=========================================================================== Archive Maintainer : Update to : boomer.wad (v0.08.02) Advanced engine needed : Any limit removing port should do Primary purpose : Single + Coop play =========================================================================== Title : BOOMER: Beyond Vanilla (v0.08.03) Filename : boomer.wad Release date : 02-April-2023 (Last updated: 21-January-2024) Author : Fernito Email Address : [redacted] Other Files By Author : A couple of contributions for community projects and a Doom Ep1 replacement I'd rather forget that exists :) Misc. Author Info : Fan of Doom for almost 30 years, former Duke Nukem 3D mapper, amateur composer. Description : Limit-removing Doom 2 WAD, focused on action, adventure and exploration, featuring a brand new MIDI soundtrack inspired by classic shooters' music. Additional Credits to : Betatesters (single player): V-Mon, Kyka, Joe Lennox, Biodegradable, Vile, mancubian_candidate, the_lamp, LordEntr0py, rita remton. Betatesters (coop): Van Daemon, Ozymandias81. Music: Lee Jackson, Enzo Cabrera, Tomás Rojas. Artwork: Bo Hernö. Logo: Rocc-O. =========================================================================== * What is included * New levels : 9 Sounds : No Music : Yes Graphics : Artwork and menu stuff (no new monsters, textures or flats) Dehacked/BEX Patch : Yes (only level names and texts) Demos : Yes Other : No Other files required : No * Play Information * Game : DOOM2 Map # : MAP01-MAP08 & MAP32 Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : No Other game styles : No Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : Around 2 years Editor(s) used : DBX Known Bugs : Several slimetrails and other small harmless visual bugs. (Please report in Doomworld's thread if any found!) May Not Run With : Anything that has issues with voodoo dolls and/or some gameplay altering mods, I guess? Tested With : Crispy Doom, GZDoom, PRBoom+, DSDA-Doom, So Doom * Copyright / Permissions * Authors may NOT 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.gamers.org/pub/idgames/ and mirrors Doomworld thread: https://www.doomworld.com/forum/topic/133495 [ABOUT THE WAD] "Boomer: Beyond Vanilla" is a limit-removing Doom 2 WAD, focused on action and adventure/exploration. I set myself the challenge of creating a fun and visually pleasing mapset using only original Doom 2 textures/flats and vanilla gameplay mechanics, with the idea in mind of offering a unique experience each time it is played, rather than being a one-time consumption WAD. Most of the maps are mid to big-sized with non-linear progression, a lot of interconnection and several optional areas. Music has always been a crucial aspect of videogames for me, and this time is no exception. The WAD features a 100% original MIDI soundtrack that tries to capture the vibe of 90's shooters' music. I'd like to mention that the work of Lee Jackson has been especially influential for my musical development, and this project also features an amazing original MIDI from him. Needless to say, a lot of love has been put into the soundtrack, so I really hope you enjoy it! :) As a side note, this is the first part of what I'd like to become one day a fully fledged megaWAD. Maybe in the (far) future I'll continue with it (when I retire, heh), but for now I'll take a break as I'm quite burnt out from this project after spending the last two years juggling between this and my already highly energy-consuming job with virtually no free time for anything else x_x... As suggested by Captain Keen, I'm releasing this first episode as a standalone WAD and I'll call it the "shareware" version. [RECOMMENDED SETTINGS] The WAD was designed to be played with vanilla style lighting. IMHO, the best playing experience is given by DSDA-Doom with hardware renderer + indexed lighting, followed by Crispy Doom. GZDoom has some performance issues in some maps when using the software renderer, and IMO none of its hardware renderer lightmodes is close enough to vanilla (not even the "vanilla" one, heh), which kinda screws up the atmosphere, so I can't really recommend it much. It should be played with vanilla settings: no mouselook, no jumping, infinitely tall objects, decorations should not block projectiles, etc. All maps are optimized for pistol start, though continuous play is also fine. Difficulty settings are fully implemented, and there's no shame in selecting a lower skill level if you're looking for a more laid-back, exploration-focused experience. The soundtrack was composed using the Microsoft GS Wavetable synth as target, so bear in mind that the track volume balance might be off with other soundfonts. It is worth mentioning that it sounds exceptionally bad with the OPL synth, as it doesn't handle pitch bendings properly. [CREDITS] A big shout out to the playtesters Biodegradable, LordEntr0py, mancubian_candidate, the_lamp, rita remton, Vile, and especially Veemon, Kyka and fizzbin, whose thorough playtesting and encouragement have been vital for the development of the WAD. And of course, thanks in general to anyone that contributed with bug reports on Doomworld's thread. I'd also like to thank Ozymandias81 and Van Daemon for their invaluable help testing the WAD in coop! Thanks again to Veemon for his conceptual contributions to MAP07! The artwork was made by the amazing Bo Hernö: https://www.instagram.com/bosdoodles/ The logo was made by my good old friend Rocc-O: https://www.instagram.com/rocc.tattoo/ And of course, thanks to the one and only Lee Jackson and to my good friend Enzo Cabrera for their exceptional contributions to the soundtrack! And also thanks to my amazing musician friend Tomás Rojas for his incredible rework of MAP07's track, rebaptized as "Obliterating Rendezvous" (formerly "UkT"): https://www.instagram.com/tr.mus/ [TRACK LIST] Map01: "Energía" - Fernito Map02: "Fernando's dream" - Lee Jackson Map03: "Goin' down the hard way" - Fernito (solo by Enzo Cabrera/Fernito) Map04: "Monster Condo style" - Fernito Map05: "Misleading demeanor" - Fernito Map06: "A day at the beach" - Fernito Map07: "Obliterating Rendezvous" - Synth solos by Enzo Cabrera; bass and drums by Fernito; guitars, arrangements and mixing (and new name!) by Tomás Rojas Map08/Text screen: "Rite of passage" - Fernito Title screen: "Slam" - Fernito Intermission: "Victory toll" - Fernito [CHANGELOG] v0.08.03 (2024-02-21) - Maps - MAP04: Update existing secret v0.08.02 (2023-12-18) - Music - Small changes to MAP04 track - Maps - MAP06: fixed potential sequence break via archvile jump - MAP08/32: removed the BFG super-secret, which made the map potentially cheesable, plus other small balance and aesthetic fixes v0.08.01 (2023-10-04) - Added 3 demos (they should run well at least on DSDA-Doom and Crispy Doom) - Added meaningful par times to every level - Music: - Totally reworked track for MAP07, "Obliterating Rendezvous" (Credit: Tomás Rojas) - Extended intermission screen track, "Victory toll" - Put some more work on end map/text screen track, "Rite of passage" - Several small changes in most of the other tracks. - Maps - All maps were updated for easier navigation: a lot of useless linedefs where hidden, so now the automap views should be a lot less confusing (thanks to all those that brought this to my attention) - MAP07: got buffed a little bit - MAP08: previously just an exit-less short end map, now a 100% playable "challenge" map - MAP32: same as MAP08, just with the bony red sky :) (this is the intended sky for MAP08, but you know, vanilla limitations... :/) - Several other small aesthetic and QoL improvements in most levels (e.g.: making those multi-sector lifts not ear rape you anymore) v0.07.04 (2023-06-24) - Several texture and QoL improvements in most levels. - Updated ENDOOM screen v0.07.03 (2023-04-09) - Several small fixes in most of the levels. - Updated MIDI for Map07 and title screen. v0.07.02 (2023-04-02) - First official release of "shareware" episode