Credits
Lucas Arts for their excellent "DooM clone" Dark Forces id Software for DooM, DooM2 3DRealms for Duke Nukem3D, from which I extracted the moonscape sky patches, which I then modified to create 2 tall sky textures. Also the space suit, satellite dish, and numerous other graphics. Randy Heit (zdoom.notgod.com) for his incredible source port Neil Bowman (www.geocities.com/area51/lair/1800/stardoom.html) for the Rogue Jedi, miscellaneous sprites, graphics, sounds, and music. John Wriston (as344@detroit.freenet.org) for what I believe was the first conversion of Dark Forces enemies (7/23/1996) for use in DooM in his Stwargfx.wad Garrett Granger (http://www.geocities.com/TimesSquare/Arcade/5333/) for some graphics from his SWDOOM2 project Jared-Michael Stein for graphics from swgfx8.wad (found on cdrom.com) Rich "Weeds" Nagel (http://ourworld.compuserve.com/homepages/RichNagel, RichNagel@Compuserve.com,) for his Nitesky2.wad, which I modified to create a tall sky texture (starry sky with nebula), and a starry sky Stian Skjondal (http://members.xoom.com/zerosignum, zsignal@organizer .net) for his skypack2.wad, which contains fantastic skyscapes. Chris Pisarczyk AKA ChrisDragon (chrisdrgn@hotmail.com) for his Half- Life textures in Valve.wad Greg Zapf for the cool sounds in Swsnd0.wad Jonathan Daughtrey for additional sound in Cinsound.wad Chris Hopkins, who, back in 1994, was probably the first person to convert Star Wars music for use in DooM (Swmusfx4.wad)
Text File
======================================================================
Advanced engine needed : ZDooM v1.23 beta 24
Primary purpose : Single play
Suggested location : ./levels/doom2/Ports/d-f/darkhour.zip or
./themes/starwars/darkhour.zip
======================================================================
Title : The Darkest Hour
Filename : darkhour.wad
darkhour.txt
gameplay.txt
Release date : August 6, 2001
Author : ReX claussen
Email Address : gurkha_boy@yahoo.com
Other Files By Author : Pugilist.wad, a 3-level fist-only series set in WWII
Fear_Isl.wad, a single level
Decimate.wad, a single level
Complex.wad, a massive and detailed single level
Arena_01.wad, a fast-paced, short single level
Hex_on_u.wad, a 3-level medieval set using Hexen2 textures
Phoenix.wad, a 5-level military installation using Quake2 textures
Paranoia.wad, a 5-level military research installation using Half-Life
textures, enemies, and sounds
Temple2.wad, a 5-level hub set in techno, medieval, & techno-medieval
areas, using Q3A textures & Q2 weapons
They can be found in the Ports directory of ftp.cdrom.com
(except for Arena_01.wad, which does not need a port and is in
the regular DooM2 levels directory of cdrom.com).
Misc. Author Info : So many aliens; so little time!
Description : 7-level hub set in the Star Wars universe, using enemies, weapons,
graphics, sounds, and music from Dark Forces. Play the role of Wrok
Onmo, leader of a vicious gang of interstellar mercenaries. Steal the
plans for the Imperial Cybernetics Facility from the Thal Vaishet Moon
Base. Wreak havoc on the Imperial Space Station Alpha Centauri. Have a
"disagreement" with Quatto the Hutt in his fortified palace. Hook up
with a rebel spy in Mos Denra who is willing to pay hansomely for your
services. Take down the IRF on the remote planet of Nagin Prime.
Special Thanks to : Nigel Rowand (Enjay001@hotmail.com,www.btinternet.com/~Enjay001) for
all his help with DeHacked, for graphics from his excellent ZDooM level
NJThief and his unreleased Star Wars level set, and for being an all-
around nice guy
Csabo (wadedit@marchmail.com, www.doomworld.com/XWE) for creating the
cool TITLEPIC, PLAYPAL, color gradient, status bar numbers, and the
intro music. Check out his versatile editor, XWE, at his web-site
Additional Credits to : Lucas Arts for their excellent "DooM clone" Dark Forces
id Software for DooM, DooM2
3DRealms for Duke Nukem3D, from which I extracted the moonscape sky
patches, which I then modified to create 2 tall sky textures. Also the
space suit, satellite dish, and numerous other graphics.
Randy Heit (zdoom.notgod.com) for his incredible source port
Neil Bowman (www.geocities.com/area51/lair/1800/stardoom.html) for the
Rogue Jedi, miscellaneous sprites, graphics, sounds, and music.
John Wriston (as344@detroit.freenet.org) for what I believe was the
first conversion of Dark Forces enemies (7/23/1996) for use in DooM in
his Stwargfx.wad
Garrett Granger (http://www.geocities.com/TimesSquare/Arcade/5333/) for
some graphics from his SWDOOM2 project
Jared-Michael Stein for graphics from swgfx8.wad (found on cdrom.com)
Rich "Weeds" Nagel (http://ourworld.compuserve.com/homepages/RichNagel,
RichNagel@Compuserve.com,) for his Nitesky2.wad, which I modified to
create a tall sky texture (starry sky with nebula), and a starry sky
Stian Skjondal (http://members.xoom.com/zerosignum, zsignal@organizer
.net) for his skypack2.wad, which contains fantastic skyscapes.
Chris Pisarczyk AKA ChrisDragon (chrisdrgn@hotmail.com) for his Half-
Life textures in Valve.wad
Greg Zapf for the cool sounds in Swsnd0.wad
Jonathan Daughtrey for additional sound in Cinsound.wad
Chris Hopkins, who, back in 1994, was probably the first person to
convert Star Wars music for use in DooM (Swmusfx4.wad)
======================================================================
* What is included *
New levels : 6 levels plus 1 secret level
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : Yes - internal
Demos :
Other :
Other files required : ZDooM v1.23 Beta 24
* Play Information *
Game : Doom II v1.9 using ZDooM
Map # : Map01-Map07
Single Player : Yes
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : No
Difficulty Settings : Yes
* Construction *
Base : All levels from scratch.
Most sounds, music, and graphics from Dark Forces by Lucas Arts.
Other resources as credited.
Build Time : 7 months
Editor(s) used : CAGE to extract graphics from Dark Forces
BMPDF to convert DF graphics into bitmap format
Wally to extract textures from Duke Nukem3D
MS Paint & PhotoShop to convert into DooM palette & to modify graphics
WinTex to insert graphics, other lumps into the pwad, merge maps
DeepSea for additional graphics work, including creating oversize
textures, creating texture names, lump management, etc.
XWE for additional graphics work and lump management
WadAuthor to create the maps & scripts
Known Bugs : None
May Not Run With... : ...the Bulls at Pamplona.
* Copyright / Permissions *
Authors may use the contents of this file as a base for modification or reuse. The graphics, sprites, music, and sound were extracted from the game Dark Forces, so they are copyright Lucas Arts. Reuse the original Dark Forces resources rather than these modified versions.
You may distribute The Darkest Hour in any electronic format (BBS,Diskette, CD, etc) as long as
you include this text file intact, and do not release it as part of a commercial product as it
contains material copyrighted by Lucas Arts and others.
* Where to get the file that this text file describes *
ftp://ftp.cdrom.com/pub/idgames/levels/doom2/Ports/d-f/darkhour.zip