=========================================================================== Update to : 3.0 Advanced engine needed : GZDoom since v4.6.1 Primary purpose : Single play =========================================================================== Title : Get Out Of The Dark Filename : GOOTDv3.wad Release date : 27.03.2023 Author : eLeR Creative Email Address : [redacted] Other Files By Author : none Misc. Author Info : The first outline of this level appeared in about 1996-97. After many years, I returned to this project to finally complete it on May 25, 2007. Then, at the end of 2021, I refreshed this map with the latest port GZDoom capabilities. By adding new textures, environmental sounds, sprites, lights, I wanted to give this level a specific dark atmosphere. To increase the atmosphere of horror, I recommend the game with the DarkDoomZ modification. Mode: Copress; Fog density: 11 https://www.doomworld.com/idgames/graphics/darkdoomz) However, if you don't like excessive darkness just play without this modification :) Description : In the prison, where we have been closed, there is an earthquake. The hell's domain has begun to penetrate into our world. From the portals began to go out demons who have slaughtered personnel and prisoners. Blood and fire everywhere. Using the confusion, we killed the guard and try to escape from here, before darkness swallows us. Additional Credits to : Sprites: Crystal Clusters Code: Captain Toenail GLDefs: Captain Toenail Sprites: Captain Toenail Dead Swamp Trees Submitted: Gothic Decorate: Gothic Sprites: Raven Software Disciple Statues Code: Captain Toenail Sprites: Raven Software Sprite Edit: Captain Toenail DWall Torches: Code: Captain Toenail GLDefs: Captain Toenail Sounds: freesound.org (kingsrow, phreaksaccount) Sprites: Doom Sprite Edit: Captain Toenail Glowing Mushrooms Code: Captain Toenail GLDefs: Captain Toenail Sprites: Hexen (uses IWAD sprites) Sprite Edit: Captain Toenail / eLeR Creative Mushrooms Code: Captain Toenail GLDefs: Captain Toenail Sprites: Captain Toenail Idea Base: The Elder Scrolls/ShadowCaster Seaweed Code: Captain Toenail GLDefs: none Sounds: none Sprites: Captain Toenail Sprite Edit: Captain Toenail Idea Base: none Swamp Trees Code: eLeR Creative Sprites: Ultima Online by Origin Systems Sprite Edit: eLeR Creative Swamp Trees with Heads Code: eLeR Creative Sprites: Board game Rising Sun by Portal Games Sprite Edit: eLeR Creative Fog Submitted: zrrion the insect Decorate: Tormentor667, zrrion the insect GLDefs: None Sounds: None Sprites: zrrion the insect Idea Base: Clouds in TCoTD Textures: Swamp Texture: Kai Hu Texture edit: eLeR Creative Cliff Rock Texture: Textures.com Texture edit: eLeR Creative Blood Texture: KuriKai, Doom High Resolution Texture Project Chain Mechanism In The Wall Texture: Doom II / Heretic Texture edit: eLeR Creative eLeR Creative Logo Texture: eLeR Creative Cave Skybox Texure: Martin de Diego Texture edit: eLeR Creative Sounds: dooro2: Raven Software doorc2: Raven Software bat1: CD Projekt Red bat2: CD Projekt Red bat3: CD Projekt Red firetor: CD Projekt Red gas2: CD Projekt Red gas3: CD Projekt Red sick7: CD Projekt Red swamp1: CD Projekt Red swamp2: CD Projekt Red swp1: CD Projekt Red swp2: CD Projekt Red swp3: CD Projekt Red swp4: CD Projekt Red swp5: CD Projekt Red swp6: CD Projekt Red treescr2: CD Projekt Red vizi1: CD Projekt Red waterd1: CD Projekt Red waterd2: CD Projekt Red waterd3: CD Projekt Red wind2: CD Projekt Red woodcr2: CD Projekt Red rat1: CD Projekt Red rat2: CD Projekt Red weird2: CD Projekt Red weird7: CD Projekt Red weird8: CD Projekt Red weird9: CD Projekt Red gateoff : CD Projekt Red vizi2: CD Projekt Red vizi3: CD Projekt Red swt1: CD Projekt Red GEARS1: CD Projekt Red GEARS2: CD Projekt Red lstop: CD Projekt Red GHOST01 : CD Projekt Red lake: CD Projekt Red waterfal: CD Projekt Red DSSTN01 DSSTN01: Blade of Agony Team DSSTN02 DSSTN02: Blade of Agony Team DSSTN03 DSSTN03: Blade of Agony Team TOMSEC: Core Design D_IN_CIT: Ed Cripps =========================================================================== * What is included * New levels : 2 + 1 secret bonus level Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : No Other files required : None * Play Information * Game : Doom 2 Map # : 01, 02, 31 Single Player : Designed for Cooperative 2-4 Player : Player starts only Deathmatch 2-4 Player : Player starts only Other game styles : None Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : Total several weeks Editor(s) used : Edmap, Doom Builder, GZDoom Builder master, Ultimate Doom Builder May Not Run With : Ports incompatible with GZdoom and UDMF format. Tested With : GZDoom since v4.6.1 * Copyright / Permissions * This work is licensed under the Creative Commons Attribution 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by/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. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors Web sites: https://www.mediafire.com/file/cb38og68rwxtr0d/Get_Out_Of_The_Dark_v2.wad/file https://www.doomworld.com/forum/topic/107205-get-out-of-the-dark/ * Level description * The level consists of 9 sub locations: - beginning (prison) - communication (system of corridors and rooms connecting individual zones) - yellow key zone (Rock tower) - external zone of the yellow key (Riverside) - blue key zone (Three tower) - red key zone (Revenant tower) - external red key zone (Riverside) - arena (Temple of evil) - ending (Canyon) Detailed exploration of the first seven zones will allow you to enter the arena and then complete the game. The first zone was created to introduce the player into the right atmosphere: In the prison, where we have been closed, there is an earthquake. The hell's domain has begun to penetrate into our world. From the portals began to go out demons who have slaughtered personnel and prisoners. Blood and fire everywhere. Using the confusion, we killed the guard and try to escape from here, before darkness swallows us. In this place we are facing a fight with the basic opponents, with only the basic weapon at our disposal. After moving to the second zone, there is freedom in the order of exploration of the next five subregions. The purpose of their crossing is to recreate a triple-blocked passage to the arena. These zones are characterized by tight buildings with a lot of enemies and ambushes, which forces the player to conduct a harassment battle with monsters. They were designed as a system of fortresses and towers / temples built in a rocky cliff at the foot of which the river flows. Therefore, the main building blocks are rocks, brick stones. Among these locations, we can distinguish two set on the banks of the aforementioned river. It is an open space. A varied terrain carving (elevations and sinkholes, freestanding rocks). There are numerous dead trees and sharp rocks on the shore. It is possible to move on the river itself. The passage through the quay in the red key zone allows an alternative way to get a red key. Then you go to the arena where a lot of enemies await us. If you are careful, you can kill monsters in separate groups. This zone is stylized as the temple of evil. It is dominated by marble and numerous symbols of hell. Finally, we come to the last zone in which we leave the temple complex and head towards the canyon.