================================================================ Title : Decade (2019 updated version) Filename : dec2019.pk3 Distributed As..: dec2019.zip Release Date : 8th June 2019 (original version was released 3rd June 2004) Author : Russell Pearson Email Address : rddp@duellist.net (subject title 'DOOM') Website : www.duellist.net Description : A single player level for ZDoom. Additional Credits : Nigel 'Enjay' Rowand - playtester (original map). Simon O'Callaghan (Soc) - I used a couple of simon's grate textures. His website can be found at http://www.simonoc.com GZDoom & Brutal Doom - I've used some brightmaps from these whtdragon - chicken sprites Mike Koenig, Marianne Gagnon, Yuri Santana - sounds Jack Pearson - sound editing also, Orange Free Sounds, cooltext.com, Doomworld, John Romero's Twitter Other Doom Related Files By Author : OGRE Labs (ogrelabs.zip) World Carnage League (concept)(dwcl-cl.zip) Romero Death Skittles (rd-skit.zip) Decade (decade.zip) Null Space (nulspace.zip) Null Space Junior (nulljnr.zip) Doom Raider (lite version) (dr1-lite.zip) Doom Raider (full version) (dr1-full.zip) Lego Base (legobase.zip) Lego Base Enhanced (legob-sp.zip) Tunnel Run (tun-run.zip) Blastem 2 (blastem2.zip) DoomTown (doomtown.zip) Deleted Scene (deleted.zip) Deleted Scene (Hexen Edition) (dshexed.zip) Deleted Scene2 (deleted2.zip) Okori (okori.zip) Close Kill (c-kill.zip) Voidtest (voidtest.zip) Lego Textures (legotex.zip) Wood gfx (woodgfx.zip) Lego Base Original Cut (legob-oc.zip) Fear Spirits (fearsprt.zip) Twin Pistols (twingun.zip) ZDoom Tooth Door (toothy.zip) ZDoom Monorail (monorail.zip) Spider Demon Railgunner (railspdr.zip) ================================================================ * Play Information * Advanced engine needed : Yes. GZDoom (tested with 4.1.1) New Levels : Yes Episode and Level # : MAP 01 Map Format : UDMF Single Player : Yes Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Difficulty Settings : Yes Recommended Difficulty : Ultra Violence Jumping Allowed : Yes New Sounds : Yes New Graphics : Yes New Music : from Doom(1) Brightmaps : Yes Dynamic Lights : Yes New HUD : Yes Dehacked/BEX Patch : Nope - all gone, replaced with a DECORATE lump Demos Replaced : No Other files required : None * Construction * Base : This was built from scratch but based on a number of sections from the original Doom1 and Doom2 maps. Editor(s) used : DoomBuilder(bugfix), Slade, WhackEd4, Doom Writer, Wintex, PSP, Wad Author, Dehacked, XWE and Notepad :) Known Bugs : None ================================================================ * Copyright * This level is copyright Russell DD Pearson (2019). You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. <---- hey I know it's nolonger relevant, but history.... ================================================================ * Blah de blah de blah * This is an updated version of a map I released back in 2004. I have added dynamic lights, brightmaps, retextured some of the outside areas and replaced the dehacked patch with decorate files. I have also added a chicken themed game mode entitled 'Clucking Hell'. This started out as a small novelty mode. However, I ended up spending a rediculous ammount of time on it and it has almost reached the point where it could be released as it's own standalone mod. I am presenting it here as a novelty mode as it probably needs some fine tuning (so give me feedback). For details of how to play, see the ingame instructions at MainMenu>LevelInfo>CluckingHellMode It's an intentionally chaotic and random experience. There will be times when a chain of archvile egg drops may force you to retreat. There will be times when an unfortunate burst egg may trap you in a corner in what may seem an unfair way leading to your death. It's the nature of this mod, so you have been warned. On the bright side, all hazard eggs emit both an audio and visual warning before activation, so that player does have a chance to react. The visual warning takes the form of a pulsing light, hence the epilepsy warning. This mode has a custom HUD that has only been set up for the full screen status bar (sorry everyone who prefers to use the standard status bar). I have added a visual prompt that is displayed at the beginning if the the player starts the level using the standard status bar. This has the side effect of appearing on the automap too, reguardless of the current status bar used, so I have set this prompt to disappear once the player starts playing. Decorate wise, this is a bit of a jumble. Things have been added, things have been taken away again, and I'm sure there are redundant things still in there. I'm also pretty sure at least one damage type could be completely removed. Everything is also very compartmentalized. For instance, each weapon has 5 firing states which could be condensed down to one or two, but it's easy to tweak stuff if they're all seperate. Other dubious stuff...my method of introducing an infected monster, my use of ammo as a counter, yeah it can all be sorted out in a later incarnation. If you notice any orange warning messages on startup, feel free to ignore them. I have peppered this pk3 with text files detailing where and from whom I got the various resources. But apparently GZDoom doesn't like text files being placed in certain directories and feels the need to act like a huge drama queen about it. :) Final note: It is unlikely that clucking hell will function correctly when run with other mods. If you want to play the standard level with another mod, the only thing that might cause a conflict is the custom hud. Loading the mod before this level should solve the problem. If not, you can always delete SBARINFO from decades pk3 root, but you'll lose the custom hud for clucking hell mode. -Russell Pearson (8th June 2019) Finally, happy birthday to my son Matthew, who was 22 last week ....."see it rhymes, like stanzas"... ......also makes me feel very old :( ================================================================ Text included in the original release... Decade..... 11th December 2003 was Dooms 10th anniversary. I only found out about this in mid November but decided I should make a map to celebrate the fact anyway. I'd had this idea kicking around in my head for a MAP01 E1M1 hybrid for quite a while so I set about building that. The 3 odd weeks I had to complete the map was going to be tight but I though it managable. How wrong I was :) I did pretty much finish the map within the alloted time period but it was, to put it mildly, rubbish. So I abandoned that idea, salvaged what was good from it and exapanded it from there. 6 months later this is the result. It's effectively a number of re-interpretations of areas from Doom1 and Doom2 maps thrown together. It's probably far too linear and a lot larger than I originally planned (it'll probably take most people just under a hour to complete). This level throws ALOT of monsters at you and at certain points in the map there is the potential for the player to stand in the doorway and just shoot everything that comes out of the room. I realise that it's not going to be to everyones tastes. I designed this map to be played on UV skill setting. I have made slight modifications for the lower skill levels. On HMP you'll get the shotgun almost immediately and a few of the monsters have been removed (and I mean a FEW). On skills 1 and 2 you'll also get the green armour immediately and slightly more healing and ammo at certain points in the map (but not a great deal more). A few more monsters have been removed (or changed) for levels 1 and 2. Jumping is allowed. In fact you'll need to jump, but there is nothing too tricky. There are loads of areas from Doom maps that I would loved to have included in this map but I had to draw things to a close otherwise I'd have never finished this. The title screen doom logo was taken from a doom desktop image that was in turn a modification of the q3a install screen. Can't remember who did this modification. If the author contacts me i'll adjust this text file to credit him (or her). Finally, happy birthday to my son Matthew, who is 7 today :) -Russell Pearson (3rd June 2004) email: rddp@duellist.net (put 'DOOM' in the subject title or your email may be accidently deleted as spam).