This is Doom II: Purgatory, my 9 level set (8+1 secret level) for Doom II. There are new resources, including things sourced and edited functionally and visually from Realm667 and Doom 64/PSX Doom. There are also entirely new sounds and music (for intermission and boss.) Compared to the original Doom II, there are two new weapons, and one new monster, the boss Old Abaddon. One of the new guns is rare (it appears once in the entire campaign) and is a form of The Unmaker originally referred to in the "Doom Bible". This is designed to be played without jumping, because like classic Doom, it will break some of the puzzles. The map design is supposed to be challenging in the way that Doom 64 is, with puzzles and level flow rather than simply adding lots of monsters. There are a lot of secrets hidden in this campaign, as well as a secret level. Any of the work that I've done (that isn't map design) is free for anyone else to use, such as the intermission song written by a friend of mine, and the unique audio I did for the final boss. I hope everyone that plays it enjoys it. =========================================================================== Advanced engine needed : GZDoom, Zandronum or Skulltag with OpenGL Primary purpose : Singleplayer + up to 4 player Cooperative =========================================================================== Title : Doom II: Purgatory Version Number : v1.21a Filename : PURGATORY.wad Release date : 02/24/2014 (v1.21a - 02/09/2017) Author : Corey H. Email Address : [redacted] Other Files By Author : A few sound files. Misc. Author Info : N/A Description : A new Doom II level set designed to be played without jumping (as that would break most of the puzzles.) Made with Single Player in mind; there are still 4 player starts for Cooperative, as well as deathmatch starts/items in every map. Additional Credits to : Lots of resources were used for this .wad, mostly from unassociated venues such as Doom 64 "The Absolution" TC, and the Doom-mapping repository Realm667.com (Full credits listed below.) TITLE ART - Boris Vallejo MAGNUM SHOTGUN - Original data from realm667: Submitted: Xim Decorate: Xim Sprites: 3D Realms Sprite Edit: Xim Sounds: Dudukrazy Idea Base: Shotgun from Doom, Shotgun from Duke Nukem 64 (The code was edited from its original form, however.) THE UNMAKER - Graphics from Doom Depot's Doom 64 "The Absolution" TC. MIDWAY and Doom Depot credits as listed in doom64_abstin.wad: (MIDWAY) LEAD PROGRAMMER: Aaron Seeler LEAD ARTIST & 3D MODELS: Sukru Gilman 3D MODEL ANIMATION: Laurent Bezault & Sukru Gilman ARTISTS & ANIMATION: Francisco Garcia & Andy Wilson SOUND SYSTEM: Scott Patterson MUSIC & SOUNDS: Aubrey Hodges LEVEL DESIGN: Randy Estrella, Tim Heydelaar & Danny Lewis (Doom Depot) COODRINATION, MUSIC & WEBSITE: Elbryan42 GRAPHICS: Elbryan42, Samuel Villarreal, Footman & Ghostpilot LEVEL DESIGN: Samuel Villarreal, Melfice, The_Doomer & Footman CODING, SOUNDS & IMPLEMENTATION: Samuel Villarreal PALETTE: Fredrik Johansson SPECIAL THANKS: Esco, X-Doom, Lutarez, FirebrandX, Jow, Whitetiger, Cory, id Software, The Midway Doom 64 Team (The projectile fired from THE UNMAKER is based on the ETHEREAL SOUL.) ETHEREAL SOUL - Oiriginal data from Realm667: Submitted: Neoworm Decorate: Neoworm GLDEFs: Ghastly Dragon, Sandypaper (Brightmaps) Sounds: Id Software Sprites: Id Software Sprite Edit: Neoworm, Vader (projectiles) (The fire released at detonation of The Unmaker's projectile is based on graphics from and code similiar to the NUCLEAR MISSILE LAUNCHER.) NUCLEAR MISSLE LAUNCHER - Original data from Realm667: Submitted: Xim Decorate: Daniel Sprites: Daniel, 3D Realms Sounds: Epic Megagames (UT) (The explosion sound is based on the BFG-9000 sound from Doom 64, credits above.) OLD ABADDON - Graphics combined and recoded together with new sound effects. AZEZEL: (Graphics where edited.) Original data from Realm667: Submitted: DBThanatos Decorate: DBThanatos GLDEFs: Ghastly Dragon Sounds: Blizzard (Diablo) Sprites: Vader Sprite Edit: DBThanatos Idea Base: Classical image of Baphomet ARCHON OF HELL: (Death sequence.) Original data from Realm667: Submitted: Tormentor667 Decorate: Eriance GLDEFs: Ghastly Dragon, Sandypaper (Brightmaps) Sounds: Id Software, Eriance Sprites: Id Software, Midway, Eriance Sprite Edit: Eriance Idea Base: Hellstorm Archon of Hell NEW LAMPS - Original