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Archive Maintainer : You guys are awesome! :D
Advanced engine needed : PrBoom+
Primary purpose : Single play
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Title : Confinement 256: The Mystery of Scrapped Concepts
Filename : CONF256B.WAD
Release date : 06/17/18
Author : Devon Barnett (Xyzzy01)
Email Address : [redacted]
Other Files By Author : CONF256A.WAD, SNOTSTAT.WAD, CONF256.PK3,
SOSURIA.WAD, ZZWOLFXX.WAD
Misc. Author Info : The release date of this WAD is my 20th birthday.
Description : This is all of the unimplemented ideas and
unfinished maps I made for the original Confinement
256 completed and refined to be playable and
prboom-plus compatible, one year later.
Additional Credits to : *AlexMax and glenzinho for playtesting
*1337Marine skin by Toke and deathz0r
*Zombie Marine sprites by Ixnatiful
*starry sky and hell sky were generated by OBLIGE
*waterfall texture was obtained from OBLIGE as
well
*antares031 for the eyes on "Xyztune"
*Dragonfly, for making the HUD, menu and
intermission screen text graphics
*all other textures and graphics done my me
*Raven Software for the two new sound effects
included
*Bobby Prince for the music tracks "un39"
(D_DM2INT) and "un41" (D_READ_M)
*Bauul, for providing the title screen music
(D_DM2TTL): "Phantom" from Thunder Force IV,
composed by Toshiharu Yamanishi, Takeshi Yoshida
and Naosuke Arai
*I apologize to those music makers whose MIDIs went
"Unknown" in the maplist below.
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* Maplist *
MAP01: Scrappy Start
Music: Unknown
Description: Not actually a scrapped concept, but rather it's a map that was made as a warm-up for me to get back into that distinct 256 "feel".
MAP02: Sligescraper
Music: Unknown
Description: Makes use of the stair-building linedef special as well as the first instance of floors moving and changing textures. Looks like the start room of a SLIGE map but is not actually created by SLIGE.
MAP03: Solitary
Music: OHB_666.MID by Yafkak
Description: Obligatory(?) puzzle map. First real puzzle I've ever made and I'm quite proud of it!
MAP04: The Dimensional Shift
Music: 19XX: The War Against Destiny - Stage 2 Boss - "Raimei" by Tatsuro Suzuki, MIDI composed by Sean Bee
Description: The concept for this map was simply a map that was split in half between Earth and Hell. Uses Boom's friction effect on both halves. Inspired by S'Arais's rejected "Skycrack" map for Phade102's Confinement Community Project.
MAP05: Warpframe Alpha
Music: "SPACE_01.MID" from heathersanimations.com
Description: Takes advantage of the way Doom 2 handles secret exits in maps that are not MAP15 or MAP31. You can probably trade health for bullets by repeatedly "exiting" this map. Look closely to tell the actual exit apart from the rest.
MAP06: The Spacetime Chamber
Music: "Silky Feathers" by Viscra Maelstrom
Description: Idea was literally just a remote portal that monsters flood the room from. This and Splinter were the two maps that had the most work done on them before being scrapped. End of Episode 1.
MAP07: Pain Piñatas
Music: "Ending Title" from Blade Runner, by Vangelis
Description: This map requires the lost soul limit to be turned on to even survive it. Shows pain elementals being harmless while there are more than 21 lost souls in the map.
MAP08: Companion Crate
Music: 30in30-4 - What If I Don't Want To Be A Punching Bag by James Paddock
Description: Obvious Portal reference is obvious. Anyway, this map demonstrates taking much less damage from the archvile's attack by being on the other side of some physical geometry, hugging it. Also shows a monster spawner missing targets directly east and west of it, among other things that I'd rather not spoil!
MAP09: Splinter
Music: "un17" by Bobby Prince
Description: Shows how bumpy terrain can mess with the player's movement. This map stayed pretty much the same as when I found it, originally. Minus the final wave of monsters and the outside area.
MAP10: Warpframe Beta
Music: "I don't want to look in the dark for Demons" by JMickle
Description: Doom 2's monster projectiles can trigger some walk-over linedefs, as proven by this map.
MAP11: Reminiscence
Music: Unknown
Description: This map is a combination of most of my maps from the original Confinement 256. How many can you recognize?
MAP12: Phantasmal Pen
Music: "opening" by Bobby Prince
Description: Needs ghost monsters enabled to work as intended, but I've acknowledged in the preceding text screen that it isn't technically needed to complete the map. End of Episode 2.
MAP13: Doggo A Go-go
Music: MIDI version of "Bonetrousle" from Undertale
Description: This map is what makes this WAD MBF-exclusive. Avoiding a special kind of enemy in a tiny "maze" similar to Pac-Man. I feel like this will be everybody's "pet hate" map of the set...
MAP14: The Starlighter
Music: Level 1 - Lunar Outpost from Descent
Description: My second real attempt at a spaceship; this was an exercise in detailing. Has self-referencing sectors, but the main feature of the map is a "puller" object that can be used to the player's advantage!
MAP15: Fight For Freedom!
Music: Unknown
Description: Boss map with a time limit. Some BEX work done here.
MAP16: Forever Confined...
Music: AAAAAAAAAAAA.mid by Fuzzball
Description: Bad Ending.
MAP31: Last Resort
Music: "un08" by Bobby Prince
Description: Extremely short final boss fight.
MAP32: Manumission
Music: MIDI by kniggit
Description: Good Ending!
MAP20: Don't Copy That Floppy!
Music: "Sewer Slide" by stewboy
Description: I didn't want to copy the floppy again...
MAP30: Inertia
Music: Remix of D_E1M5 by SilentZora from Project: Doom
Description: Challenge-oriented map under the same name as a map that made it into the original Confinement 256, but is now scrapped because I genuinely felt like it was my weakest entry there.
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* What is included *
New levels : 20
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : Yes
Demos : Yes
Other : ENDOOM screen
Other files required : None
* Play Information *
Game : Doom 2
Map # : MAP01-MAP16, MAP20, MAP30-MAP32
Single Player : Designed for
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : No
Other game styles : None
Difficulty Settings : Yes
* Construction *
Base : New from scratch
Build Time : 10 weeks
Editor(s) used : GZDoom Builder-Bugfix, SLADE 3, WhackEd4, ENDOOMER
Known Bugs : Numerous things in maps simply don't work in
GZDoom, such as the puller object in MAP14. Many
maps rely on the way certain sprites and textures
render in the software renderer as well. Maps
require using tricks that only work in
vanilla/boom; compatibility options
notwithstanding. DeHackEd patch doesn't behave like
it's supposed to in (G)ZDoom, etc.
May Not Run With : non-MBF exclusive Boom ports like Chocolate Doom
and GZDoom
Tested With : PrBoom+ 2.5.1.5, GZDoom g3.2.5
* Copyright / Permissions *
This work is licensed under the Creative Commons Attribution-ShareAlike 4.0
International License. To view a copy of this license, visit
http://creativecommons.org/licenses/by-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 for any purpose, even
commercially. 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. 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