=========================================================================== Advanced engine needed : Limit Removing (Crispy-Doom) Primary purpose : Single Player and co-op =========================================================================== Title : FLESHARMONIC Filename : FHC.wad Release date : 06 / 01 / 2024 Authors : Jambon, Datacore, Nixx, Roofi, Duskolos, Alephany Email Address : [redacted] Misc. Authors Info : French Doom Community Additional Credits to : - id Software for Doom - Pascal "CodeImp" vd Heiden for Doom Builder - The XWE team and The Slade team - The DoomWord Team - The French doom Community - The Doomworld Community - Gromat for Testing and Demos - [WH]-Wilou84 for feedbacks - All the people I borrowed the musics, and the textures from (Demonastery, GothicTX, Jambon, Duskolos, Ola "Ukiro" Björling), Scypek for the sky of episode 2 - FranckFrag for GFX General Description : 20 maps with various difficulties =========================================================================== * What is included * New levels : 20 maps Sounds : No Music : Yes Graphics : Yes Dehacked/BEX Patch : Yes Demos : Yes Other : No Other files required : Doom2.wad * Play Information * Game : DOOM II: Hell on Earth Map # : Map01 ==> Map17 + Map18 (Credit) + Map31 & Map32 (Secret levels) Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : Designed but not optimized Other game styles : survival Difficulty Settings : Yes Complevel : 2 * Construction * Base : New from scratch Build Time : About 2 years and 6 months Editor(s) used : DooM Builder 1.68, Ultimade Doom Builder, eXtendable Wad Editor, DoomWord, Slade May Not Run With : Doom2.exe Tested With : glBoom+, Crispy-Doom, DSDA, ZDaemon, ZDoom, GZDoom, Zandronum Known bugs : If you are using ZDaemon or Zandronum, at the final boss it is suggested to enable the freelook in case of problems. =========================================================================== -----MAP 01----- Author : Roofi Map name : Embryon Music name : Sound008.mid from Blood Build time : 1 year (on and off) Skill settings : No Co-op : yes Deathmatch : Not tested Tested with : Prboom+, crispy doom, gzdoom Editor(s) used : UDB Description : Once upon a time, there was a building lost in the middle of a huge canyon filled with flesh and blood, looking strangely like an embryo. No one resides there anymore, except for evil spirits whispering. Why am I here? Beyond the small story, Embryo is my most detailed map where I reached the limit of sidedefs in limit-removing format. Instead of a traditional action-packed first map, I wanted to make an introductory map oriented on the atmosphere and a rather easy puzzle. -----MAP 02----- Author : Alephany with the help of Datacore Map name : They Move Below Midi name : "Crawling Vermin" by Maxime Tondreau, originally from Planet of Cartmans 2 Build time : Way too long (1 year) Skill settings : Yes Co-op : Kinda Deathmatch : Yes Tested with : GZDoom, DSDA Doom, Crispy-Doom, glBoom+ Editor(s) used : UDB Description : First time mapping on Limit-Removing. Not really sure what I was going for here. At first I wanted to take inspiration on "Transduction" from TNT: Revilution but ended up going nowhere and now I'm not even sure what to call this map anymore. To be honest, I'm sort of disappointed because I feel like my map is empty and boring. Updated just a bit the lighting and finally found a way to include my end room into the map (right after the exit on previous version) that I completely did all alone and I feel proud of myself, I think it does look descent enough. After that, the team agreed that the outside of the start area is fine like this, which I find hard to believe but sure I guess. Datacore helped me on the detailling for some rooms and added ammo/health where it is too tight. My playstyle when playing Doom maps is mainly infighting and Berserk (when in the map) as much as possible so it's a good thing playtesters exist lol. I still hope you could have a good time on my map, don't hesitate to send feedbacks either on the Flesharmonic topic or directly to me on Doomworld! Take care. -----MAP 03----- Author : Duskolos Map name : Blood masses midi name : "Menu" from Castlevania 64 Build time : 1 month Skill settings : yes coop : yes deathmatch : yes tested on : GZdoom, crispy, zdaemon, DSDA doom