manual/dehacked: overhaul. (#1127)
Continuation of #1091. Closes #1096. Hopefully addresses #992, subject to better terms from an actual Spanish speaker. Corresponding changes have been added to Spanish translation using machine translation. All reasonable efforts have been used to try to vet the output so it actually makes sense but it will need an actual Spanish-speaking reader; I've got an alternate version that *only* does the obvious fixes (but will not address #992) if this turns out to be irredeemably bad. **Obvious Fixes** - Converts a few stray CxMy references. - Updates some screenshots that still showed old assets. - Fixes a lot of miscopypasted alt text. - Does not claim DBSG to be "twice" as powerful. - Adds Handgun pickup sprite. **Terminology** - Addresses #1096 by restoring abstract references to health and armour. - Adds distinction between "refill" and "boost" for health. - Gives pickup messages a distinct verb for each class of item being picked up. **Clarifications** - Much more explicitly describes certain monster and weapon behaviour, avoiding excess kayfabe where it may produce misleading descriptions. - Makes the deceased name appear as the first element in all obituaries, and uses the same term for the "same" weapon where a monster is using an equivalent to a player weapon. - Rewords some obituaries to better match the Freedoom monsters rather than the id ones. - Emphasizes that the misconception is that Freedoom is *only* about providing a gratis IWAD, to better avoid the unintentional reading that it is a misconception that Freedoom is being provided gratis. **Organization** - Makes new sections for keys and the general introduction to how items work. - Moves the colorblind section to right after the new key section. **Putative Target Audience** - Adds an explanation of what a source port is. - Adds the "press Enter a bunch of times to start the game without reading anything" trick. - Adds a warning about Chocolate Doom's savegame buffer overflow emulation. - Adds a detailed tutorial walking the player through a live example of every type of ingame interaction. - Rewrites all the controls-related help to presuppose a modern, post-WASD boomer shooter paradigm, doing away with the previous-century assumptions that you only had turn and forward/back and lateral movement was an unusual extra.
|
@ -156,20 +156,20 @@ STARTUP5========================================================================
|
|||
#else
|
||||
STARTUP5============================================================================\nThis is Freedoom, the free content first person shooter.\n\nFreedoom is freely redistributable under the terms of the modified BSD\nlicense. Check out the Freedoom website for more information:\n\n https://freedoom.github.io/\n============================================================================
|
||||
#endif
|
||||
GOTARMOR = Put on a polaric shielding vest.
|
||||
GOTMEGA = Put on the attuned polaric energy armor.
|
||||
GOTHTHBONUS = Harvested an ectoplasmic polyp.
|
||||
GOTARMBONUS = Connected a polaric field emitter.
|
||||
GOTSTIM = Opened a roll of regenerative nanobot gauze.
|
||||
GOTMEDINEED = Nano-surgeried some really sensitive parts!
|
||||
GOTMEDIKIT = Applied a regenerative nano-surgery kit.
|
||||
GOTARMOR = Equipped a force field vest.
|
||||
GOTMEGA = Equipped the attuned force field armor.
|
||||
GOTHTHBONUS = Consumed a health boost.
|
||||
GOTARMBONUS = Equipped an armor boost.
|
||||
GOTSTIM = Consumed a small health refill.
|
||||
GOTMEDINEED = Consumed a large health refill. Not dead yet!
|
||||
GOTMEDIKIT = Consumed a large health refill.
|
||||
GOTSUPER = Ectoplasmic surge!
|
||||
GOTBLUECARD = Picked up a blue passcard.
|
||||
GOTYELWCARD = Picked up a yellow passcard.
|
||||
GOTREDCARD = Picked up a red passcard.
|
||||
GOTBLUESKUL = Picked up a blue skeleton key.
|
||||
GOTYELWSKUL = Picked up a yellow skeleton key.
|
||||
GOTREDSKULL = Picked up a red skeleton key.
|
||||
GOTBLUECARD = Secured the blue passcard!
|
||||
GOTYELWCARD = Secured the yellow passcard!
|
||||
GOTREDCARD = Secured the red passcard!
|
||||
GOTBLUESKUL = Secured the blue skeleton key!
|
||||
GOTYELWSKUL = Secured the yellow skeleton key!
|
||||
GOTREDSKULL = Secured the red skeleton key!
|
||||
GOTINVUL = Vanguard of the gods!
|
||||
GOTBERSERK = Smash them to pieces!
|
||||
GOTINVIS = Invisibility!
|
||||
|
@ -177,22 +177,22 @@ GOTSUIT = Rescue operations suit.
|
|||
GOTMAP = Area survey map.
|
||||
GOTVISOR = Low-light goggles.
|
||||
GOTMSPHERE = Negentropic surge!
|
||||
GOTCLIP = Picked up an ammo clip.
|
||||
GOTCLIPBOX = Picked up a box of ammo.
|
||||
GOTROCKET = Picked up a missile.
|
||||
GOTROCKBOX = Picked up a crate of missiles.
|
||||
GOTCELL = Picked up a small energy recharge.
|
||||
GOTCELLBOX = Picked up a large energy recharge.
|
||||
GOTSHELLS = Picked up some shotgun shells.
|
||||
GOTSHELLBOX = Picked up a box of shotgun shells.
|
||||
GOTBACKPACK = You found a backpack!
|
||||
GOTBFG9000 = The SKAG 1337 ... time to kick some ass!
|
||||
GOTCHAINGUN = You got the minigun!
|
||||
GOTCHAINSAW = You got the ripsaw!
|
||||
GOTLAUNCHER = You got the missile launcher!
|
||||
GOTPLASMA = You got the polaric energy weapon!
|
||||
GOTSHOTGUN = You got the pump-action shotgun!
|
||||
GOTSHOTGUN2 = You got the double-barrelled shotgun!
|
||||
GOTCLIP = Acquired a bullet clip.
|
||||
GOTCLIPBOX = Acquired a case of bullets.
|
||||
GOTROCKET = Acquired a missile.
|
||||
GOTROCKBOX = Acquired a crate of missiles.
|
||||
GOTCELL = Acquired a small energy recharge.
|
||||
GOTCELLBOX = Acquired a large energy recharge.
