_Dude made credit graphic).
                          Aliotroph?, Looney2ner, PumpkinSmasher, Phoebus, and Nuxius for Playtesting.
                          Grazza for additional bug reporting after initial release.
==============================================================================
* What is included *
Sounds                  : No
Music                   : No
Graphics                : No
Dehacked/BEX Patch      : No
Demos                   : No

* Play Information *
Game                    : Boom/ST
Map #                   : map01 - map32
Single Player           : Modified for Skulltag
Cooperative 2-4 Player  : Tested
Deathmatch 2-4 Player   : No
Other game styles       : Survival
Difficulty Settings     : Yes

* Construction *

----------- Original Construction ----------
Base                    : From scratch
Build Time              : 3 years ++
Editor(s) used          : See individual maps below. ZenNode used for final nodesbuild.
Known Bugs              : Hopefully we squashed the worst of the bugs....
May Be Unplayable With  : Vanilla Doom (Doomsday 1.8.6 crashes on maps 06 and 27).

--------------------------------------------


Modifications - 2 days
-------------

MAP05
-----
- Inescapable lava pit by Soulsphere X: 1589, Y: -255, Z: -512

Added teleport alcove

MAP06
-----

- Locked Bars X: 4552, Y: -1474

Made bars openable from the inside

- Weird Blue Key Platform X: 5807, Y: 1232, Z: -136

The pit that forms now leaves a lift to escape with.

MAP09
-----

- Locked Bars X: 668, Y: 3300, Z: 72
              X: -633, Y: 2305, Z: 32

Added teleport switch

- Remove Crusher X: 2914, Y: -3058, Z: 80

Removed - all switches open the doors now

MAP11
-----

- Small start X:10, Y: -304

Expanded

- Bridge blocks path X: -20, Y: 775, Z: 128

Made a real bridge w/ Transfer_Heights and bridge things. What a bish.

- Bars X: 463, Y: 815, Z: 128

Put a switch teleport on the back side of the "door"


MAP15
-----

- Cramped start with tele system, remove tele and change to destination point to avoid telefragging.

Moved spawn to inside building

MAP17
-----

- Locked bars X: 318, Y: 534, Z: 168

Added switch teleporter

MAP19
-----

- Blue Key puzzle X: -3861, Y: -728, Z: -160

What a retarded puzzle. Neutralized.

- Switch one use only X: -2774, Y: 199, Z: 56

Made multi-use.

- Locked bars X: 2679, Y: 2424, Z: 232

Added switch teleport

- Locked bars X: 2135, Y: 2123, Z: 240

Added switch teleport

- Locked door at potentially lethal trap X: 2185, Y: 3515, Z: 40

Made door multi-use. Don't know what else I could do.

MAP22
-----

- Locked door X: -1567, Y: 2525, Z: 104

Added go-around tunnel

MAP23
-----

- Too many Megas at start X)

Removed all but one.


MAP25
-----

- Door Locks X: -3824, Y: 2639, Z: 128

Added teleport


MAP30
-----

- Tele is one use only

Teleporter made multi-use.

MAP31
-----

- Weird platform puzzle X: 3920, Y: 630, Z: -110

Puzzle is feasible. Made platforms lower much faster, solving it will open teleporters at start point so that others can get through.



* Copyright / Permissions *

Authors may NOT 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
===========================================================================
Primary purpose         : Multi-player 
===========================================================================
Title                   : Newdoom Community Project (Modified for mulitplayer)
Filename                : sns-ndcpfix.wad
Release date            : Original Release: May 16, 2006 
                        : Fix Release: February 17 2012

Author                  : Original Author: NDCP Community 
                        : Modified By: Dusk

Email Address           : [email protected]
Website                 : http://megawad.newdoom.com/ndcp.shtml

Description             : Boom Update fixing several coop breaking areas.


Release notes           : This project started on November 11th, 2002 when Xtife (Sparky) posted 
                          on the Newdoom forums about the idea of us putting together a megawad. The idea took
                          off quickly and between the time this started and the release date, many mappers came 
                          and went. A lot of map slots changed hands. Somewhere during development, Team leader 
                          Sparky decided to pass the Leadership role on to myself (Doom_Dude) and since I was 
                          already doing as much as possible, including maintaining the website, I decided to 
                          take the lead. Anyhow a lot of hard working Doom Community members helped in getting 
                          this done. Without the dedicated level designers this project wouldn't have made it to 
                          finish. Thanks to everyone who contributed and helped out. I'm so glad it's done. :)
			  
Gameplay Notes          : As of the time of release the doom port Doomsday has issues with maps 06 and 27
                          which causes the port to crash. It is recommended you play using ZDoom, ZDoomGL,
                          Prboom, GZDoom, Risen 3D and Legacy.

                          This megawad does not contain secret levels so don't go looking for hidden switches 
                          in maps 15 and 31. When you play through the exit switches will take you from map 15 to 31 
                          then 32 and back to 16 without you having to search for secrets to get to these maps...
                          
