zdomination06.wad
zdomination06.wad (Doom II) is a PWAD featuring 18 maps (MAP05, MAP04, MAP09, Aztec, MAP03, and more)
Filenames
zdomination06.wad
Size
17.50 MB
MD5
541d9e2810a8a03f7507827c7cb7a82c
SHA-1
f265051ee44581030872cccff20f1a0f8a8cdf3e
SHA-256
031d06cd72d829ab259bc8750a4cb5c1d44eeb54ce6c521f1077e82958dc86fb
WAD Type
PWAD
IWAD
Doom II
Engines
Unknown
Lumps
1136
Maps
MAP05, MAP04, MAP09, MAP01, MAP03, MAP12, MAP13, MAP02, MAP06, MAP11, MAP07, MAP10, MAP14, MAP15, MAP16, MAP08, MAP17, MAP18
Read Me
'zdomination06' 07/07/11 compiled by cybershark ([email protected]) with a good deal of help from The Ultimate Doomer Holy feck, a secret ZDaemon community project! For a brand new softcoded gamemode! Yep, UT-style Domination finally comes to Zdaemon :D Maps: Map01 "Aztec" by The FWF, converted by cybershark original work: http://www.doomworld.com/idgames/index.php?id=13311 music: unknown (taken from original map) Map02 "rE1M1x" by cybershark music: Jay Reichard - E1M1 (from Project: Doom - http://www.doomworld.com/idgames/index.php?id=15126) Map03 "WolfenDom" by cybershark music: Doom2 Map32 Map04 "G5 Harbour - Sector 51" by _DaRk_ music: ZDCTF Map24 Map05 "Bazoik Nutritionary" by TheCupboard music: E3M1 of Chex Quest 3 Map06 "Cryptology" by cybershark music: 'zavod' by ndelay (from modarchive.org) Map07 "AF-Domaination" by cybershark music: Golden Axe theme Map08 "Nectar Delta" by franckFRAG music: ZDECTF Map06 Map09 "Greenwar Map09" by Grotug/Hellbent, retextured and converted by cybershark original work: http://www.doomworld.com/idgames/index.php?id=11595 music: 'I.C.E. Runner' by TdWp (from modarchive.org) Map10 "Oyo Negro" (ABCDM Map29) by clan ABC, converted by cybershark original work: http://wadhost.fathax.com/files/ABCDMv4.zip music: unknown (taken from original map) Map11 "Resort ASDF" (asdfjkl6 Map11) by a_pair_of_shoes, converted by cybershark original work: http://wadhost.fathax.com/files/asdfjkl6.zip music: E3M3 of Chex Quest 3 Map12 "Greenwar Map07" by Grotug/Hellbent, retextured and converted by cybershark original work: http://www.doomworld.com/idgames/index.php?id=11595 music: 'Warlord Theme' by Siren (from Unreal) Map13 "NDOM-1701" (TUFFA E1M3) by cybershark original work: http://wadhost.fathax.com/files/tuffa.zip music: Ain't Talkin' 'bout Love?? Map14 "Industrial Island" by The Ultimate Doomer music: unknown, taken from ITD.wad Map15 "Forest Frolics" by The Ultimate Doomer music: Sonic 3 - Azure Lake Zone (from vgmusic.com) Map16 "On the Grid" by The Ultimate Doomer music: A Split Second - Flesh, taken from nitelife.wad Map17 "Disco Dan" by The Ultimate Doomer music: A RotT tune Intermission music: The Revels Comanche (Juke Boyz Face Lift) Updates/fixes for this version: Control points on moving pillars no longer float in the air. Thing height/width and blocking characteristics are now realistic. 'Point taken' messages now appear in a better position Map02 - Fixed broken door, improved lighting Map07 - Improved texturing, some details & lighting, moved a really ugly spawn. Map08 - Fixed map name, music, a stray texture and lift speeds. Moved 2 dompoints so they are not all so close. Added a couple more player starts (& guns). Map10 - wrong sprites have been fixed, lift speeds too. Map11 - The control point in 'the arches' is now less spammable. Map13 - Weapon-on-spawn problems fixed. Map14 - Changes to item/weapon placement. Map15 - Lowered hill a bit. Map16 - Map back to original dimensions, but reduced in height and easier to see your way around in. Map17 - scorelimit has been increased (after I unintentionally dropped it before) Map18 - new one courtesy of Worst-vd-plas! Game settings: Hopefully you're already playing this on a correctly configured server, if that is not the case then here are some things you need to know - It is ESSENTIAL to have the 'Assign team keys' DMFLAG enabled. The 'Teleporting missiles' DMFLAG is checked by the maps - if it is on then the 'X team took Y point' messages will be displayed. If it is off, they won't. The 'Spawn monsters' DMFLAG should be enabled, as this is used to provide the end of game announcer sounds. Spheres and other powerups should spawn too. These maps can be played with 2-4 teams. It is probably advisable to disable the 'point taken' messages if there are more than 2 teams (and a lot of players). Target names are up to the