|
||||
GOTSHELLS = Acquired some shotgun shells.
|
||||
GOTSHELLBOX = Acquired a box of shotgun shells.
|
||||
GOTBACKPACK = A backpack for all your ammo storage needs!
|
||||
GOTBFG9000 = Got the SKAG 1337... time to kick some ass!
|
||||
GOTCHAINGUN = Got the minigun!
|
||||
GOTCHAINSAW = Got the ripsaw!
|
||||
GOTLAUNCHER = Got the missile launcher!
|
||||
GOTPLASMA = Got the polaric energy weapon!
|
||||
GOTSHOTGUN = Got the pump-action shotgun!
|
||||
GOTSHOTGUN2 = Got the double-barrelled shotgun!
|
||||
TAG_FIST = fist
|
||||
TAG_BFG9000 = SKAG 1337
|
||||
TAG_CHAINGUN = minigun
|
||||
|
@ -611,11 +611,11 @@ BGFLAT20 = FLAT5_6
|
|||
BGFLAT30 = SLIME13
|
||||
BGFLAT15 = AQF004
|
||||
BGFLAT31 = AQF021
|
||||
# Obituary texts, for ZDoom-based ports.
|
||||
# Obituary texts, for ports that use them.
|
||||
OB_STEALTHBABY = %o thought %g saw a technospider.
|
||||
OB_STEALTHVILE = %o thought %g saw a necromancer.
|
||||
OB_STEALTHBARON = %o thought %g saw a pain lord.
|
||||
OB_STEALTHCACO = %o thought %g saw a trilobite
|
||||
OB_STEALTHCACO = %o thought %g saw a trilobite.
|
||||
OB_STEALTHCHAINGUY = %o thought %g saw a minigun zombie.
|
||||
OB_STEALTHDEMON = %o thought %g saw a flesh worm.
|
||||
OB_STEALTHKNIGHT = %o thought %g saw a pain bringer.
|
||||
|
@ -624,41 +624,41 @@ OB_STEALTHFATSO = %o thought %g saw a combat slug.
|
|||
OB_STEALTHUNDEAD = %o thought %g saw an octaminator.
|
||||
OB_STEALTHSHOTGUY = %o thought %g saw a shotgun zombie.
|
||||
OB_STEALTHZOMBIE = %o thought %g saw a zombie.
|
||||
OB_UNDEADHIT = %o was punched by an octaminator.
|
||||
OB_IMPHIT = %o was slashed by a serpentipede.
|
||||
OB_CACOHIT = %o got too close to a trilobite.
|
||||
OB_DEMONHIT = %o was bitten by a flesh worm.
|
||||
OB_UNDEADHIT = %o was beaten up by an octaminator.
|
||||
OB_IMPHIT = %o was lacerated by a serpentipede.
|
||||
OB_CACOHIT = %o got trilo-bitten.
|
||||
OB_DEMONHIT = %o was eaten by a flesh worm.
|
||||
OB_SPECTREHIT = %o was eaten by a stealth worm.
|
||||
OB_BARONHIT = %o was torn open by a pain lord.
|
||||
OB_KNIGHTHIT = %o was gutted by a pain bringer.
|
||||
OB_ZOMBIE = %o was killed by a zombie.
|
||||
OB_SHOTGUY = %o was gunned down by a shotgun zombie.
|
||||
OB_VILE = %o was incinerated by a necromancer.
|
||||
OB_SHOTGUY = %o was perforated by a shotgun zombie.
|
||||
OB_VILE = %o was raised by a necromancer.
|
||||
OB_UNDEAD = %o couldn't evade an octaminator's fireball.
|
||||
OB_FATSO = %o was blasted by a combat slug.
|
||||
OB_CHAINGUY = %o was perforated by a minigun zombie.
|
||||
OB_CHAINGUY = %o was ventilated by a minigun zombie.
|
||||
OB_SKULL = %o was slammed by a hatchling.
|
||||
OB_IMP = %o was burned by a serpentipede.
|
||||
OB_CACO = %o was smitten by a trilobite.
|
||||
OB_BARON = %o was bruised by a pain lord.
|
||||
OB_KNIGHT = %o was splayed by a pain bringer.
|
||||
OB_IMP = %o was scorched by a serpentipede.
|
||||
OB_CACO = %o was zapped by a trilobite.
|
||||
OB_BARON = %o was nuked by a pain lord.
|
||||
OB_KNIGHT = %o was fried by a pain bringer.
|
||||
OB_SPIDER = %o stood in awe of the large technospider.
|
||||
OB_BABY = %o let a technospider get %h.
|
||||
OB_CYBORG = %o was splattered by an assault tripod.
|
||||
OB_BABY = %o was immolated by a technospider.
|
||||
OB_CYBORG = %o was mutilated by an assault tripod.
|
||||
OB_WOLFSS = %o met a sailor.
|
||||
OB_MPFIST = %k punched %o to death.
|
||||
OB_MPFIST = %o was beaten up by %k.
|
||||
OB_MPCHAINSAW = %o was shredded by %k's ripsaw.
|
||||
OB_MPPISTOL = %o was tickled by %k's handgun.
|
||||
OB_MPSHOTGUN = %o chewed on %k's boomstick.
|
||||
OB_MPSSHOTGUN = %k swapped two barrels upside %o's head.
|
||||
OB_MPCHAINGUN = %o was perforated by %k's minigun.
|
||||
OB_MPPISTOL = %o was killed by %k's handgun.
|
||||
OB_MPSHOTGUN = %o was perforated by %k's pump-action shotgun.
|
||||
OB_MPSSHOTGUN = %o was permeated by %k's double-barreled shotgun.
|
||||
OB_MPCHAINGUN = %o was ventilated by %k's minigun.
|
||||
OB_MPROCKET = %o was mutilated by %k's missile.
|
||||
OB_MPR_SPLASH = %o couldn't dodge %k's missile.
|
||||
OB_MPPLASMARIFLE = %o went QQ over %k's pew pew.
|
||||
OB_MPPLASMARIFLE = %o was immolated by %k's polaric energy weapon.
|
||||
OB_MPBFG_BOOM = %o had %p ass kicked by %k's SKAG!