Editor(s) used : UDB Description : This is a filler map, Datacore needed an easier map for the beginning of the WAD. I tried to make something that resembles a monastery or a church. I'm happy with the outside area but the fight can be tideous in the beginning with only the shotgun. I tried to balance the "bullet-sponge" aspect of the "cacodemon vs shotgun" with the uber-barrel but it may be not obvious. Otherwise I like the result. -----MAP 04----- Author : Jambon (Edited by Datacore) Map name : Soixante-Six Saucisses Music name : Brutto - Underdog (Midi version) Build time : 4 Months Skill settings : Yes Co-op : yes Deathmatch : yes but not tested. Tested with : glBoom+, Crispy-Doom, ZDoom, ZDaemon Editor(s) used : UDB / Doom Builder 1.68 Description : (Description made by Datacore) Jambon is one of the instigators of the project. We really liked the idea of creating a map with flesh and metal textures, I think the players will need Berserk to save a little ammunition. The map and the title have been modified by Datacore. -----MAP 05----- Author : Duskolos Map name : Dying bastion midi name : "briefing" from Abuse Build time : 6 months Skill settings : yes coop : yes deathmatch : yes tested on : GZdoom, crispy, zdaemon, DSDA doom Editor(s) used : UDB Description : My initial submition to Flesharmonic, I had this map laying around unfinished and thought it fit right in. I like the "open" aspect of the map, the problem being that difficulty depend on the path you choose. I tried to diversify the gameplay with the jump section and the number of secrets, you will be rewarded for exploring, this can explain the length of it. One secret is really hard to get, it was supposed to be a secret exit but the map wasn't hard enough for slot 15. -----MAP 06----- Author : Maxime "Datacore" Bisiaux Map name : Demonic Minced Meat Midi name : Plutonia MIDI Pack - MAP13 - Untitled by Mr Freeze Build time : 2 Months Skill settings : Yes Co-op : Yes Deathmatch : Yes Tested with : ZDoom, DSDA Doom, Crispy-Doom, glBoom+ Editor(s) used : Doom Builder 1.68 Description : I wanted to make a fairly large map with various buildings to visit, a bit like a small village corrupted by the flesh. This map was fun to create, I don't think it will be very difficult for veterans but it should be enjoyable to play for most players. -----MAP 07----- Author : Maxime "Datacore" Bisiaux Map name : Downpour of Flesh Midi name : KoRn - Blind (Midi Version) Build time : 1 Month Skill settings : Yes Co-op : Yes Deathmatch : Yes Tested with : ZDoom, DSDA Doom, Crispy-Doom, glBoom+ Editor(s) used : Doom Builder 1.68 Description : The first map created for Flesharmonic, with a rain of gibs and dead monsters teleporting in front of the player in places, I am quite proud of this map, I was inspired with these new textures created by the mapper "Jambon". I tried to create gameplay that was stressful for the player but accessible. I really like this map, I find it really fun! -----MAP 08----- Author : Maxime "Datacore" Bisiaux Map name : Dusty Grill Midi name : Disturbed - Stupify (Midi Version) Build time : 1 Month Skill settings : Yes Co-op : Yes Deathmatch : Yes Tested with : ZDoom, DSDA Doom, Crispy-Doom, glBoom+ Editor(s) used : Doom Builder 1.68 Description : I tried to create an oppressive atmosphere with little ammunition, an impression that the player is trying to escape from some kind of giant grill or barbecue. With the smells of burning flesh that go with it ! -----MAP 09----- Author : Maxime "Datacore" Bisiaux Map name : Eucharistic Miracle Midi name : Final Doom:TNT - Intermission Theme Build time : 1 Month Skill settings : Yes Co-op : Yes Deathmatch : Yes Tested with : ZDoom, DSDA Doom, Crispy-Doom, glBoom+ Editor(s) used : Doom Builder 1.68 Description : Sad atmosphere, with sometimes little action something religiously mysterious happened here, we walk through a kind of ruined underground temple. -----MAP 10----- Author : Nixx Title : Castle Fleshenstein Music name : Atomic - James "Jimmy" Paddock Build time : 1 year Skill setting : Yes Co-op : Yes Deathmatch : Yes but not tested Email Address : rinamp57@hotmail.com Tested with : Crispy Doom, PrBoom+, DSDA Doom Editor(s) used : UDB Email Adress : rinamp57@hotmail.com Description : Context and concept: Ambitious project for my first map, the idea was to cross