=========================================================================== Archive Maintainer : Update to : ./levels/doom2/Ports/s-u/tdutrcp.zip Advanced engine needed : MAP01-MAP07 are fully playable with prboom+ MAP31 requires ZDoom or ZDoom-based ports MAP08 is a Boom-only credit map Primary purpose : Single play =========================================================================== Title : The Doom Universe's Total Randomness Community Project Filename : tdutrcp.wad, tdutrcp.txt (this file), mapinfo.txt (appended to this file) Release date : July 2012 Version : 1.2 Author : The Doom Universe Email Address : [redacted] Other Files By Author : This is the first release by the community Misc. Author Info : We are a cool community. Visit us! Website : http://thedoomuniverse.prophpbb.com Fanpage : http://www.facebook.com/thedoomuniverse Description : Every Doomer has many unfinished maps lying on their HDDs. We've bugfixed and completed some of those maps, and thus this project has been born. Because of the various map themes, it's been called "Total Randomness". Read the "map descriptions" section below for individual map info. Additional Credits to : Music: Title is "Title III" from Capcom's Megaman Zero 3 sequenced by Jordan Davenport Intermission is "Rave On" from Grasshopper Studio's Killer 7 sequenced by Three-Headed-Monkey MAP01 is "Lemon Chilllllllllllllllll" from 3D Realms's Duke Nukem 3D sequenced by Lee Jackson MAP02 is Doom 2's text screen music from iD Software's Doom 2 sequenced by Robert Prince MAP03 is "Adrian's Asleep" from iD Software's Doom 2 sequenced by Robert Prince MAP04 is System Vice's MAP10 music sequenced by Bob Reganess MAP05 is "Crush Crawfish" from Capcom's Megaman X3 sequenced by Asheron MAP06 is "Message for the Archvile" from iD Software's Doom 2 sequenced by Robert Prince MAP07 is System Vice's MAP08 music sequenced by Bob Reganess MAP08 is "Subarashiki Shin Sekai (Piano Arrangement)" from Namco's Namco X Capcom sequenced by DZX and MaliceX Graphics: iD Software's Doom for graphics used in the INTERPIC and M_DOOM graphics and for textures iD Software's Doom 2 for textures used in the CREDIT, HELP, and CWILV* graphics and CREDIT* textures iD Software's Quake 3 for doomguy model used in the TITLEPIC The Doom Universe site logo for the font used in the M_DOOM graphic Skulltag team's Skulltag for textures Team TNT's RETurn RESources for textures Team TNT's TNT: Evilution for textures Raven Software's Heretic for textures Andy Warhol's four-panel Marilyn Monroe painting which was the inpiration for the INTERPIC Unknown font used in M_DOOM (sorry that I don't remember the font used and cannot find the psd. I just rememeber applying blending options to the UNIVERSE lettering.) Dwango 12's bronze recolor of Andy Chen and Clude Martins' INVASION series status bar used as the status bar. (I'm not sure who from Dwango 12 recolored it. Dwango 12 appears to have not come with a textfile.) DooM font for the text used in the CWILV*, TITLEPIC, CREDIT, HELP graphics, and CREDIT* textures (no authorship information listed, but the font can be found at https://www.fonts4free.net/doom-font.html) "E X E C U T I O N" team's "E X E C U T I O N" for textures H. R. Giger's artwork as scanned by Stephen Renton for their ZEUS.WAD for textures H. R. Giger's artwork as converted by Wraithechilde for use in their Sirens II for textures Gothic Deathmatch 2 Team's Gothic DeathMatch (II) Graphical Resource PWAD for textures Community Chest 4 Texture Pack's contributors for textures Nick Baker's Recoloured Doom and Doom 2 textures v2 for textures Nick Baker's 5th Episode textures (Doom 2 version) for textures Textures prefixed with KS_* may be found described in detail in OldResourceCredits.txt of LKTex Special Thanks: To Glassyman for initiating the project To Glassyman and Vilde123 for being the ones that initiated early versions of the textfile (if I'm off I apologize. I don't recall exactly who I inherited the textfile from before edited it and uploaded it in 2012) To Nutcracker and Vilde123 for playtesting the wad To everyone who played and provided feedback on the project in and outside of Doom Universe iD Software for being the reason any of this weird stuff came to fruition For further credits on an individual level basis see the appended * Map Descriptions * section below =========================================================================== * What is included * New levels : 8 + 1 credit map Sounds : No Music : Yes Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : Boom-specific lumps Other files required : None * Play Information * Game : Doom 2 Map # : MAP01-MAP08, MAP31 Single Player : All maps are designed for Cooperative 2-4 Player : Player starts are there. Untested, but it should work. Deathmatch 2-4 Player : Same as above Other game styles : None Difficulty Settings : Yes!!! Play it on UV! * Construction * Base : New from scratch Build Time : Various. Read the info file Editor(s) used : Several. Read the info file Known Bugs : None that we know of. Read the info file May Not Run With... : Vanilla, MAP31 doesn't run with non-ZDoom ports Tested with : ZDoom 2.6.0, prboom+ =========================================================================== * Change log * =========================================================================== Version 1.0, released July 6, 2012 Initial release Version 1.1, released July 14, 2012 Bug fixes: Map 04: * Added some multiplayer specific decorations to replace some that would otherwise be missing. Map 05: * Made the map more multiplayer friendly by making a telefrag death trap have damaging floors. Map 07: * Fixed an issue that allowed most of the map to be completed without activating the monster spawners Version 1.2 Bug fixes: Map 06: * Fixed a mistag which prevented some monsters from teleporting. * Fixed a bug in which the player could fall and get stuck in a pit right before the red key. * Fixed a bug which left some monsters outside of the game area. * Moved a teleport spawn so that the player won't get clustered by monsters. * Added a few monster teleports before the exit. =========================================================================== * Map Descriptions * =========================================================================== -=-=-=--=-=|Map01|=-=-=--=-=- Level name : Green Nightmare Author(s) : daimon/+dai+ Credits : Music is "Lemon Chilllllllllllllllll" by Lee Jackson, from e4m5 of Duke Nukem 3D Build time : Unknown Editor(s) used : Doom Builder Bugs : None Description : Alright, just our classic episode 4 map with bricks, marbles, wood and rocks... originally this was intended to be an episode for Ultimate Doom, but at the end that project goes into nothing... until now. -=-=-=--=-=|Map02|=-=-=--=-=- Level name : LIS Author(s) : CKeen Credits : None Build time : Unknown Editor(s) used : Doom Builder Bugs : Some textures might not be aligned correctly Description : Originally made for Vanilla Ultimate Doom, bugfixed and ported to Doom 2 by Glassyman. -=-=-=--=-=|Map03|=-=-=--=-=- Level name : 1994 Castle Author(s) : Glassyman Credits : 1994 wads. They are so cool!!! Build time : Can't remember Editor(s) used : Doom Builder 1 & 2 Bugs : None Description : Originally made for Vanilla Doom in early 2007, intended to be the sequel to 1994 Base (1994base.wad). Later ported to Doom 2 with some changes. Inspired by 1994 wads (hence the name). -=-=-=--=-=|Map04|=-=-=--=-=- Level name : Emoticon Symphony Author(s) : lupinx-Kassman Credits : Bob Reganess for the music (System Vices map 10) and inspiration Build time : Unknown Editor(s) used : Doom Builder Bugs : None Description : Wonder whats on the other side of the rabbit hole? A strange dark blue void in which peculiar faces watch your every step. This was originally going to be map 05 for eabase.wad, in which I had wanted to make a map inspired by Bob Reganess's strange wads. Eventually I changed my mind and made "mutilation fountain" instead, which was more non-linear and had a brown gothic theme. Still, I didn't want this map to go to waste, so thankfully, it found a home here. The gazebo structure encountered after the first teleport is a reference to the gazebo structure in Bob Reganess's aboo4.wad MAP03. -=-=-=--=-=|Map05|=-=-=--=-=- Level name : Submerged Hallways Author(s) : daimon/+dai+ Credits : Music is "Crush Crawfish" by Capcom, from the crush crawfish stage of Megaman X3, sequenced by Asheron, Heretic and Eternal Resource Project for the textures Build time : Unknown Editor(s) used : Doom Builder Bugs : None Description : After that weird place, you return back to home just for seeing the demons left open the valves and let flooded away the marines hq, in the meanwhile the monsters also opened the gates of hell and turns your hyper-technological marines command control into their sick hellish place full of demonic crap... Your mission is to defeat the evil forces and go back to hell again to ask who should pay between administering the Marines or