Counterattack

Counterattack

Counterattack is a 7-map mini episode for Doom II. Each map was designed to be played from pistol-start; continuous play is fine but will make the play throu...

Filenames
mek-catk.wad
Size
33.84 MB
MD5
b70af5501068d2497613247e68c3e556
SHA-1
e548a77a68c5d212ab95743d7d3d1c5af257ba77
SHA-256
67cbc6862cf01550ad8c6c4317dcfb5c17eb061302c945e2b417456bc67f826a
WAD Type
PWAD
IWAD
Doom II
Engines
Boom
Lumps
288
Maps
MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP30, MAP31, MAP32

Read Me

===========================================================================
Advanced engine needed  : Boom
                  (Strong limit removing support and ZDoom's extended node 
                  format are required for a couple of these maps).
Primary purpose         : Single + coop play
===========================================================================
Title                   : Counterattack
Filename                : mek-catk.wad
                          ca_wsbar.wad (widescreen statusbar gfx)
Release date            : February 12th, 2017
Author                  : Brett "Mechadon" Harrell
Email Address           : [redacted]
Other Files By Author   : A bunch of junk 
                          (see: http://mekworx.the-powerhouse.net/design/)
Misc. Author Info       : Lazytron

Description             : Counterattack is a 7-map mini episode for 
                          Doom II.  Each map was designed to be played from 
                          pistol-start; continuous play is fine but will
                          make the play through much easier.  This map set 
                          originally started out as a single map 
                          contribution to the Vinesauce map contest held 
                          in 2016 by Joel "Vargskelethor".  The map in 
                          question (MAP02) was started on in early 
                          September, and finished on September 9th.
                          Afterwards, I officially started the project
                          on October 10th (shortly after finishing MAP04).

                          My goal with this project was to exercise with
                          the Doom II texture assets, and to create some 
                          maps for practice.  All maps use stock Doom II 
                          textures (aside from skies and minor extras).  
                          The maps are medium-to-large in size and have 
                          many different paths that you can take.  
                          Replayability was a design goal I tried to aim 
                          for.  Difficulty is somewhat middling, but should 
                          ramp up a bit towards the end.

                          There is no way to exit to MAP31, so you will
                          have to warp to it in order to play it.  There
                          is a secret exit in MAP31 that leads to MAP32,
                          so have fun hunting for it!

                          Note that MAP06 and MAP30 are not meant to be
                          a part of the main campaign.  MAP06 is for
                          story purposes for ports that can't display
                          the ending text.  MAP30 is there as a way to
                          keep the game from [potentially] crashing
                          because I replaced some of the IoS things in
                          the DEHACKED (its also a dumb in-joke).

                          Also note that you shouldn't use jumping or
                          crouching in these maps.  It has been disabled
                          in ZDoom, but some ports will still allow it.
                          If you do use jumping or crouching, you may
                          break the maps.  Mouselook is ok but it may
                          make certain secret triggers easier than 
                          intended.

                          Note for PrBoom+ users: Use complevel 9

Story                   : "The Earth burns.  Humanity's only hope of
                          salvation, the Flux Gate, is in the hands of
                          the unfathomable hellish hordes.

                          Off-world, the UAC spot the source of the 
                          demon's immense power; a massive gate of fire in 
                          a dark corner of the universe which has ripped a 
                          hole in space-time.  Gargantuan levels of energy 
                          are detected.  It seems a nearby pulsar is 
                          powering the festering demonic gate.

                          A plan is devised.  The only way to put an end
                          to the eternal demonic war is to go to the
                          source.  The UAC has chosen you to travel back
                          to Earth and reclaim the Flux Gate."
===========================================================================
Texture Credits         : Mechadon
						  
                          Sky textures for MAP01, MAP02, MAP03, and MAP4 
                          were composed of various stock images that I do 
                          not have credits or sources for.
						  
                          Both sky textures for MAP05 were edited from 
                          stock space images from NASA.
						  