|
||||
OB_MPBFG_SPLASH = %o couldn't hide from %k's SKAG.
|
||||
OB_MPTELEFRAG = %o stood where %k was teleporting.
|
||||
OB_RAILGUN = %o was railed by %k.
|
||||
OB_RAILGUN = %o was sniped by %k's railgun.
|
||||
OB_MPBFG_MBF = %o had %p ass kicked by %k's SKAG!
|
||||
# Quit messages.
|
||||
DOSY = (Press Y to exit the program.)
|
||||
|
|
Before Width: | Height: | Size: 196 KiB |
BIN
manual/images/e1m1-tutorial-sshot.png
Normal file
After Width: | Height: | Size: 52 KiB |
Before Width: | Height: | Size: 53 KiB After Width: | Height: | Size: 30 KiB |
Before Width: | Height: | Size: 42 KiB After Width: | Height: | Size: 14 KiB |
Before Width: | Height: | Size: 2.7 KiB After Width: | Height: | Size: 2.9 KiB |
Before Width: | Height: | Size: 31 KiB After Width: | Height: | Size: 17 KiB |
BIN
manual/images/map01-sshot.png
Normal file
After Width: | Height: | Size: 52 KiB |
Before Width: | Height: | Size: 600 KiB After Width: | Height: | Size: 60 KiB |
|
@ -1,4 +1,4 @@
|
|||
= Freedoom Manual
|
||||
= Manual de Freedoom
|
||||
// SPDX-License-Identifier: BSD-3-Clause
|
||||
|
||||
Bienvenido a Freedoom, un juego completo que es software
|
||||
|
@ -15,18 +15,19 @@ image::../graphics/titlepic/titlepic.png[Freedoom Title Image,align="center",wid
|
|||
|
||||
== Instalar Freedoom
|
||||
|
||||
Freedoom esta distribuido en dos archivos llamados `freedoom1.wad` y
|
||||
`freedoom2.wad` los cuales contienen todo el contenido gráfico, niveles,
|
||||
música y efectos de sonido que componen al juego. Para ser jugado se
|
||||
necesita ser emparejado con un source port. Fans de los juegos de Doom
|
||||
originales han creado un puñado de estos;
|
||||
https://doomwiki.org/wiki/Source_port[La página de source ports] de la
|
||||
Wiki de Doom tiene una comprensiva lista. Las siguientes son algunas buenas
|
||||
sugerencias estandart:
|
||||
Freedoom esta distribuido en tres archivos llamados `freedoom1.wad`, `freedoom2.wad`
|
||||
y `freedm.wad` los cuales contienen todo el contenido gráfico, niveles,
|
||||
música y efectos de sonido que componen al juego.
|
||||
|
||||
* https://zdoom.org[GZDoom] es un source port moderno que incluye varias
|
||||
funciones tales como renderización por hardware
|
||||
* https://www.chocolate-doom.org/wiki/index.php/Crispy_Doom[Crispy Doom] es
|
||||
Para jugar al juego, puedes usar una de las muchas adaptaciones ("source ports")
|
||||
del programa original de Doom que los aficionados han desarrollado para los sistemas modernos.
|
||||
|
||||
https://doomwiki.org/wiki/Source_port[La página de source ports] de la
|
||||
Wiki de Doom tiene una comprensiva lista. Como un punto inicial, puedes probar:
|
||||
|
||||
* https://zdoom.org[GZDoom], un source port moderno que incluye renderización
|
||||
por hardware y capacidad ampliada de modificación.
|
||||
* https://www.chocolate-doom.org/wiki/index.php/Crispy_Doom[Crispy Doom],
|
||||
un source port más minimalista que retiente esa sensación de la “vieja
|
||||
escuela”.
|
||||
|
||||
|
@ -46,16 +47,19 @@ sola compaña de 30 niveles. Esto da 62 niveles por los cuales jugar, y
|
|||
ademas existen también niveles secretos -- si puedes descubrir cómo llegar
|
||||
a ellos.
|
||||
|
||||
FreeDM (`freedm.wad`) es un conjunto de niveles sin monstruos, creado
|
||||
específicamente para jugador contra jugador. Para saber cómo alojar
|
||||
una partida multijugador, consulta su source port.
|
||||
|
||||
<<<
|
||||
|
||||
[[menus]]
|
||||
== Usar los Menús de Freedoom
|
||||
|
||||
Los menús de Freedoom son bastante auto-explicativos, pero aquí hay unas
|
||||
breves instrucciones. El menú principal puede desplegarse a cualquier
|
||||
momento al presionar la Tecla _Esc_ en tú teclado.
|
||||
El menú principal puede desplegarse a cualquier momento al
|
||||
presionar la tecla _Esc_ en tú teclado.
|
||||
|
||||
image::images/menu-mainmenu.png[Freedoom Main Menu,align="center",width=380,pdfwidth=50vw]
|
||||
image::images/menu-mainmenu.png[Menú principal de Freedoom,align="center",width=380,pdfwidth=50vw]
|
||||
|
||||
[cols="1,4",width="90%",align="center",valign="middle"]
|
||||
|==========================
|
||||
|
@ -74,6 +78,10 @@ de los objetos que puedes encontrar en el juego.
|
|||
[[newgame]]
|
||||
=== Comenzar un nuevo juego
|
||||
|
||||
[**Atajo:** En la mayoría de los source ports, si pulsas repetidamente _Enter_ después
|
||||
de que el programa se haya iniciado, empezarás una nueva juego en el nivel de dificultad
|
||||
default (en el primer episodio si jugares Phase 1). No necesitas hacerlo rápidamente.]
|
||||
|
||||
Para empezar un nuevo juego, presiona _Esc_ para mostrar el menú principal, y
|
||||
elije _New Game_.
|
||||
|
||||
|
@ -82,11 +90,8 @@ comenzar a jugar.
|
|||
|
||||
image::images/menu-episode.png[Freedoom Episode Menu,align="center",width=432,pdfwidth=50vw]
|
||||
|
||||
Si eres nuevo en el juego, empieza con Outpost Outbreak, el primer episodio (y
|
||||
el más fácil). Una vez que termines un episodio, puedes pasar al siguiente. Si
|
||||
estas aburrido del episodio que estas jugando o atascado, siempre puedes
|
||||
intentar jugar un episodio diferente en su lugar. No hay ningún requerimiento
|
||||
para jugar los episodios en orden.