server host and/or player. Again, it's probably too much screen clutter to have if the 'point taken' messages are on. Servers should have no timelimit or (team)score limit and run as Team Deathmatch. Team damage may be enabled. Exiting should be enabled. Players may want to alter their screen resolution to get an optimal display (see the point below). Player ranking and the timer can be switched off as they are useless here (and just create more onscreen junk than is desirable). Long story short, these are my recommended DMFLAGS: For 2 teams - 278692 / 38928385 For 3/4 teams - 278692 / 38797312 To play: There are no team starts, which means that a player of any team may spawn at any one of the DM starts in the map. As soon as a player joins, the status display will appear on the right-hand side of the screen. This shows how many points each team score, and also which team holds each control point. Initially each point is neutral, and is coloured brown. The points are represented by Doom's 'Evil Eyes' and players must touch them to take control of them. The points then remain that colour until a rival team takes them. Depending on game settings, a message may display to show which team has taken a point. Other than the 'King of the Hill' map(10) and the quite Nutty map17, all others are played until one team gets up to 400 points. Map10's limit is 250points and map17's is 600. When the scorelimit has been reached, the map will end with the scores shown. Known bugs: TheCupboard's map05 likes to cause clients to crash. No-one can get to the bottom of this, but reports are that it will not occur in updated versions of ZD. I still have no idea if this mod will work on ST. Not-so-much-bugs-as-side effects: The status display updates (roughly) 3 times per second. With current ZD limitations this text is also crapped into the console too. Short ingame chatter is still possible, but don't expect to have meaningful conversations while the game is on! This wall of spam does not commence until a player enters the map, so if you wanna converse then do it before or after the game. The way the status is printed to screen is überhackish. This means that unfortunately it does not display in quite the same position at all playing resolutions. If you find that the panel is nearer the centre of the screen than to the right-hand side then you need to either change your resolution until you find one that works better, or just deal with it as it is. Thanks to: The mappers - The Ultimate Doomer, TheCupboard, franck_FRAG, _DaRk_ and Worst Those who gave license for their maps to be modded: The FWF, Grotug, a_pair_of_shoes and clan ABC. ManoLO and Hexadecima, who submitted layouts which were sadly too raw to work with in the time left until the ZDS release. Clan XXX for their invaluable assistance in playtesting. Stereoface for allowing me to use some of the announcer sfx from Facevox2. TUD for the brown recoloured Evil Eyes, some brainstorming, playtesting, and also for finishing coding the maps when I ran out of time. Aabra for lighting the spark, and Exl for fanning the flame. This would never have happened without their genius! Hexadecima for helping resolve my bracketry imbalances. Phenex2 for the flame animation code (as will be seen in the Fluoxetine skybox). The late, great Espi, for allowing use of his UAC ship. Humanbones, Thadeuss, Krawa and Knarrenheinz for their promotional work. Worst-vd-plas for his code rewrites - more on them soon! Additional credits: Railgun sound from the game 'Warblade'. Paul "Captain Red" Whittaker for his 'Blau' mod which I took the techlamps from. Rise of the Triad, Duke Nuken, Wolfenstein, Doom64, Heretic, Chex, Half Life (via Mr Chris), Quake, Phobos.wad, Nyan cat, Eric Bouchard, Doom Alpha, etc, etc, for all the graphics. The Whitest Kids You Know * Copyright / Permissions * Authors MAY use the ACS scripts, graphics and music in this WAD as a base for reuse, but please DO NOT rip anything else from it without permission. If it were only down to me then I'd say do what you like with it, have a ball. But it's not, as there's other people's work in here too. I'm not going to break it down lump by lump, but if there's something you want then drop me a line and I'll be able to clear up permissions for you. You MAY distribute the WAD, 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.
