=========================================================================== Archive Maintainer : You guys are awesome! :D Advanced engine needed : PrBoom+ Primary purpose : Single play =========================================================================== 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. =========================================================================== * 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 Piņatas 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. =========================================================================== * 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