|
||||
Si eres nuevo en el juego, empieza con _Outpost Outbreak_ en Phase 1, el primer episodio
|
||||
(y el más fácil). No hay ningún requerimiento para jugar los episodios en orden.
|
||||
|
||||
[[skill]]
|
||||
Después de elegir un episodio, necesitas elegir un nivel de dificultad. El
|
||||
|
@ -100,11 +105,9 @@ image::images/menu-skill.png[Skill Selection Menu,align="center",width=473,pdfwi
|
|||
| 1 | **Please Don’t Kill Me!** | El nivel de dificultad más sencillo. Este es
|
||||
esencialmente igual a _Will This Hurt?_, excepto que el daño enemigo se reduce
|
||||
a la mitad.
|
||||
| 2 | **Will This Hurt?** | Nivel de dificultad fácil, una buena elección si
|
||||
encuentras _Bring on the Pain_ demasiado desafiante.
|
||||
| 2 | **Will This Hurt?** | Nivel de dificultad fácil.
|
||||
| 3 | **Bring on the Pain.** | El nivel de dificultad default.
|
||||
| 4 | **Extreme Carnage.** | Recomendado para jugadores mas experimentados
|
||||
que estén en busca de un desafío.
|
||||
| 4 | **Extreme Carnage.** | Nivel de dificultad difícil.
|
||||
| 5 | **MAYHEM!** | **No Recomendado**. Esto es equivalente a _Extreme Carnage_
|
||||
con la excepción de que los ataques de los monstruos son el doble de rápidos, y
|
||||
los monstruos asesinados regresan a la vida tras aproximadamente 40 segundos.
|
||||
|
@ -121,25 +124,28 @@ mueres.
|
|||
image::images/menu-save-game.png[Save Game Menu,align="center",width=473,pdfwidth=50vw]
|
||||
|
||||
Para guardar el juego, presiona _Esc_ para mostrar el menú, selecciona _Save
|
||||
Game_ y elije un espacio en el cual guardar. Teclea una descripción para el
|
||||
juego guardado y presiona _Enter_. Algunos source ports tienen un número
|
||||
limitado de espacios, en tal caso tendrás que sobrescribir un juego guardado ya
|
||||
existente una vez que ya no haya más espacios de guardado disponibles. Por la
|
||||
misma razón es una buena idea escribir una buena descripción para tu juego
|
||||
guardado. Incluir el número del nivel y algo descriptivo de hasta donde has
|
||||
llegado; por ejemplo: “E1M3 - Blue Key Door.”
|
||||
Game_ y elije un espacio en el cual guardar. Escribe una descripción fácil de
|
||||
recordar para la partida guardada (p. ej., “E1M3 - Puerta de llave azul”) y
|
||||
presione _Enter_. Si no hay espacios vacantes, puedes sobrescribir uno existente,
|
||||
destruyendo los datos antiguos.
|
||||
|
||||
El menú de _Load Game_ usualmente luce prácticamente idéntico al menú de _Save
|
||||
Game_. Para restaurar tu juego guardado, simplemente selecciona _Load Game_
|
||||
Para restaurar tu juego guardado, selecciona _Load Game_
|
||||
desde el menú principal y escoge tu juego guardado.
|
||||
|
||||
Si te encuentras a ti mismo guardando el juego a menudo, tal vez quieras usar
|
||||
la función de Guardado Rápido. Presiona _F6_ durante el juego para hacer un
|
||||
guardado rápido. El menú para Guardar Juego aparecerá como es usual; elegir una
|
||||
ranura hace que esta se convierta en tú espacio de guardado rápido. Presionar
|
||||
_F6_ de nuevo en el futuro sobre-escribirá en tu espacio de guardado rápido con
|
||||
tan solo presionar un par de teclas. Si mueres también puedes restaurar tu
|
||||
espacio de guardado rápido al presionar _F9_.
|
||||
_F6_ de nuevo en el futuro sobre-escribirá en tu espacio de guardado rápido
|
||||
sin navegar por el menú.
|
||||
|
||||
Puedes restaurar tu espacio de guardado rápido con el menú o al presionar _F9_.
|
||||
|
||||
[**Advertencia:** el programa Doom original tiene un error que hace que
|
||||
se bloquee cuando guardas una partida mientras están pasando demasiadas
|
||||
cosas en el nivel. Chocolate Doom emula intencionadamente este
|
||||
error. Es posible que desee ir a chocolate-setup y desactivar
|
||||
"Vanilla savegame limit" antes de jugar.]
|
||||
|
||||
=== Salir del juego
|
||||
|
||||
|
@ -177,40 +183,124 @@ mensajes mostrados cuando recolectas un objeto.
|
|||
|
||||
== Como Jugar
|
||||
|
||||
image::images/c5m1-sshot.png[Freedoom Screenshot,width="640",pdfwidth="70vw",align="center"]
|
||||
image::images/map01-sshot.png[Captura de pantalla de Freedoom,width="640",pdfwidth="70vw",align="center"]
|
||||
|
||||
Freedoom es un juego en tiempo real de disparos en primera persona (FPS).
|
||||
Estarás explorando una serie de niveles, en cada uno, tratando de encontrar un
|
||||
camino hacia la salida. Una variedad de monstruos trataran de detenerte, y
|
||||
necesitarás usar armas para defenderte. Algunas partes de los niveles pueden
|
||||
ser inaccesibles hasta que encuentre una llave en particular, o encuentres un
|
||||
interruptor para abrir una puerta bloqueada. Esto le da un elemento de
|
||||
interruptor para abrir un paso. Esto le da un elemento de
|
||||
rompecabezas al juego que se añade a la acción.
