=========================================================================== Advanced engine needed : Boom Compatible Primary purpose : Single Player + Co-Op =========================================================================== Title : Dereliction Derby Filename : dereliction.zip Release date : September 9th, 2021 Update Release date : May 29th, 2023 Version : 1.5 Author : PinkKittyRose Email Address : [redacted] Other Files By Author : Pistons + Motion Machine - composed by James Paddock Goldeneye Elevator 2 MIDI Cover - original song composed by Grant Kirkhope Cruel - composed by Sarah Mancuso MistSky1 by Mechadon Misc. Author Info : Just one of them streamer types. Description : Dereliction Derby is a single map release that was a result of being inspired by a number of more modern projects such as Eviternity, Bloodstain, Valiant, and so forth. The desire was to create a stand-alone release that made some use of these modern stylings, especially by making use of Boom features, to create something that has a constant feel of pressure and higher action, while also being detailed enough to make it seem like a real place rather than the most abstract stylings of a lot of Doom fare. This is only the first map I have ever made, so not everything will be perfect, obviously, but I put a lot of time and effort into trying to make something fun that also looks nice. Notably, both the main map and the epilogue map are fully set-up for Deathmatch if you are so inclined. MAP01 is restricted to a small section of the map to keep it even remotely playable. Changelog : Version 1.5 - Remodeled monster closets (hopefully no more stuck) - Adjusted closet timings to account for the removal of conveyor belts to give enemies time to walk instead - Used control sectors to smooth some jank and get rid of deafening floor lowering noise for certain traps - Made a few more rails able to be climbed over for the sake of better flow. Especially in the Hanger area. - Added an extra box of shells to the Helipad - Added extra rockets to the final fight - Removed the only 2 Lost Souls - Changed raising bars for the initial outdoor area to be crushing to avoid stuck enemies breaking them - Increased the size of the two switches to lower said bars to make them less clumsy to press - Removed damaging floor effect from all small nukage spills, only leaving the main large pit in tact. - Fixed minor texture alignment issues - Increased the level of detail in the large, outdoor areas to provide less flat overall lighting - Added further details to coax players towards the Super Shotgun in the medbay - Some Automap tidying up =========================================================================== Special Thanks : Special thanks to all of my playtesters for helping me iron out some of the rougher parts of the map such as making use of Fake Floors to make dips in the map and railings flow better, and, of course, for smoothing out combat balance. Texture Credits : Mechadon Music Credits : "Pistons" (James Paddock) "Motion Machine" (James Paddock) "Elevator 2" (Grant Kirkhope) "Cruel" (Sarah Mancuso) =========================================================================== * What is included * New levels : 2 (MAP02 is an Epilogue) Sounds : No Music : Yes Graphics : Yes Dehacked/BEX Patch : Yes Demos : No Other : MAPINFO, DECORATE, etc. Other files required : None * Play Information * Game : Doom 2 Map # : MAP01-MAP02 Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : Implemented Other game styles : None Difficulty Settings : Yes * Construction * Base : Maps and DeHackEd new from scratch Build Time : Just over one month Editor(s) used : Ultimate Doom Builder, Slade, Paint Shop Pro 9 Tested with : Eternity, GZDoom, PrBoom+/DSDA-Doom Known Bugs : None at present. May Not Run With... : Anything that does not support ZDBSP's normal node compilation as that was basically required to avoid substantial BlockMap errors. It is strongly recommended to use the closest equivalent of PrBoom+'s complevel 9 as well as Boom format is what the map was designed and tested for. * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. 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. * Where to get the file that this text file describes * My own Google Drive unless it gets added elsewhere.