Credits
Id Software for the Doom 1 textures
Midway for the PSX Doom textures
Universal Studios for the title screen and menu
Aubrey Hodges for the PSX/N64 music and SFX
Kaiser for sussing out how to get at the PSX resources in the first place
fenderc01 for the original fire sky and making the PSX TC a reality
Raz for the PSX Final Doom-style SSG
SkullTag for the Minigun and the Doomsphere
Eriance for the Doomsphere sprites
AgentSpork, Carnevil and Ghastly Dragon for the Hectebus
Vader and Bouncy for the Lord of Heresy
Ixnatifual for his modified DECORATE code for the Lord of Heresy
Nanami, Keksdose, Espi (RIP) and Ebola for the Afrit
Vader, Ghastly_dragon and Keksdose for the Bruiser Demon
Chris Neilson and DoomKn1ght for the Nightmare Spectre
Tormentor667, Daniel and Nanami for the purple fireball sprites (Phase Imp)
Tormentor667, CaptainToenail, Ghastly_dragon, Bouncy and Dreadopp for the Plasma Zombie
Tormentor667 for the UTnT cloud textures
Bouncy and Graf Zahl for the Chainsaw Zombie and Nightmare Cacodemon
Eriance and Ghastly_dragon for the Guardian Cube
Xim, TheDarkArchon and Scuba Steve for the Unmaker
Xim for the Unmaker Zombie
NiGHTMARE for the other (non-PSX) textures
JoeyTD and HellCatX for the Doomguy death sprites
Kaiser and Agent Spork for the Doom64-style monster-fade code
Dutch Devil for the sprite set used by the Protodemon (DECORATE code and projectile sprites by myself)
JG/CyberJG based on the Unmaker Marine by Xim, the Source Guardian by Tormentor667 and Moloch by ProjectAngel (DECORATE code and sprite edits by myself)
CaptainToenail, Gez, Super Jamie, Vermil and ALMN for their bug spotting.
Text File
===========================================================================
Archive Maintainer :
Update to :
Advanced engine needed : ZDoom (GZDoom/Skulltag recommended)
Primary purpose : Solo play
===========================================================================
Title : DOOM: Threshold Of Pain
Filename : scl_top.wad
Release date : 10th September 2010
Author : John Gourley AKA scalliano
Email Address : scalliano@hotmail.com
Other Files By Author : The 667 Shuffle, Jaguar Doom TC, 32x Doom TC
Misc. Author Info : Also makes music under the alias "JG"
Description : Threshold of Pain is a ZDoom episode which
attempts to recreate the look and feel of
Midway's famous PSX conversion of Doom whilst
maintaining the core elements of the PC
versions and a level of difficulty PC players
would expect.
PSX Doom fans will know that ToP gets its name
from the final level of PSX Ultimate Doom. Like
many others, my first proper Doom experience
was on the Playstation, so when fenderc01
released the PSX TC last year I was excited to
get to play these levels again, only this time
with PC controls! Whilst he did an amazing job,
I found it to be way too easy, even on UV
setting. This was not fender's fault, merely a
testament to the compromises Midway had to
make in bringing such a game to a console.
ToP attempts to redress the balance whilst
maintaining the brooding atmosphere that Midway
brought to the game. It is NOT a PSX TC - many
features which were missing from the Playstation
remain, so expect to encounter the Archvile!
This is my first real attempt at a releasable
WAD, so I wasn't too concerned with highly
detailed levels, more on decent gameplay,
set pieces, and a few puzzles. That said, I
have tried to make them look halfway-decent,
despite the coloured lights :P
New features include:
Tons of coloured lighting, but nothing too
garish.
The infamous PSX burning sky, given a ZDoom
makeover.
PSX/N64 audio.
New Weapons - the Minigun and the Unmaker.
The PSX Final Doom SSG.
A new powerup - the Doomsphere.
New monsters - the nightmare class monsters
from PSX Doom and Doom64, a handful from the
Realm667 Bestiary and ZDCMP, plus a new final
boss...
A few other PSX/N64-style gameplay tweaks.
The Story : After saving humanity from the threat of
extinction more times than you could remember and
establishing yourself as the only one to call
upon when the UAC screwed things up again, it was
only a matter of time before things got personal.