                          MAP32 textures come from the game "The Adventures 
                          of MicroMan, Adventure 1: Crazy Computers" by 
                          Brian Goble.  I ripped and edited them to work 
                          in Doom.
						  
                          COOP sign is an edit of the Doom exit sign.
						  
                          Vargskelethor Vinesauce mushroom texture is by
                          Joel (with slight edits by me to get it to
                          look decent in the Doom palette).

						  
Sprite Credits          : Gate Master Sprites
                            id Software
                            3DRealms
                            Jimmy91
                            Jimmy
						
                          Skull Turret Sprites
                            id Software
                            Mechadon
							
                          Bubble Ship Sprites
                            Brian Goble
                            Mechadon
							
							
Graphic Credits         : Mechadon

                          id Software
						  
                          TITLEPIC city skyline comes from the game "Last 
                          Resort" by SNK.
						  
                          CWILV and M_DOOM font comes from a font set
                          called "Dragon" and comes from this link 
                          (with no credit given): 
                http://bmf.php5.cz/bmf03.php?filename=dragon.bmf&t=DRAGON

                          MAP32 CWILV comes from "The Adventures of 
                          Microman" by Brain Goble.


Music Credits           : MAP01 - "Central Command" 
                            (Deadwing, from Moonblood Midi Pack)

                          MAP02 - "Lands_17.mid" 
                            (Frank Klepacki, from Lands of Lore)

                          MAP03 - "D_STLKS2.mid"
                            (Marc Pullen, from Crucified Dreams)

                          MAP04 - "Fight the Logic If You Can" 
                            (Chris Laverdure, from Alien Vendetta)

                          MAP05 - "Kar2explor.mid" 
                            (Eric Brosius & Terri Brosius, 
                            from Terra Nova: Strike Force Centauri)

                          MAP06 - Intermission music - "D_MAP99.mid"
                            (Marc Pullen, from Crucified Dreams)

                          MAP30 - "CHARMENU.mid" 
                            (Dan Kehler & Victor Crews, from The Realm)

                          MAP31 - "Field Wandering" 
                            (Psychedelic Eyeball, from the Max Project)

                          MAP32 - "Micromidi" 
                            (Original track by John "Cotichelli" Ames, from 
                            The Adventures of MicroMan.  Recomposed to midi 
                            by James "Jimmy" Paddock)

                          Title music - "D_MAP98.mid"
                            (Nicklas Linnes, from Crucified Dreams)

                          Intermission music - "D_MAP99.mid"
                            (Marc Pullen, from Crucified Dreams)

                          Castcall music - "D_MAP99.mid"
                            (Marc Pullen, from Crucified Dreams)
						  
						  
Sound Credits           : id Software

                          Monolith Productions

                          Brian Goble


Testers/Demo Recorders  : 00_Zombie_00

                          Cage

                          dew

                          Fonze

                          JCD

                          Killer5

                          leodoom85

                          Memfis

                          rdwpa

                          tourniquet

                          Vargskelethor

                          Veinen

                          WH-Wilou84

                          Xenaero


Special Thanks          : Joel "Vargskelethor" for doing the Vinesauce Doom 
                          mapping contest which spawned this project!  And 
                          for making me laugh my ass off for the past couple 
                          of years :D

                          Jimmy91 for surprising me with a recomposed music 
                          track of The Adventures of MicroMan!  Thanks a ton
                          man, it really made me smile :D

                          Fonze for his early testing and feedback.

                          dew for using his expertise to give me some
                          excellent feedback and demos to help me out.

                          Wildweasel for the tip on how to make the
                          statusbar wide-screen friendly.

                          floatRand for spotting a really terrible bug in
                          MAP01 (resulting in me making a quick fix).

                          Everyone at Doomworld and ZDoom who recorded demos,
                          videos, and streamed the beta and gave me feedback.

                          All of the fine folks in the Doom community who 
                          help keep the game alive and keep me entertained 
                          and inspired!


