Credits
Resources from Esselfortium, Espi, NiGHTMARE, Xaser, Eriance, hopefully no one else I'm forgetting (I'm sorry!)
Ptoing for assistance with palette and colormap hacking.
Torr Samaho for being helpful with ST bugfixing for us.
Graf Zahl for the portal rendering optimizations that aren't in Skulltag yet, but hopefully someday will be! They'll probably make this run a bit more smoothly on slow computers, at least on S9DM01.
Broderbund Software for SpaceTV footage.
Shaikoten for the Girg Jatsand(TM) face logo.
Revenant and Killingblair for the windshield wipers and intro, respectively, neither of which are in this release for various reasons. Hopefully next time!
Brinks, ClonedPickle, infurnus, Tango, 40oz, Pavera, Mechadon, The Green Herring, Wagi, and anyone else who was working on maps for this that weren't completed in time for this preview release.
The entire Jetsons IRC crew for helping fill up the SpaceTV 24-hour news cycle with scintillating headlines.
Shaikoten for some playtesting suggestions on "Shogouki"Â that I probably did a terrible job of implementing.
Chaindude for some playtesting suggestions on "Eat At Phobo's"Â that significantly improved the gameplay from its earlier incarnations.
All of the other playtesters
Olive the other reindeer
Text File
===========================================================================
Advanced engine needed : Skulltag (98e-alpha build 3120 or later)
Primary purpose : Deathmatch
===========================================================================
Title : SpaceDM9
Version : 1.01 (a2)
Filename : spacedm9-a2.pk3
Release date : 11/14/2011
Author : Esselfortium, Mechadon, [Jetsons] (full credits below)
Email Address : esselfortium@gmail.com
Other Files By Author : SpaceDM2.wad, SpaceDM5.pk3
Misc. Author Info : He's a cop on the edge. She's a spy with a
dangerous past. Their worst enemies: each other.
Description : SpaceDM9 is a set of smooth-flowing deathmatch
maps with a combined focus on open-ended gameplay,
grand architecture, and unique, modern settings.
Built for the Skulltag engine, these levels are
designed to take full advantage of the ZDoom
software renderer and UDMF editing features.
This wad is, at the time of this writing, not
compatible with OpenGL rendering. Use software,
or stuff's not going to render right! Seriously!
(I know no one reads text files and people will
try playing it in GL anyway. But seriously, come
on, guys.)
(Don't try playing it in ZDoom, either. The jump
physics are different, and you'll find it exceedingly
difficult to navigate some of the maps without dying.)
Also, in case you missed it above, this requires
the 98e alpha build 3120 (or later) of Skulltag
to run properly. Earlier versions will make
S9DM03 largely unplayable due to a flag-setting
bug in netgames.
This 1.01 release features three complete maps:
S9DM01 - AIR SNARES
Author: Esselfortium
Music: Forty-Two - Air
AIR SNARES comprises the tertiary shipping and
receiving bay of Hasbro-controlled Marketing
Nebula 23. After a number of loose-cargo
incidents caused by nearby gravitational pull
and exacerbated by incompetent employees, the
base has gradually fallen into disuse.
S9DM02 - EAT AT PHOBO'S
Author: Esselfortium
Music: Forty-Two - Night Run
At the bottom of a crater on the moon from
which it takes its name, EAT AT PHOBO'S is a
weapons development and testing installation
built as part of the Union Aerospace
Corporation's terraforming project. For your
health and safety, jumping has been disabled
in this locale.
S9DM03 - SHOGOUKI
Authors: Mechadon and Esselfortium
Music: Forty-Two - Space Train
The striking centerpiece of bustling downtown
Spacetokyo, SHOGOUKI is a cyberpunk metropolis
decked out with popular tourist attractions,
including a sushi bar and walk-through aquarium.
Intermission music: E1M3 remix by Esselfortium
The 1.01 update is intended to hopefully future-proof
these maps against some ZDoom weirdness that was
causing major slimetrails and junk in S9DM03.
This was "fixed" by removing the nodes from the wad,
forcing them to be generated internally.
Hooray for backwards progress.
Additional Credits to : Resources from Esselfortium, Espi, NiGHTMARE, Xaser,
Eriance, hopefully no one else I'm forgetting
(I'm sorry!)
Ptoing for assistance with palette and colormap
hacking.
Torr Samaho for being helpful with ST bugfixing
for us.
Graf Zahl for the portal rendering optimizations
that aren't in Skulltag yet, but hopefully
someday will be! They'll probably make this run
a bit more smoothly on slow computers, at least
on S9DM01.
Broderbund Software for SpaceTV footage.
Shaikoten for the Girg Jatsand(TM) face logo.
Revenant and Killingblair for the windshield
wipers and intro, respectively, neither of which
are in this release for various reasons.
Hopefully next time!
Brinks, ClonedPickle, infurnus, Tango, 40oz,
Pavera, Mechadon, The Green Herring, Wagi, and anyone
else who was working on maps for this that weren't
completed in time for this preview release.
The entire Jetsons IRC crew for helping fill up
the SpaceTV 24-hour news cycle with scintillating
headlines.
Shaikoten for some playtesting suggestions on
"Shogouki"� that I probably did a terrible job of
implementing.
Chaindude for some playtesting suggestions on
"Eat At Phobo's"� that significantly improved
the gameplay from its earlier incarnations.
All of the other playtesters
Olive the other reindeer
===========================================================================
* What is included *
New levels : 3
Sounds : No
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required : None
* Play Information *
Game : Doom 2
Map # : S9DM01-S9DM03
Single Player : Player starts only
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : Designed for
Other game styles : None
Difficulty Settings : Not implemented
* Construction *
Base : New from scratch
Build Time : Over a year
Editor(s) used : Doom Builder 2, SLumpEd, XWE, Slade 3.0
Known Bugs : The other maps aren't done yet for some reason
May Not Run With... : OpenGL, ZDoom (the jump physics are different), or
Skulltag versions that are not on the bleeding
edge of futuristic space technology
* Copyright / Permissions *
Authors MAY use the contents of this file as a base for modification or
reuse, under the condition that these modifications are created as add-ons
to SpaceDM9, and require the SpaceDM9 pk3 as a base. Separate projects may
not rip textures or other original resources from SpaceDM9.
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
Esselfortium's website at http://essel.spork-chan.net/ houses SpaceDM9 as
well as many other nifty things.