various environments and end on a castle and conclude with the escape from it in order to familiarize myself with UDB and put myself to the test on a technical and artistic level Additional Credits to : Dario Casali (for Baron's lair's room) Id Software (textures) James "Jimmy" Paddock (Midi) -----MAP 11----- Author : Maxime "Datacore" Bisiaux Map name : Opium of The Damned Midi name : DOOM II: Hell on Earth - Map 30 (Opening to Hell) Build time : 1 Month Skill settings : Yes Co-op : Yes Deathmatch : Yes Tested with : ZDoom, DSDA Doom, Crispy-Doom, glBoom+ Editor(s) used : Doom Builder 1.68 Description : "Religion is the opium of the people." – Marx. I was inspired by this expression to create this map. Creating the trap with the Spider Master Mind appealed to me a lot, and the big fights mixing Pain elemental's, Archviles and Revenants too :). -----MAP 12----- Author : Maxime "Datacore" Bisiaux Map name : Royal Bacon Midi name : Pantera - By Demons Be Drive (midi version) Build time : 5 Months Skill settings : Yes Co-op : Yes Deathmatch : Yes Tested with : ZDoom, DSDA Doom, Crispy-Doom, glBoom+ Editor(s) used : Doom Builder 1.68 Description : Map originally created for another French project but it wasn't good enough, so I decided to rework it for Flesharmonic, this is the first time I try to create a map with big difficult fights with Plasmagun, Rockets launcher and BFG. However, I like the atmosphere that emanates from it. -----MAP 13----- Author : Maxime "Datacore" Bisiaux Map name : Like Steak Tartare Midi name : Rammstein -Tier (Midi version) Build time : 5 Months Skill settings : Yes Co-op : Yes Deathmatch : Yes Tested with : ZDoom, DSDA Doom, Crispy-Doom, glBoom+ Editor(s) used : Doom Builder 1.68 Description : I thought there was a lack of maps with a base/tech theme for this project, so I decided to create a sort of base corrupted by demonic flesh. Combat is supposed to be stressful and oppressive, forcing the player to advance slowly or suffer a lot of damage. -----MAP 14----- Author : Nixx Title : Hypothetical Gates Music name : Painkiller - Judas Priest Build time : 1 year Skill setting : Yes Co-op : Yes Deathmatch : Yes but not tested Email Address : rinamp57@hotmail.com Tested with : Crispy Doom, PrBoom+, DSDA Doom Editor(s) used : UDB Email Adress : rinamp57@hotmail.com Description : Context and concept: The idea behind this map was to design a "multiple dimension" universe separated by void with different environments (an idea that was not pushed to its full potential) and emphasize original ideas Additional Credits to : Datacore (last arena) Id Software (textures & E1M1 part) Judas Priest - Painkiller (unknown author of midi file) -----MAP 15----- Author : Maxime "Datacore" Bisiaux Map name : Sudden Charring Midi name : Nirvana - Milk It (midi version) Build time : 3 Months Skill settings : Yes Co-op : Yes Deathmatch : Yes Tested with : ZDoom, DSDA Doom, Crispy-Doom, glBoom+ Editor(s) used : Doom Builder 1.68 Description : You appear in an Infernal Bastion, here the enemies will give you very little respite, an army of Revenants, Archviles supported by their generals await you. A secret exit can be found for the bravest. Good luck ! -----MAP 16----- Author : Maxime "Datacore" Bisiaux Map name : Farewell Meal Midi name : Hell Revealed II OST - 09 "Zombi Rises from His Grave" Build time : 3 Months Skill settings : Yes Co-op : Yes Deathmatch : Yes Tested with : ZDoom, DSDA Doom, Crispy-Doom, glBoom+ Editor(s) used : Doom Builder 1.68 Description : I wanted to create an oppressive gameplay for the player, with traps that don't really forgive failure, I tried to use the textures of Doom 2 a little more, mix the base/tech theme with the temple theme infernale, I was very slightly inspired by Hell Revealed 2. The last effort before the final map :) -----MAP 17----- Author : Datacore, Nixx, Duskolos Map name : Le Mangeur de Mondes Midi name : Doom E1M8 - "Sign of Evil" Remaked Build time : 6 Months Skill settings : Yes Co-op : Yes Deathmatch : Yes Tested with : ZDoom, DSDA Doom, Crispy-Doom, glBoom+ Editor(s) used : Doom Builder 1.68, The Ultimate Doom Builder Description : I loved creating the final boss, this map is created in collaboration with Datacore, Duskolos and Nixx. Each arena is created by a different mapper. We have a different mapping style, which