|
||||
|
||||
Por default, las teclas del cursor del teclado te moverán hacia adelante y
|
||||
hacia atrás, y te harán girar a la izquierda y a la derecha. La tecla _Control_
|
||||
dispara el arma en uso, y la barra espaciadora abre puertas y activa
|
||||
interruptores. Todos los source ports te permitirán modificar estas teclas a
|
||||
una configuración que te resulte más cómoda. También querrás considerar el uso
|
||||
de las teclas de strafe (paso lateral) y correr para para controlar mejor tu
|
||||
movimiento.
|
||||
Estos son los controles principales del juego para interactuar con el entorno:
|
||||
[options="header",cols="3,1,2,1",width="70%",align="center",halign="center"]
|
||||
|==========================
|
||||
| Function | Primera tecla default^1^ | Segunda tecla default | Comúnmente configurado para^2^
|
||||
| Avanzar/Retroceder | Up/Down | Movimiento del mouse (o Mouse2 para avanzar) | W/S
|
||||
| Mover a la izquierda/derecha | ,/. | Alt (o Mouse3) + izquierda/derecha | A/D
|
||||
| Girar a la izquierda/derecha^3^ | Izquierda/Derecha | Movimiento del mouse | Movimiento del mouse
|
||||
| Disparo | Ctrl | Mouse1 | Mouse1
|
||||
| Usar | Espaciadora | Doble clic Mouse2 o Mouse3 | E
|
||||
| Correr^4^ | Mayúsculas | - | Mayúsculas
|
||||
|==========================
|
||||
^1^Tu source port debería permitirte usar cualquier botón de tu controlador o mouse;
|
||||
por brevedad, este manual usa "tecla" para incluir otros controles según
|
||||
lo requieran las circunstancias.
|
||||
|
||||
Si no has jugado Freedoom antes, tomate unos minutos cuando comience el juego
|
||||
para familiarizarte con los controles, y reconfigura los controles a medida que
|
||||
lo encuentres más cómodo jugar. Practica moverte y disparar el arma. Puede que
|
||||
encuentres algunos monstruos de nivel bajo, pero aquellos que se encuentran en
|
||||
el primer nivel no presentan un gran desafío y son una buena oportunidad para
|
||||
practicar el cómo disparar.
|
||||
^2^En un teclado QWERTY las teclas W, S, A y D forma un segundo juego
|
||||
de teclas de dirección para la mano izquierda.
|
||||
|
||||
Dentro del juego encontrarás varios objetos coleccionables y potenciadores.
|
||||
Estos típicamente te darán más <<ammo,munición>> para tus armas, más
|
||||
<<health,salud>> o más <<armor,armadura>>. También puedes encontrar
|
||||
<<weapons,nuevas armas>> y algunos de los <<specialitems,potenciadores más
|
||||
raros>> que te otorgan habilidades especiales. Recoger algo es tan simple
|
||||
como solo caminar sobre el objeto — un mensaje en tu pantalla y un breve
|
||||
parpadeo de la pantalla indicaran que lo has hecho exitosamente. Si no lo
|
||||
recoges, es probable que no lo necesites en este momento (por ejemplo, no
|
||||
puedes recoger un paquete de salud cuando ya tienes 100% de salud).
|
||||
^3^Si tienes un monstruo, un barril o un oponente PvP cruzando el medio
|
||||
de tu pantalla cuando tu arma se dispara, el juego ajustará tu puntería
|
||||
vertical por ti. Algunos source ports te permitirán desactivar este
|
||||
comportamiento y ajustar la puntería vertical manualmente.
|
||||
|
||||
^4^La mayoría de los source ports tienen una opción de "Correr siempre"
|
||||
("Always Run"), en la que si mantienes pulsada esta tecla, irás más despacio.
|
||||
El personaje del jugador no se cansa, así que la velocidad lenta
|
||||
sólo es necesaria para aumentar la precisión.
|
||||
|
||||
**Los valores predeterminados de Doom se consideran en general subóptimos;**
|
||||
consulta el source port para saber cómo reconfigurarlos. Se proporcionan
|
||||
as opciones más comunes, pero existe una solución "óptima" que funcione
|
||||
para todo el mundo; es posible que deba experimentar.
|
||||
Como mínimo, debes sentirte cómodo moviéndote en cualquiera de las cuatro
|
||||
direcciones mientras giras y disparas simultáneamente.
|
||||
|
||||
=== Uno Tutorial
|
||||
|
||||
image::images/e1m1-tutorial-sshot.png[Captura de pantalla de Freedoom,width="640",pdfwidth="70vw",align="center"]
|
||||
|
||||
Este tutorial te presentará todas las acciones básicas que necesitas
|
||||
para jugar y vencer a Freedoom.
|
||||
|
||||
Comienza un nuevo juego en la Phase 1, Episodio 1 en modo fácil y sigue los pasos.
|
||||
Sáltate algo que te aburra o te confunda, y repite algo que te resulte difícil
|
||||
tanto tiempo como quieras, antes de pasar a lo siguiente o de volver
|
||||
a hacer algo anterior.
|
||||
|
||||
* Intenta moverte hacia delante, hacia atrás, a la izquierda y a la derecha.
|
||||
Intenta hacer un cuadrado. Intenta ambos direcciónes. Intenta hacer un ocho.
|
||||
(No salgas de la jaula todavía: hay monstruos fuera.)
|
||||
|
||||
* Gira en círculo para examinar tu entorno. Ve a tu propio ritmo, parando o
|
||||
invirtiendo para mirar cualquier cosa que quieras. Haz un segundo círculo,
|
||||
moviéndote un poco a medida que avanzas, y observa cómo eso cambia la
|
||||
perspectiva y cómo el movimiento lateral puede ayudarte a ver lo larga
|
||||
que es una pared o lo lejos que está un objeto.
|
||||
|
||||
* Vuelve al centro de la jaula. Gíra para apuntar con tu pistola directamente
|
||||
a una de las columnas del marco de la puerta.
|
||||
|
||||
* Muévete -sin girarte- para que tu pistola apunte a la otra columna.
|
||||
(Puntos extra si puedes detenerte de forma natural sobre el objetivo).
|
||||
|
||||
* Muévete un poco a la izquierda o a la derecha, luego gira para apuntar
|
||||
de nuevo a la columna. Vuelve a hacerlo, pero empieza a girar antes de
|
||||
que tu momento se desgasta. Vuelve a hacerlo unas cuantas veces,
|
||||
recorriendo las cuatro direcciones y girando cada vez más pronto hasta
|
||||
que estés apuntando y el movimiento sea de una pieza.
|
||||
(Retrocede o avanza para reajustarte si te acercas demasiado
|
||||
o chocas contra las paredes).
|
||||
|
||||
* Intenta hacer un cuadrado (o un ocho, etc.) mientras apuntas a la columna
|
||||
todo el tiempo. Prioriza la suavidad sobre la precisión: es mejor estar
|
||||
cerca la mayor parte del tiempo que ser perfecto algunas veces.
|
||||
|
||||
* Muévete a una de las esquinas con las camas encima para que la columna
|
||||
ya no esté en tu línea de visión. Entra y desaparece de la vista con
|
||||
la columna jugando "Cucú" con ella. Lío con la distancia y el tiempo.
|
||||
Intente permanecer apuntando a la columna incluso cuando no pueda verla.
|
||||
|
||||
* Juega un poco con lo anterior. Intente presionar la tecla Disparo para
|
||||
disparar a la columna, ya sea que esté quieta o en movimiento, y observe
|
||||
dónde y cuándo aparecen las bocanadas de bala.
|
||||
(Deja de disparar antes de que tu recuento de munición baje de 30
|
||||
aproximadamente; ¡las necesitarás para más adelante!)
|
||||
|
||||
* Toque la tecla 1 en el teclado para cambiar a su puño e intente
|
||||
golpear la columna y vea a qué distancia puede hacerlo.
|
||||
Toque la tecla 2 para volver a la pistola.
|
||||
|
||||
* Vea si aún puede hacer todo mientras presionando la tecla Correr.
|
||||
|
||||
* Baja a la trinchera y mata a un <<enemies,zombi>>. Trate de no ser golpeado.
|
||||
|
||||
* Una vez que estés a salvo, mira cerca del cuerpo del zombi para ver
|
||||
si puede haber dejado un <<ammo,cargador>>. Si es así, muévete sobre
|
||||
él para recogerlo.
|
||||
|
||||
* Vuelve por donde viniste. Sube al ascensor como si fueras con puño a
|
||||
golpearlo y luego presiona Usar para llamarlo. Súbete a él y te llevará
|
||||
de regreso. Recoge los elementos en el área superior para restaurar
|
||||
o mejorar tu salud.
|
||||
|
||||
* Explora el resto de la zona. Encontrarás dos puertas, una de cada tipo:
|
||||
la inferior se puede utilizar directamente, como el ascensor, mientras
|
||||
que la superior se abre mediante un interruptor cercano. Una vez que
|
||||
hayas decidido qué camino tomar, abre la puerta y prepárate para
|
||||
empezar a jugar Cucú de las Pistolas nuevamente.
|
||||
|
||||
=== Barra de Estatus
|
||||
|
||||
|
@ -230,131 +320,185 @@ salud>> para ver potenciadores que puedes encontrar para recuperar tu salud.
|
|||
| **Freedoomguy** | Una rápida indicación visual de como se encuentra tu salud.
|
||||
| **Armor** | Mientras más armadura tengas, menos sufrirá tu salud cuando seas
|
||||
lastimado. Mira la <<armor,sección de armadura>> para más información.
|
||||
| **Ammo counts** | Cuanto estas cargando de cada uno de los <<ammo,cuatro
|
||||
| **Recuentos de munición** | Cuanto estas cargando de cada uno de los <<ammo,cuatro
|
||||
tipos de munición>>, junto con el máximo que puedes cargar de cada una.
|
||||
|==========================
|
||||
|
||||
[[weapons]]
|
||||
=== Armas de Freedoom
|
||||
[[items]]
|
||||
=== Objetos
|
||||
|
||||
Empiezas un juego con tan solo una pistola, 50 balas y tus puños a los que
|
||||
recurrir cuando se acaban. Querrás encontrar un mejor armamento tan pronto como
|
||||
sea posible.
|
||||
Dentro del juego encontrarás varios objetos coleccionables y potenciadores:
|
||||
<<weapons,armas>>, <<ammo,munición>>, <<health,salud>>, <<armor,blindaje>>,
|
||||
<<keys,llaves>> y algunos de los <<specialitems,potenciadores más
|
||||
raros>> que te otorgan habilidades especiales.
|
||||
|
||||
Recoger algo es tan simple como solo caminar sobre el objeto — un mensaje
|
||||
en tu pantalla y un breve parpadeo de la pantalla indicaran que lo has
|
||||
hecho exitosamente. Si no lo recoges, es probable que no lo necesites en
|
||||
este momento (por ejemplo, no puedes recoger un recambio de salud cuando
|
||||
ya tienes 100% de salud). Si un artículo te da más de lo que puedes
|
||||
llevar, se pierde la diferencia.
|
||||
|
||||
[[weapons]]
|
||||
=== Armas
|
||||
|
||||
Empiezas un juego con tan solo una pistola, 50 balas y tus puños.
|
||||
Explorar el nivel revelará más armas y municiones que puedes recoger y usar.
|
||||
|
||||
Presiona la tecla numerada en el teclado para cambiar al arma correspondiente
|
||||
(si lo tiene). Con excepción de las armas cuerpo a cuerpo, cada
|
||||
arma consume cierto tipo de munición, que puede encontrarse en algún lugar del nivel.