data from Realm667: Submitted: Captain Toenail Decorate: Captain Toenail GLDefs: Captain Toenail Sprites: ID Software, Rogue Entertainment Sprite Edit: Captain Toenail MARBLE COLUMNS - Original data from Realm667: Submitted: Tormentor667, Captain Toenail, ShadesMaster Decorate: Gez GLDefs: N/A Sprites: id Software Sprite Edit: Captain Toenail, Gez, ShadesMaster, Shtbag667 DOOM STATUES - Original data from Realm667: Submitted: MagicWazard Decorate: JMAA Sprites: Raven Software, id Software Sprite Edit: JMAA, MagicWazard (Statues); Captain Toenail, Gez, ShadesMaster, Shtbag667 (Column Variants) Idea Base: Statues from Hexen, Marble Column variants FIRE PILLARS - Original data from Realm667: Submitted: zrrion the insect Decorate: zrrion the insect GLDefs: zrrion the insect Sounds: N/A Sprites: Id, Raven Sprite Edit: zrrion the insect Idea Base: Heretic's fire statue MUSIC/FX - Title and Level music is from PSX/64 Doom .wads originally written by Aubrey Hodges. Original music used in the intermission was composed by Anthony A. specifically for this level set. Sabine H. and Corey H. performed the audio for Old Abaddon. Both the intermission music and Old Abaddon sound effects can be used by other authors in their modifications as long as credit is given to Purgatory as the source. The Unmaker firing was a set of edited sound effects from the Doom series. ADDITIONAL TEXTURES - PSYREN TEXTURE PACK: Original data from Realm667: Author: Psyren Submitted: Tormentor667 RECOLORED DOOM TEXTURE PACK: Original data from Realm667: Conversion: Nick Baker Author: Nick Baker Submitted: Tormentor667 ALIEN VS PREDATOR 2 TEXTURES: Original data from Realm667: Conversion: A Limes Zen Sky (with additional work by Ceeb) Author: Monolith Productions Submitted: Ceeb TESTERS: Thank you to everyone that helped give feedback and bug/balance test this before release: Ryan C., Sabine H, "Vf_Blitz", "i_am_AcTive", Robert R., Anthony "Vironz" P., Erik D., Anthony A., and late testing "TheUnbeholden", and "Caleb13". ****************************************!!!! If any credits where missed, PLEASE leave a message here for me in e-mail, and I will fix it immediately. I'm not trying to steal anyones hard work, just create a fun Doom experience: southernrex@live.com ****************************************!!!! =========================================================================== * What is included * New levels : 9 (8 + 1 Secret Level) Sounds : Yes (Both new & from other sources credited above.) Music : Yes (Both new & from other sources credited above.) Graphics : Yes (Both new & from other sources credited above.) Dehacked/BEX Patch : No Demos : No Other : Yes ("Nightmare!" skill is slightly easier.) Other files required : N/A * Play Information * Game : DOOM2.wad Map # : MAP01 - MAP09 Single Player : Designed as a Single Player campaign. Cooperative 2-4 Player : Allows up to 4 players in Cooperative, although some players could break puzzles when working together. Deathmatch 2-4 Player : Has Deathmatch items/spawns, but isn't ideal. Other game styles : N/A Difficulty Settings : Yes - Monsters and items are laid out with difficulties implemented for players of different skill level. All of them are identical to their iD Software equivalents except for "Nightmare!", which is slightly easier (e.g. 5 minute respawn time.) * Construction * Base : New from scratch. Build Time : 6 years... Yeah... I know. Editor(s) used : Doom Builder 2 (v2.1.0.1356) Doom Builder (v1.68) (Before upgrading to DB2.) SLumpEd (v0.7) Paint Shop Pro 9 (v9.0) Audacity (v2.0.4) ENDOOMER (V1.0.1) (For Version 1.1) - SLADE (v3.0.2) (For Version 1.2) - Adobe Photoshop CS6 (v13.0 x32) Known Bugs : Exiting MAP04 has crashed the game on me a few times, but it's very rare. It might be triggered if you cross both exit linedefs at the same time. In MAP05, one time the script tied to the Arachnatrons failed to run. I've never been able to get the bug to reproduce, so I'm not sure what caused it. Also, playing in cooperative can make some levels easier, as they can "cheat" some of the puzzles if working together. May Not Run With : Vanilla Doom at all; ZDoom because of skyboxes. Tested With : Zandronum (v1.2-r130826-1853) in OpenGL mode Briefly with GZDoom (Unknown version.) * 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 not distribute this file in any format.