Author Note             : Anything made by me in this project (aside from 
                          the maps) is free for use in any way you see fit.  
                          If you have any questions, just send me an email.  
                          If you do use something that I made in a project, 
                          lemme know!  And please give credit if you can 
                          remember.  Thanks!
===========================================================================
* What is included *

New levels              : 9
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes (included inside wad)
Demos                   : No
Other                   : ca_wsbar.wad (widescreen statusbar gfx)
Other files required    : None


* Play Information *

Game                    : Doom 2
Map #                   : MAP01-MAP06, MAP30-MAP32
Single Player           : Designed for
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Player starts only; untested
Other game styles       : None
Difficulty Settings     : Yes


* Construction *

Base                    : From scratch
Build Time              : 6 months
Editor(s) used          : GZDoom Builder, SLADE, GIMP, WhackEd4, Notepad++,
                          Sid2Mid
Known Bugs              : In MAP01, the Red Keycard crusher section doesn't
                          time properly in ZDoom because of some difference
                          with voodoo doll scrollers.  It doesn't break the
                          sequence, it just makes it possible to get stuck
                          under one of them if your not careful.  Sorry I
                          couldn't figure out a way to fix this :(

                          In MAP04, at the Yellow Skull fight, a large
                          section of the floor lowers into some steps.
                          Monsters like to get stuck on the edges and
                          I don't know of a good way to get around this.
                          So use it to your advantage I guess.

                          The final boss's death & sight sounds don't 
                          play at full volume (this is fixed in ZDoom).

                          Multi-part lifts are used in numerous places
                          throughout all of the maps.  I have tried to
                          mitigate the possibility of them breaking as
                          much as possible.  But a busted lift is
                          still something that may happen.

                          The wide-screen statusbar graphic replacement
                          currently doesn't look right in Zandronum 2.1.2,
                          Odamex, and Doom Retro (and maybe others).

                          Some of the later maps may cause lag in certain
                          ports and/or on certain machines.

                          There are probably lots of little slimetrails
                          in many of the maps.  Don't worry, they won't
                          hurt you.
May Not Run With        : Non-Boom compatible ports and/or ports that 
                          can't run maps with ZDoom's extended node format.

                          Gameplay altering mods may encounter conflicts 
                          from the DEHACKED and DECORATE.  So run them at
                          your own risk.
Tested With             : PrBoom+, ZDoom, GZDoom, and Eternity


* Copyright / Permissions *

This work is licensed under the Creative Commons
Attribution-NonCommercial-ShareAlike 4.0 International License. To view a
copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/

You are free to copy and redistribute the material in any medium or format;
and remix, transform, and build upon the material. If you do so, you must
give appropriate credit, provide a link to the license, and indicate if
changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use. You may not use the
material for commercial purposes. If you remix, transform, or build upon the
material, you must distribute your contributions under the same license as
the original.

* Where to get the file that this text file describes *

The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors
Web sites: http://mekworx.the-powerhouse.net/

Maps

Aggilus

Aggilus (MAP01)

Deathmatch Spawns
8
Co-op Spawns
47
Phlogiston

Phlogiston (MAP02)

Deathmatch Spawns
8
Co-op Spawns
55
Aegritudo

Aegritudo (MAP03)

Deathmatch Spawns
9
Co-op Spawns
43
Maeror

Maeror (MAP04)

Deathmatch Spawns
13
Co-op Spawns
76
Dolor

Dolor (MAP05)

Deathmatch Spawns
0
Co-op Spawns
26
End

End (MAP06)

Deathmatch Spawns
8
Co-op Spawns
16
NMVP

NMVP (MAP30)

Deathmatch Spawns
8
Co-op Spawns
4
Desiderium

Desiderium (MAP31)

Deathmatch Spawns
8
Co-op Spawns
15
Microland

Microland (MAP32)

Deathmatch Spawns
8
Co-op Spawns
10