|
||||
|
||||
[options="header",cols="3,1,5",valign="middle",width="100%"]
|
||||
|==========================
|
||||
| Arma | Tecla | Descripción
|
||||
| Fist | 1 | Si no tienes munición, siempre puedes recurrir a golpear a los
|
||||
| **Puño** | 1 | Si no tienes munición, siempre puedes recurrir a golpear a los
|
||||
monstruos con tus manos desnudas. Munición: Ninguna
|
||||
| Ripsaw +
|
||||
image:../sprites/csawa0.png[Ripsaw] |
|
||||
| **Sierra de hender** +
|
||||
image:../sprites/csawa0.png[Sierra de hender] |
|
||||
1 | Diseñada para cortar a través del madera, pero la
|
||||
sierra de hender funciona igual de bien como arma cuerpo a cuerpo para cortar
|
||||
a través de la carne. Munición: Ninguna
|
||||
| Handgun | 2 | Tu arma inicial. Unos cuantos disparos derribaran monstruos de
|
||||
bajo nivel, pero es mejor obtener algo mejor antes de confrontar oponentes más
|
||||
duros. Munición: Balas
|
||||
| Pump-action Shotgun +
|
||||
image:../sprites/shota0.png[Pump-action Shotgun] |
|
||||
3 | El arma principal; dispara siete perdigones en un
|
||||
estrecho grupo, y es efectiva tanto a corto como largo alcance contra enemigos
|
||||
de nivel bajo y medio. Munición:Perdigones
|
||||
| Double-barrelled Shotgun +
|
||||
image:../sprites/sgn2a0.png[Double-barrelled Shotgun] |
|
||||
3 | El Doble de poderosa que la escopeta, pero
|
||||
menos efectiva a cortas distancias; Es Buena a corto alcance contra grupos de
|
||||
| **Pistola** +
|
||||
image:../sprites/pista0.png[Pistola] |
|
||||
2 | Tu arma inicial. Su objetivo principal es permitirte abrirte camino hacia
|
||||
una mejor arma, y presionar interruptores disparables sin desperdiciar
|
||||
una segunda bala. Munición: Balas
|
||||
| **Escopeta de bombeo** +
|
||||
image:../sprites/shota0.png[Escopeta de bombeo] |
|
||||
3 | Dispara siete perdigones en forma de abanico, lo que le permite golpear
|
||||
múltiples objetivos o uno grande. Munición: Perdigones
|
||||
| **Escopeta de doble cañón** +
|
||||
image:../sprites/sgn2a0.png[Escopeta de doble cañón] |
|
||||
3 | Mayor tolerancia a cargas potentes significa mejor fragmentación
|
||||
del proyectil, para casi un 50% más de impactos por cartucho a través de
|
||||
una dispersión más amplia. Es buena a corto alcance contra grupos de
|
||||
enemigos. Munición: Perdigones
|
||||
| Minigun +
|
||||
| **Minigun** +
|
||||
image:../sprites/mguna0.png[Minigun] |
|
||||
4 | Conceptualmente es una versión mucha más rápida de la pistola
|
||||
básica, pero consume munición mucho más rápido. Munición: Balas
|
||||
| Missile Launcher +
|
||||
image:../sprites/launa0.png[Missile Launcher] |
|
||||
4 | Un uso mucho mejor para los balas que la pistola.
|
||||
Hasta cuarenta segundos de traer el dolor para mantenerte a salvo.
|
||||
Munición: Balas
|
||||
| **Lanzamisiles** +
|
||||
image:../sprites/launa0.png[Lanzamisiles] |
|
||||
5 | Dispara misiles que tratan mucho daño en el impacto, y explotan para matar
|
||||
pequeños monstruos cercanos. ¡Ten cuidado de no ser atrapado en la explosión!
|
||||
Munición: Misiles
|
||||
| Polaric Energy Weapon +
|
||||
image:../sprites/plasa0.png[Polaric Energy Weapon] |
|
||||
| **Arma de energía polarica** +
|
||||
image:../sprites/plasa0.png[Arma de energía polarica] |
|
||||
6 | Produce un continuo flujo de proyectiles de
|
||||
energía polarica. Los cuales son efectivos contra monstruos de alto nivel.
|
||||
energía polarica. Los cuales son efectivos contra monstruos más fuertes.
|
||||
Munición: Energía
|
||||
| SKAG 1337 +
|
||||
| **SKAG 1337** +
|
||||
image:../sprites/bfuga0.png[SKAG 1337] |
|
||||
7 | Un arma experimental que lanza una bola orbe de energía que
|
||||
hace una gran cantidad de daño, además de que daña otros enemigos en la
|
||||
proximidad. Lenta para disparar, pero increiblemente poderosa.
|
||||
7 | Un arma experimental que lanza una bola orbe de energía polarica que
|
||||
hace una gran cantidad de daño, y suelta una ráfaga secundaria de energía
|
||||
en la misma dirección. Lenta para disparar, vale la pena esperar.
|
||||
Munición: Energía
|
||||
|==========================
|
||||
|
||||
Presiona la Tecla numerada en el teclado para cambiar al arma correspondiente
|
||||
(¡Si ya ha sido recogida!). Con excepción de las armas cuerpo a cuerpo, cada
|
||||
arma consume cierto tipo de munición, y deberás estar atento de buscar más
|
||||
munición mientras estas explorando.
|
||||
|
||||
[[ammo]]
|
||||
=== Munición
|
||||
[options="header",cols="2,1,1",width="70%",align="center",valign="middle"]
|
||||
|==========================
|
||||
| Tipo de municion | Small | Large
|
||||
| Tipo de municion | Pequeño | Grande
|
||||
| **Balas** |
|
||||
image:../sprites/clipa0.png[Ammo Clip] |
|
||||
image:../sprites/ammoa0.png[Ammo Clip]
|
||||
image:../sprites/clipa0.png[Cargador de balas] |
|
||||
image:../sprites/ammoa0.png[Caso de balas]
|
||||
| **Perdigones** |
|
||||
image:../sprites/shela0.png[Shotgun Shells] |
|
||||
image:../sprites/sboxa0.png[Box of Shotgun Shells]
|
||||
image:../sprites/shela0.png[Perdigones] |
|
||||
image:../sprites/sboxa0.png[Caja de perdigones]
|
||||
| **Misiles** |
|
||||
image:../sprites/rocka0.png[Missile] |
|
||||
image:../sprites/broka0.png[Crate of Missiles]
|
||||
image:../sprites/rocka0.png[Misile] |
|
||||
image:../sprites/broka0.png[Cajón de misiles]
|
||||
| **Energía** |
|
||||
image:../sprites/cella0.png[Small Energy Recharge] |
|
||||
image:../sprites/celpa0.png[Large Energy Recharge]
|
||||
image:../sprites/cella0.png[Pequeña ecarga de energía] |
|
||||
image:../sprites/celpa0.png[Gran ecarga de energía]
|
||||
| **Mochila** |
|
||||
- |
|
||||
image:../sprites/bpaka0.png[Mochila]
|
||||
|==========================
|
||||
|
||||
La mochila es un objeto especial que contiene múltiples tipos de munición y
|
||||
duplica el máximo de munición que puedes cargar.