'zdomination06' 07/07/11 compiled by cybershark ([email protected]) with a good deal of help from The Ultimate Doomer Holy feck, a secret ZDaemon community project! For a brand new softcoded gamemode! Yep, UT-style Domination finally comes to Zdaemon :D Maps: Map01 "Aztec" by The FWF, converted by cybershark original work: http://www.doomworld.com/idgames/index.php?id=13311 music: unknown (taken from original map) Map02 "rE1M1x" by cybershark music: Jay Reichard - E1M1 (from Project: Doom - http://www.doomworld.com/idgames/index.php?id=15126) Map03 "WolfenDom" by cybershark music: Doom2 Map32 Map04 "G5 Harbour - Sector 51" by _DaRk_ music: ZDCTF Map24 Map05 "Bazoik Nutritionary" by TheCupboard music: E3M1 of Chex Quest 3 Map06 "Cryptology" by cybershark music: 'zavod' by ndelay (from modarchive.org) Map07 "AF-Domaination" by cybershark music: Golden Axe theme Map08 "Nectar Delta" by franckFRAG music: ZDECTF Map06 Map09 "Greenwar Map09" by Grotug/Hellbent, retextured and converted by cybershark original work: http://www.doomworld.com/idgames/index.php?id=11595 music: 'I.C.E. Runner' by TdWp (from modarchive.org) Map10 "Oyo Negro" (ABCDM Map29) by clan ABC, converted by cybershark original work: http://wadhost.fathax.com/files/ABCDMv4.zip music: unknown (taken from original map) Map11 "Resort ASDF" (asdfjkl6 Map11) by a_pair_of_shoes, converted by cybershark original work: http://wadhost.fathax.com/files/asdfjkl6.zip music: E3M3 of Chex Quest 3 Map12 "Greenwar Map07" by Grotug/Hellbent, retextured and converted by cybershark original work: http://www.doomworld.com/idgames/index.php?id=11595 music: 'Warlord Theme' by Siren (from Unreal) Map13 "NDOM-1701" (TUFFA E1M3) by cybershark original work: http://wadhost.fathax.com/files/tuffa.zip music: Ain't Talkin' 'bout Love?? Map14 "Industrial Island" by The Ultimate Doomer music: unknown, taken from ITD.wad Map15 "Forest Frolics" by The Ultimate Doomer music: Sonic 3 - Azure Lake Zone (from vgmusic.com) Map16 "On the Grid" by The Ultimate Doomer music: A Split Second - Flesh, taken from nitelife.wad Map17 "Disco Dan" by The Ultimate Doomer music: A RotT tune Intermission music: The Revels Comanche (Juke Boyz Face Lift) Updates/fixes for this version: Control points on moving pillars no longer float in the air. Thing height/width and blocking characteristics are now realistic. 'Point taken' messages now appear in a better position Map02 - Fixed broken door, improved lighting Map07 - Improved texturing, some details & lighting, moved a really ugly spawn. Map08 - Fixed map name, music, a stray texture and lift speeds. Moved 2 dompoints so they are not all so close. Added a couple more player starts (& guns). Map10 - wrong sprites have been fixed, lift speeds too. Map11 - The control point in 'the arches' is now less spammable. Map13 - Weapon-on-spawn problems fixed. Map14 - Changes to item/weapon placement. Map15 - Lowered hill a bit. Map16 - Map back to original dimensions, but reduced in height and easier to see your way around in. Map17 - scorelimit has been increased (after I unintentionally dropped it before) Map18 - new one courtesy of Worst-vd-plas! Game settings: Hopefully you're already playing this on a correctly configured server, if that is not the case then here are some things you need to know - It is ESSENTIAL to have the 'Assign team keys' DMFLAG enabled. The 'Teleporting missiles' DMFLAG is checked by the maps - if it is on then the 'X team took Y point' messages will be displayed. If it is off, they won't. The 'Spawn monsters' DMFLAG should be enabled, as this is used to provide the end of game announcer sounds. Spheres and other powerups should spawn too. These maps can be played with 2-4 teams. It is probably advisable to disable the 'point taken' messages if there are more than 2 teams (and a lot of players). Target names are up to the server host and/or player. Again, it's probably too much screen clutter to have if the 'point taken' messages are on. Servers should have no timelimit or (team)score limit and run as Team Deathmatch. Team damage may be enabled. Exiting should be enabled. Players