=========================================================================== Archive Maintainer : Update to : TNTPhobia (v1.1) Advanced engine needed : Anything Boom compatible (compat level 9) Primary purpose : Single play =========================================================================== Title : TNTPhobia (v1.2) Filename : tntphobia.wad Release date : 10-August-2024 Author : Fernito Email Address : [redacted] Other Files By Author : "Boomer: Beyond Vanilla", a couple of contributions to community projects, and a Doom Ep1 replacement I'd rather forget that exists :) Misc. Author Info : Fan of Doom for almost 30 years, former Duke Nukem 3D mapper, amateur composer. Description : An oniric walking-simulator tribute to TNT: Evilution Additional Credits to : Betatesters: V-Mon, Lagoonatic and Tomás Rojas. Also, thanks to various streamers and Doomworld users that helped me spot bugs and other issues. =========================================================================== * What is included * New levels : 2 Sounds : No Music : Yes Graphics : Screens and menu stuff (no new monsters, textures or flats) Dehacked/BEX Patch : Yes (mostly level names and item pickup strings) Demos : Yes Other : No Other files required : No * Play Information * Game : TNT.wad Map # : MAP01; MAP21 Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : No Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : Around 2 years, with a lot of procrastination in between Editor(s) used : DBX Known Bugs : Some scrolling walls move at ridiculous speeds for some reason May Not Run With : Any other additional mods Tested With : DSDA-Doom 0.27 and GZDoom 4.12 * 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.gamers.org/pub/idgames/ and mirrors Doomworld thread: https://www.doomworld.com/forum/topic/146583 [STORY] You decide it's time for your traditional annual playthrough of the IWADs. This time, you feel like starting with TNT for a change. You kinda enjoy it at first, but after a while you come to the sad realization that it doesn’t feel the same anymore. Back in the day, you could play for hours non-stop, but now you're tired and bored after just a couple of maps. You can sense you've gotten older. Frustrated, you turn off your PC, put on your cozy pajamas, and jump straight into bed. You’re feeling unusually exhausted... Right after falling asleep, you start having a weird lucid dream. It feels like déjà vu - you were just playing this map. But... something feels off... Wait, was this door always here?... [ABOUT THE WAD] Around two years ago, my friend V-mon, who had already been working for a while on his “TNT: Overcharged” megaWAD (by the way, do yourself a favor and check it out - it's great stuff), asked me if I wanted to take over slot 21. He mentioned how much he hated the original MAP21 of TNT and asked if I could create something TNT-inspired to fill that slot. He gave me complete creative freedom, but initially, I struggled a lot to come up with an idea. That changed last year when I had an epiphany after playing a couple of well-known walking-simulator WADs that totally blew my mind. It was at that point when I knew I wanted to jump on the bandwagon and try my hand at this style of map. [IWAD / PORTS] It plays with TNT.WAD using compat level 9, or the "Boom (strict)" compatibility preset in GZDoom (this is automatically enforced via ZMAPINFO in any case). I recommend playing it with DSDA-Doom, but any port that supports Boom format should do. I experienced some issues in GZDoom involving conveyor belts and voodoo dolls. I think I fixed them all, but keep in mind there is a chance that something might break if you use that port (if you find any bug, please report it!) [OTHER RECOMMENDATIONS N’ STUFF] - Play with no HUD for a more immersive experience (you’re not gonna need to check your status too often anyway) - Jumping and freelook should be disabled to prevent breaking sequences, such as shooting switches that would otherwise be out of reach. - The map was designed with vanilla lighting in mind, so either the software renderer or hardware renderer with indexed lighting will do fine. - Save often. Take into account that, even though it’s a walking-simulator, you can (and will!) die. - Keep in mind that having a good knowledge of the original TNT maps and other IWADs is vital for finding the “good ending”. - Getting 100% kills is not possible by design. Sorry if this bothers you, but remember you’re playing in a dream! Dreams cannot be 100%-ed :) [CHANGELOG] v1.2 - Implemented difficulty settings. Now most monsters are gone from the rather challenging sections in lower skills - Fix potential softlock in transition between MAP08 and Heretic's E1M1 section - Fix potential softlock in Doom 2's MAP18 section - Fix possible "cheesing" of MAP27's archvile fight - Fixed decoration not present in MAP23 cave in medium skill v1.1 - Fixed small issues: - Several colored doors missing the action - Fix unreliable behavior of conveyor belt of doomguy XVII - Fix pentagonal pit causing damage exit in MAP28 area - Small aesthetic fixes throughout v1.0 - First idgames releases (equivalent to RC2)