=========================================================================== Archive Maintainer : none Update to : *Due to some missing textures, please replace the previous version with this corrected version. Thank you. Advanced engine needed : Built for and tested with GZDoom. Other sourceports : uncertain Primary purpose : Single+Coop play =========================================================================== Title : Beneath Phobos Lab #5 Filename : BPL5.Pk3 Release date : Oct 28 2022 Author : Peter Moro Email Address : [redacted] Other Files By Author : Deimos Forgotten Storage Pit, Phobos Abandoned Outpost Pt 1 & Pt2, Deimos Abandoned Base #79. Misc. Author Info : Just some dude who loves Doom and tries to make cool maps :P Description : Spooky tech base exploration Gameplay: Mostly linear with mild slaughter -ish encounters. Intended to be more fun than difficult but there are some challenging areas. It's totally possible to finish this map on the first attempt without saving if you are badass. The final boss fight might kick your a$$ though LOL There are six secrets, none are too difficult to discover. Exploration is rewarded. This is a Halloween "horror wad" so close the curtains, turn the lights off and play with headphones for a spooky experience :P Playtime: Around 45mins. Story : In the center of a vast lake on Phobos lies the top secret UAC cryonic laboratory, Phobos #5. It's been months since communications have stopped from Lab #5, ever since an ancient marble slab with strange markings had been discovered and examined. As an elite mercenary for the UAC, you have been sent to investigate. Additional Credits to : Thanks to Mechadon for sharing "Box 'o skies". Thanks to the awesome devs who made Ultimate Doom Builder. Thanks to Dragonfly for his PK3 tutorial which is so helpful everytime I release a wad. Music: "Within the Shadows" by Karl Casey @ White Bat Audio This wad is dedicated to Hak3180 for being a badass Doom reviewer - the legend has played, recorded, and commented on 100s of Doom wads in the past 10 years. Fucking cool. Cheers man :) Impotant: As there are many dark and semi-dark areas, brightness levels are a huge part of this map's game mechanics. Strong contrast between bright and dark areas are often utilised so please calibrate your brightness levels at the very beggining of the map: In the first room, after you enter the first door, adjust the brightness level so that when your back is to the first door (main entrance), you cannot see the UAC sign on the desk in front of you. It shouldn't be visable until you are about halfway across the circle. There will be no monsters to attack in the beginning of the level so you'll have plenty of time to calibrate without fear of being attacked. My GZDoom display settings are: Screen size: 10 Gamma Correction: 1.70 Brightness: 0.05 Contrast: 1.1 Saturation:1.00 Please experiment with the Brightness / Contrast levels in the first room to find a balance that works for you. Ideally you should be able to see a few steps in front of you, but no more. Be sure to enable Dynamic Lighting for the optimal experience. (This map would look pretty crap without it enabled). Also, be sure to enable Light Shadowmaps = Yes (in Dynamic Lighting settings) =========================================================================== * What is included * New levels : One Sounds : No Music : Yes : "Within the Shadows" by Karl Casey @ White Bat Audio Graphics : No, original Doom & DoomII textures only (except the skybox) Dehacked/BEX Patch : No Demos : No Other : No Other files required : none * Play Information * Game : DOOM2 Map # : Map01 Single Player : Designed for Cooperative 2-4 Player : Player starts only Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Not implemented * Construction * Base : New from scratch Build Time : About 6 months, mostly about 30 mins a day during my lunch break. Editor(s) used : Ultimate Doom Builder / Slade Known Bugs : When using some mods, SOMETIMES monsters are alerted earlier than intended, and (at the end of the final boss fight ) the Spidermastermind fails to spawn, restricting access to the exit room. (You'll just have to NOCLIP through the exit door if that happens. 99% of the map is finished by then anyway) May Not Run With : Non GZDoom Tested With : GZDoom 4.5.0 * 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. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors Web sites: Doomworld.com/forum/topic/132107-halloween-wad-beneath-phobos-lab-5 FTP sites: