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
Download
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/