                          It's up to you, the player as to how you play this megawad. Either play each map from a 
                          'pistol start'or play it through without restarting each level..
                          
                          This is a single player megawad with coop starts included. We didn't have time to
                          playtest the Coop gameplay so play with that in mind.

==============================================================================
Additional Credits to   : id software
			  Espi, Mystic, Doom_Dude, iori, Doom_Goat, DoomedAce Lutrov71 and Danimetal for 
                          providing various textures.
                          iori for the excellent skies. (Red sky modified by _____ from the graphic on newdoom.com's
                          main page originally designed by DraX.
                          Exl for doing the ingame graphics (Doom_Dude made credit graphic).
                          Aliotroph?, Looney2ner, PumpkinSmasher, Phoebus, and Nuxius for Playtesting.
                          Grazza for additional bug reporting after initial release.
==============================================================================
* What is included *
Sounds                  : No
Music                   : No
Graphics                : No
Dehacked/BEX Patch      : No
Demos                   : No

* Play Information *
Game                    : Boom/ST
Map #                   : map01 - map32
Single Player           : Modified for Skulltag
Cooperative 2-4 Player  : Tested
Deathmatch 2-4 Player   : No
Other game styles       : Survival
Difficulty Settings     : Yes

* Construction *

----------- Original Construction ----------
Base                    : From scratch
Build Time              : 3 years ++
Editor(s) used          : See individual maps below. ZenNode used for final nodesbuild.
Known Bugs              : Hopefully we squashed the worst of the bugs....
May Be Unplayable With  : Vanilla Doom (Doomsday 1.8.6 crashes on maps 06 and 27).

--------------------------------------------


Modifications - 2 days
-------------

MAP05
-----
- Inescapable lava pit by Soulsphere X: 1589, Y: -255, Z: -512

Added teleport alcove

MAP06
-----

- Locked Bars X: 4552, Y: -1474

Made bars openable from the inside

- Weird Blue Key Platform X: 5807, Y: 1232, Z: -136

The pit that forms now leaves a lift to escape with.

MAP09
-----

- Locked Bars X: 668, Y: 3300, Z: 72
              X: -633, Y: 2305, Z: 32

Added teleport switch

- Remove Crusher X: 2914, Y: -3058, Z: 80

Removed - all switches open the doors now

MAP11
-----

- Small start X:10, Y: -304

Expanded

- Bridge blocks path X: -20, Y: 775, Z: 128

Made a real bridge w/ Transfer_Heights and bridge things. What a bish.

- Bars X: 463, Y: 815, Z: 128

Put a switch teleport on the back side of the "door"


MAP15
-----

- Cramped start with tele system, remove tele and change to destination point to avoid telefragging.

Moved spawn to inside building

MAP17
-----

- Locked bars X: 318, Y: 534, Z: 168

Added switch teleporter

MAP19
-----

- Blue Key puzzle X: -3861, Y: -728, Z: -160

What a retarded puzzle. Neutralized.

- Switch one use only X: -2774, Y: 199, Z: 56

Made multi-use.

- Locked bars X: 2679, Y: 2424, Z: 232

Added switch teleport

- Locked bars X: 2135, Y: 2123, Z: 240

Added switch teleport

- Locked door at potentially lethal trap X: 2185, Y: 3515, Z: 40

Made door multi-use. Don't know what else I could do.

MAP22
-----

- Locked door X: -1567, Y: 2525, Z: 104

Added go-around tunnel

MAP23
-----

- Too many Megas at start X)

Removed all but one.


MAP25
-----

- Door Locks X: -3824, Y: 2639, Z: 128

Added teleport


MAP30
-----

- Tele is one use only

Teleporter made multi-use.

MAP31
-----

- Weird platform puzzle X: 3920, Y: 630, Z: -110

Puzzle is feasible. Made platforms lower much faster, solving it will open teleporters at start point so that others can get through.



* Copyright / Permissions *

Authors may NOT 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

MAP05

MAP05

Deathmatch Spawns
6
Co-op Spawns
4
MAP06

MAP06

Deathmatch Spawns
0
Co-op Spawns
4
MAP09

MAP09

Deathmatch Spawns
12
Co-op Spawns
4
MAP11

MAP11

Deathmatch Spawns
0
Co-op Spawns
8
MAP15

MAP15

Deathmatch Spawns
0
Co-op Spawns
8
MAP17

MAP17

Deathmatch Spawns
0
Co-op Spawns
4
MAP19

MAP19

Deathmatch Spawns
0
Co-op Spawns
4
MAP22

MAP22

Deathmatch Spawns
0
Co-op Spawns
4
MAP23

MAP23

Deathmatch Spawns
0
Co-op Spawns
4
MAP25

MAP25

Deathmatch Spawns
0
Co-op Spawns
4
MAP30

MAP30

Deathmatch Spawns
0
Co-op Spawns
4
HUSTR_31

HUSTR_31 (MAP31)

Deathmatch Spawns
0
Co-op Spawns
4
Par Time
120