you think accountants hell ... and above all, why the UAC has chosen to build the command on the very top of the mountain most of the world cup... (eeww google translate for life yay!) All right, this is a huge, fancy mix of various maps lying on my old, defunct PC, and there was some stuff from: - The ultimate Doom episode 4, I planned to do, here's a part of planned e4m2 - 2 Doom2 demo maps for testing Legacy Engine, here merged in one map (actually, it's the most part of the map) - One level from an abandoned Ultimate Doom project megawad dated 2006 and called "Doom Reprised". Most levels have been ripped off and find their own home in various other projects I've done (Hell Underneath, Bleha 2 updated version episode 5, Earth Base MAP09, Doom 2 Unleashed MAP31, OLD HELL SCRAPER) chopped and mixed with original stuff, and this level (e2m7) follows the fate of the other maps of that project... Anyway, it's that lift maze after the teleport in the cell... -=-=-=--=-=|Map06|=-=-=--=-=- Level name : Land of Confusion Author(s) : Mr. XC Credits : None Build time : One month Editor(s) used : Doom Builder 2 and XWE Bugs : Our heavy playtesting fixed all Description : The map has been built with difficutly settings. Use them. It is possible to complete the map without any secret found. There is enough ammo (even for UV, yes). The map has been designed coop-friendly, up to 4 players. None will get stuck nor the level cannot be completed in case someone does something stupid (IE: dying in the wrong place). Cooperative mode guarantees extra monsters. Teamwork is the key to succeed. This is the first map I've ever built, I hope you like it. -=-=-=--=-=|Map07|=-=-=--=-=- Level name : The Keeper of Nightmares Author(s) : lupinx-Kassman Credits : Bob Reganess for the music (System Vices map 08), gothictx, cc4-tex, E X E C U T I O N, sirenszd, ZEUS1.WAD, and H.R. Giger for the new resources Build time : Unknown Editor(s) used : Doom Builder Bugs : None Description : Here it is, the source of this adventure's problem. If you wish to put an end to these nightmares, you will have to destroy their keeper. While creating my two cc4 maps, I took all of the scrapped areas and put them into a wad called cc4_scrap.wad, usually because the area did not fit the theme of my cc4 maps. Of the areas I scrapped however, I took a liking to this one, and decided to make an icon of sin map out of it for this wad. -=-=-=--=-=|Map08|=-=-=--=-=- Level name : Credit Map Author(s) : lupinx-Kassman Credits : "Subarashiki Shin Sekai (Piano Arrangement)" from Namco's Namco X Capcom sequenced by DZX and MaliceX, and iD Software's Doom 2 for textures used in the CREDIT* textures, and of course everyone who participated in the project Build time : Unknown Editor(s) used : Doom Builder Bugs : None Description : A map that is only naturally reachable in non-zdoom ports. Just serves as a way to cap off the episode with credits. -=-=-=--=-=|Map31|=-=-=--=-=- Level name : The Bore Author(s) : Glassyman Credits : Poetry Build time : A few hours Editor(s) used : Doom Builder 1 & 2, SLADE Bugs : None Description : Originally made for a community jokewad which suddenly died. It's a jokemap, do not take it seriously. You have been warned. =========================================================================== * 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 * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Web sites: http://thedoomuniverse.prophpbb.com http://www.facebook.com/thedoomuniverse =========================================================================== * Disclaimers * =========================================================================== NOTE: GOTHICTX.txt requests that the below disclaimer not be modified, but cdrom.com isn't around anymore. Replace the links in the disclaimer with the following respectively: https://www.doomworld.com/idgames/levels/doom2/deathmatch/megawads/gothicdm https://www.doomworld.com/idgames/levels/doom2/deathmatch/megawads/gothic2 * DISCLAIMER * This PWAD contains select texture(s) and flat(s) that can originally be found in GothicDM or Gothic2. Credit and thanks go out to the artist(s) of said flat(s) and texture(s) and also to the rest of the Gothic Crew (1997/98). The ORIGINAL GothicDM(2).ZIP can be found at CDROM.COM. Each said PKZIP archive contains thirty-two professional quality levels and music. http://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothicdm.zip http://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothic2.zip