brings a lot of richness to the gameplay in my opinion. -----MAP 18----- Author : Duskolos Map name : Victuailles victorieuses midi name : "save theme" resident evil 4 Build time : 2 weeks Skill settings : yes coop : yes deathmatch : yes tested on : GZdoom, crispy, zdaemon, DSDA doom Editor(s) used : UDB Description : Datacore needed a credit map and asked me if I could do it. I initialy thought this would be a patchwork of layout made by all the mapper but I ended-up doing it all by myself (except the red marble door made by Alephany). At first it was a very simple, linear level only here to display the credit, however it came to my mind that I could build it with deathmatch in mind. The first outdoor area you can see was not supposed to be visited but the idea of puting a BFG here for DM was enough for me to rework it. Then I realised that the player needed to walk all the level again, that's where I got the idea of repopulating the level and open new sections. In the end I'm very proud of this map, it is probably a fun DM map but also a good solo map, making a secret "second run" was cool. -----MAP 31----- Author : Duskolos (formerly Blême) Map name : Muddy flesh midi name : "Pressure point" Quake 2 ground zero Build time : indeterminable (extends over more than a year) Skill settings : yes coop : yes deathmatch : yes tested on : GZdoom, crispy, zdaemon, DSDA doom Editor(s) used : UDB, GZdoom builder bugfix Description : I participated in the making of 180 minutes pour vivre in 2020 with one submission. What peoples see often as a beginner participation or a welcome break in a difficult megawad is for me a disappoitment. Funny for a map with a title that can sound like a poop joke (not intended btw) I clearly was not an experimented builder, probably not a bad one but didn't had what was requiered for the exercice. I mapped in more than 3h without any planification, rushing a lot of part. secrets were lame and mandatory, fight tideous, I didn't even know that pistol-start was a things at that time. Where I particularly blame myself is in my lack of interest in the project, I didn't check what other builder were doing and as a result is a map not in theme, lacking difficulty or fun. Some time later I returned on a personal project in the name of "AIMMBAB" for "Another insipid megawad made by a beginner" (cynicism excuses bad mapping I suppose), a 32 map megawad project... with 7 map in it at the time I'm writting this. We can criticize the idea of making a megawad alone but I think most of the map are "ok". To give some context I had no planning, I was just booting up UDB and drawn whatever layout came to my mind at the moment or in the shower, resulting in a very uneven mapping. Although, not that good this project gave me experience, and as a result I was more disappointed in "chaire boueuse" and came the idea for a remake. This was 2 years ago, the making of the initial remake was a lot of fun and I considered it my Magnum opus at the time. When working on Flesharmonic I remembered this remake and the "flesh" aspect of the map seems to fit. The thing was that the map was finished, used only doom 2 texture and was a remake, so I wanted to includ it as a secret map for the gimmick aspect of it, and asked Datacore, he accepted on the condition that I include Flesharmonic texture and "update" the map. What I thought would be a little refreshing ended up being me working 2 weeks on every room to make it less "beginnerish". Ceiling were empty, difficulty to low, some fight boring, some secrets weird... in fact we are improving all the time... I must admit that I got to much ego when I called it my magnum opus. But I'm glad Datacore insisted on those point because the result is great. have fun. -----MAP 32----- Author : Datacore Map name : Mange en silence Midi name : Doom E1M5 - "Suspense" Remaked Build time : 2 Weeks Skill settings : Yes Co-op : Yes Deathmatch : Yes Tested with : ZDoom, DSDA Doom, Crispy-Doom, glBoom+ Editor(s) used : Doom Builder 1.68 Description : Dark atmosphere with suspense and mystery, some vicious traps await the player. This map is classic and i was inspired by Doom episode 2. =========================================================================== * 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 * http://doomfrance.forumactif.com/