The UAC's newest and best-equipped facility,
stationed in a secluded mountain range on Triton,
Neptune's primary satellite, had only gone
operational six months ago. The new UAC bigwigs
had declared that all security issues had been
addressed so that the dimensional portal
research could be recommenced, and that nothing
would go wrong this time. The facility was only
accessible from the air and was heavily guarded
by marines with the heaviest artillery the UAC
could provide, so they could at least give the
impression that they had it all under control.
Last night all transmissions from Triton ceased.
The breifing was all too familiar to you now.
The final few broadcasts were of the sounds you'd
become accustomed to; screams, growls, tearing of
flesh, gunfire, more screams, and so on.
Only this time, there was something else. Just
before the end of the last broadcast, there was a
voice. It did not sound human, but you could
hear it clearly.
It was calling your name.
Seems like they want you dead. As if you didn't
know that already. And you're not the type to
back down from a challenge ...
Marine Command has sent you up there to clear out
the facility. You're being dropped into the
surrounding mountains to secure the perimeter and
get inside. Once inside ... you know the rest ...
Additional Credits to : Id Software for the Doom 1 textures
Midway for the PSX Doom textures
Universal Studios for the title screen and menu
Aubrey Hodges for the PSX/N64 music and SFX
Kaiser for sussing out how to get at the PSX
resources in the first place
fenderc01 for the original fire sky and making
the PSX TC a reality
Raz for the PSX Final Doom-style SSG
SkullTag for the Minigun and the Doomsphere
Eriance for the Doomsphere sprites
AgentSpork, Carnevil and Ghastly Dragon for the
Hectebus
Vader and Bouncy for the Lord of Heresy
Ixnatifual for his modified DECORATE code for
the Lord of Heresy
Nanami, Keksdose, Espi (RIP) and Ebola for the
Afrit
Vader, Ghastly_dragon and Keksdose for the
Bruiser Demon
Chris Neilson and DoomKn1ght for the Nightmare
Spectre
Tormentor667, Daniel and Nanami for the purple
fireball sprites (Phase Imp)
Tormentor667, CaptainToenail, Ghastly_dragon,
Bouncy and Dreadopp for the Plasma Zombie
Tormentor667 for the UTnT cloud textures
Bouncy and Graf Zahl for the Chainsaw Zombie and
Nightmare Cacodemon
Eriance and Ghastly_dragon for the Guardian Cube
Xim, TheDarkArchon and Scuba Steve for the
Unmaker
Xim for the Unmaker Zombie
NiGHTMARE for the other (non-PSX) textures
JoeyTD and HellCatX for the Doomguy death sprites
Kaiser and Agent Spork for the Doom64-style
monster-fade code
Dutch Devil for the sprite set used by the
Protodemon (DECORATE code and projectile sprites
by myself)
JG/CyberJG based on the Unmaker Marine by Xim,
the Source Guardian by Tormentor667 and Moloch
by ProjectAngel (DECORATE code and sprite edits
by myself)
CaptainToenail, Gez, Super Jamie, Vermil and ALMN
for their bug spotting.
===========================================================================
* What is included *
New levels : 12
New Sounds : Yes
New Music : Yes (see below)
New Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required : No
* Play Information *
Game : DOOM2
Map # : Map01 through MAP12
Single Player : Designed for
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : No
Other game styles : No
Difficulty Settings : Yes
* Construction *
Base : New from scratch
Build Time : Just over a year, on and off
Editor(s) used : Doom Builder, Deutex, XWE, PSP5
Known Bugs : None (yet)
May Not Run With : Anything that isn't ZDoom or GZDoom.
Tested With : ZDoom 2.3.1.1480, GZDoom 1.2.1.309
* Copyright / Permissions *
Authors MAY 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
Web sites:
FTP sites:
KNOWN ISSUES
Coloured lighting is crap in software mode, but hey, what can you do?
There are a few texture alignment errors in software mode. I'm at a
loss as to what's causing them as they show up fine in GZDoom...
Wad file structure is a bit haphazard (I've kind of been adding stuff
as I go), but it works :)