=========================================================================== Advanced engine needed : Boom compatible Primary Purpose : Single player =========================================================================== Title : The Salt Mines Filename : salt.wad Release date : March 5, 2022 Author : Large Cat Email Address : [redacted] Other Files By Author : None yet. Currently working on Mathacre, a 32-map boom megawad. Description : A salt mining operation claimed to have made some "unexpected" discoveries, then went totally silent. It's your job to head in there and determine the nature of the disturbance, as well as gauge whether military intervention is required. You get an all too familiar feeling in your gut. Something has gone terribly wrong, but no one will authorize backup for you until you come back with evidence of foul influences. The gameplay of this map is centered on several moderate-sized fights, most of which are set up to push players to their limits of maneuvering and tactical positioning. Most of the fights are in tight quarters for the number of monsters, so crowd manipulation is a useful skill. More than half of the monsters appear in an optional final fight, which is designed more as slaughter gameplay, sending hundreds of monsters in a not-that-large arena. A Note About Difficulty : UV is intended for players who are familiar with the map and know the intended progression, what items are available, and what encounters will look like. For blind playthroughs, lower difficulty settings are recommended, as UV may become unnecessarily grindy if the map is tackled "improperly". Mod Info : The included BEX patch features some changes to a few enemies and some minor weapon changes. The pistol, shotgun, and chaingun have had their fire rates increased to help them keep up with the higher tier weapons. Baron of Hell - 700 HP - The Baron has had its speed increased, and now hurls projectiles in volleys of three. Plasma Miner - 50 HP - The Wolfenstein SS has been replaced with a chaingunner-like enemy who fires plasma bolts and has a quick walking pace. Resources : All non-IWAD resources, including graphics and music, are provided by me, Large Cat. You may use these resources for your own projects if you wish, as long as you provide proper credit. Special Thanks : Thanks to Scrappy McDoogerton, BaileyTW, and Rycuz on Doomworld for their early feedback on the map. Thanks to everyone who previewed the map on Doomworld; it was great to see what people thought! =========================================================================== Changelog final - reduced number of plamsa guys in plasma wing - changed level title color in intermission screen v8 - Changed telegraphing of initial fork entering the mine - Fixed difficulty settings for two megaspheres - Small nodebuilding tweaks - Added map title and background to intermission screen - Added intermission music - Added new plasma gun sound v7 (2021-02-21) - Added MUSINFO and second track - Changed sky to nighttime (from TNT ep2) - Added new palette, changing green ranges to muted blue - Green armor is now purple to distinguish from megaarmor - Added optional final fight v6 (2021-01-24) - Fixed some miscellaneous visual bugs - Made AV jumping out of the red key area harder - Further alterations to blue salt and intro v5 (2021-01-14) - Added monster-blocking lines to the monsters on pillars in the SSG fight and red door fight - Unstuck the hell knight in the shotgun room on HMP - Increased soulsphere secret visibility - Added lighting to the exit switches in the plasma room - Simplified exiting the yellow key room on HMP and UV - Made blue salt piles easier to activate - Removed damaging floors in rocket launcher area - Added lighting to step-raising switches in red key room - Highlighted cyberdemon with BFG - Lowered rocket launcher fight intensity on HMP - Staggered archvile entry in blue key fight - Made blue salt intro more aggressive - Added more cell ammo on HNTR and HMP - Added more armor on HNTR and HMP v4 (2021-01-10) - First publicly available version =========================================================================== * What is included * New levels : 1 Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : Yes Demos : No Other : PLAYPAL Other files required : None * Play Information * Game : Doom 2 (Boom format) Map # : MAP01 (full level including final fight) MAP02 (final fight only) 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 : Built from scratch Build Time : 1 month of intermittent work, plus 3 days for the final arena Editor(s) used : Doom Builder 2, Slade, WhackEd, GIMP, MuseScore, MidiEditor Known Bugs : One of the secrets is untaggable in ZDoom-derived source ports May Not Run With : Very outlandish gameplay mods Tested With : PrBoom+, DSDA Doom, GZDoom, Zandronum * Copyright / Permissions * 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, please 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 * doomworld.com ftp://archives.gamers.org/pub/idgames/