Text File
===========================================================================
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/