may want to alter their screen resolution to get an optimal display (see the point below). Player ranking and the timer can be switched off as they are useless here (and just create more onscreen junk than is desirable). Long story short, these are my recommended DMFLAGS: For 2 teams - 278692 / 38928385 For 3/4 teams - 278692 / 38797312 To play: There are no team starts, which means that a player of any team may spawn at any one of the DM starts in the map. As soon as a player joins, the status display will appear on the right-hand side of the screen. This shows how many points each team score, and also which team holds each control point. Initially each point is neutral, and is coloured brown. The points are represented by Doom's 'Evil Eyes' and players must touch them to take control of them. The points then remain that colour until a rival team takes them. Depending on game settings, a message may display to show which team has taken a point. Other than the 'King of the Hill' map(10) and the quite Nutty map17, all others are played until one team gets up to 400 points. Map10's limit is 250points and map17's is 600. When the scorelimit has been reached, the map will end with the scores shown. Known bugs: TheCupboard's map05 likes to cause clients to crash. No-one can get to the bottom of this, but reports are that it will not occur in updated versions of ZD. I still have no idea if this mod will work on ST. Not-so-much-bugs-as-side effects: The status display updates (roughly) 3 times per second. With current ZD limitations this text is also crapped into the console too. Short ingame chatter is still possible, but don't expect to have meaningful conversations while the game is on! This wall of spam does not commence until a player enters the map, so if you wanna converse then do it before or after the game. The way the status is printed to screen is überhackish. This means that unfortunately it does not display in quite the same position at all playing resolutions. If you find that the panel is nearer the centre of the screen than to the right-hand side then you need to either change your resolution until you find one that works better, or just deal with it as it is. Thanks to: The mappers - The Ultimate Doomer, TheCupboard, franck_FRAG, _DaRk_ and Worst Those who gave license for their maps to be modded: The FWF, Grotug, a_pair_of_shoes and clan ABC. ManoLO and Hexadecima, who submitted layouts which were sadly too raw to work with in the time left until the ZDS release. Clan XXX for their invaluable assistance in playtesting. Stereoface for allowing me to use some of the announcer sfx from Facevox2. TUD for the brown recoloured Evil Eyes, some brainstorming, playtesting, and also for finishing coding the maps when I ran out of time. Aabra for lighting the spark, and Exl for fanning the flame. This would never have happened without their genius! Hexadecima for helping resolve my bracketry imbalances. Phenex2 for the flame animation code (as will be seen in the Fluoxetine skybox). The late, great Espi, for allowing use of his UAC ship. Humanbones, Thadeuss, Krawa and Knarrenheinz for their promotional work. Worst-vd-plas for his code rewrites - more on them soon! Additional credits: Railgun sound from the game 'Warblade'. Paul "Captain Red" Whittaker for his 'Blau' mod which I took the techlamps from. Rise of the Triad, Duke Nuken, Wolfenstein, Doom64, Heretic, Chex, Half Life (via Mr Chris), Quake, Phobos.wad, Nyan cat, Eric Bouchard, Doom Alpha, etc, etc, for all the graphics. The Whitest Kids You Know * Copyright / Permissions * Authors MAY use the ACS scripts, graphics and music in this WAD as a base for reuse, but please DO NOT rip anything else from it without permission. If it were only down to me then I'd say do what you like with it, have a ball. But it's not, as there's other people's work in here too. I'm not going to break it down lump by lump, but if there's something you want then drop me a line and I'll be able to clear up permissions for you. You MAY distribute the WAD, 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.