|
||||
La mochila ofrece una recogida pequeña de cada tipo de munición.
|
||||
Una que tengas uno, podrás llevar el doble de munición de lo normal,
|
||||
durante el resto del juego.
|
||||
|
||||
[[health]]
|
||||
=== Salúd
|
||||
=== Salud
|
||||
|
||||
Mueres si tu salud llega a 0%. Encontraras bonos de salud alrededor de los
|
||||
niveles, los cuales pueden restaurarte de vuelta al 100% de salud; bonos de
|
||||
salud del 1% pueden subir tú salud más allá del 100% y elevarla hasta el 200%
|
||||
de salud.
|
||||
Comienzas con 100% de salud. Mueres si tu salud llega a 0%.
|
||||
|
||||
Recoger cualquier objeto de salud te dará el número mostrado, hasta su límite.
|
||||
Los recambios están limitados al 100%, pero los empujes (1% y 100%) están limitados al 200%.
|
||||
|
||||
[options="header",cols="1,1,1,1",width="70%",align="center",halign="center"]
|
||||
|==========================
|
||||
| 1% | 10% | 25% | 100%
|
||||
| image:../sprites/bon1a0.png[Ectoplasmic Polyp] |
|
||||
image:../sprites/stima0.png[Regenerative Nanobot Gauze] |
|
||||
image:../sprites/media0.png[Regenerative Nano-Surgery Kit] |
|
||||
image:../sprites/soula0.png[Ectoplasmic Surge]
|
||||
| image:../sprites/bon1a0.png[Empuje de salud] |
|
||||
image:../sprites/stima0.png[Recambio pequeño de salud] |
|
||||
image:../sprites/media0.png[Recambio grande de salud] |
|
||||
image:../sprites/soula0.png[Oleada ectoplásmica]
|
||||
|==========================
|
||||
|
||||
[[armor]]
|
||||
=== Armadura
|
||||
=== Blindaje
|
||||
|
||||
Comienzas con 0% de armadura y puede incrementar hasta 200% al recolectar
|
||||
bonos.
|
||||
Comienzas con 0% de blindaje. Recoger una coraza o una armadura te llevará hasta
|
||||
el número mostrado, mientras que cada pequeño empuje incrementa tu blindaje
|
||||
hasta que alcanzas los 200%.
|
||||
|
||||
[options="header",cols="1,1,1",width="70%",align="center",halign="center"]
|
||||
|==========================
|
||||
| 1% | 100% | 200%
|
||||
| image:../sprites/bon2a0.png[Polaric Energy Field Emitter] |
|
||||
image:../sprites/arm1a0.png[Polaric Shielding Vest] |
|
||||
image:../sprites/arm2a0.png[Attuned Polaric Energy Armor]
|
||||
| image:../sprites/bon2a0.png[Empuje de blindaje] |
|
||||
image:../sprites/arm1a0.png[Coraza de campo de fuerza] |
|
||||
image:../sprites/arm2a0.png[Armadura sintonizada de campo de fuerza]
|
||||
|==========================
|
||||
|
||||
La armadura normal absorbe un tercio del daño que recibes. Por ejemplo, supon
|
||||
que te golpea un misil que reduce tu salud del 100% al 50%. Si te golpea el
|
||||
mismo misil mientras llevas un 100% de armadura, tu salud se reducirá a solo
|
||||
un 66%, pero perderás un 16% de armadura.
|
||||
El blindaje normal absorbe un tercio del daño que recibes.
|
||||
La absorción se redondea: si tienes 100 de salud y 100 de blindaje y
|
||||
te golpea por 50 puntos de daño, perderás 34 de salud y 16 de blindaje.
|
||||
|
||||
El chaleco de armadura pesada tiene un comportamiento ligeramente diferente: en
|
||||
adición de valer un 200 % de armadura, también absorbe la mitad de todo el
|
||||
daño. Por esta razón, es una muy buena idea tener en tus manos un chaleco
|
||||
blindado pesado si puedes encontrar uno.
|
||||
La armadura sintonizada tiene un comportamiento ligeramente diferente: en
|
||||
adición de valer un 200 % de blindaje, también absorbe la mitad de todo el
|
||||
daño. Como los empujes pequeños dan el mismo tipo de blindaje que ya tienes,
|
||||
puede ser una buena idea para obtener inmediatamente una armadura sintonizada
|
||||
si tu no tiene ya uno.
|
||||
|
||||
[[keys]]
|
||||
=== Llaves
|
||||
|
||||
image:../sprites/bkeya0.png[Tarjeta de acceso azul] image:../sprites/bskua0.png[Llave muerta azul] +
|
||||
image:../sprites/ykeya0.png[Tarjeta de acceso amarillo] image:../sprites/yskua0.png[Llave muerta amarillo] +
|
||||
image:../sprites/rkeya0.png[Tarjeta de acceso rojo] image:../sprites/rskua0.png[Red Llave muerta rojo]
|
||||
|
||||
Llaves permiten abrir ciertas puertas bloqueadas y activar interruptores bloqueados.
|
||||
Suelen ser imprescindibles para poder progresar, aunque en ocasiones permiten
|
||||
acceder a atajos o zonas secretas.
|
||||
|
||||
=== Accesibilidad para daltónicos
|
||||
|
||||
Las llaves de Freedoom están diseñadas para distinguirse no sólo por su
|
||||
color, sino también por su forma, para hacer el juego más accesible a los
|
||||
jugadores daltónicos. Cada color de llave tiene una forma única asociada:
|
||||
|
||||
[cols="2,3",width="50%",align="center",valign="middle"]
|
||||
|==========================
|
||||
| **Key color** | **Shape**
|
||||
| Azul | Cruz diagonal
|
||||
| Amarillo | Líneas verticales
|
||||
| Rojo | Líneas horizontales
|
||||
|==========================
|
||||
|
||||
Estas formas se utilizan sistemáticamente en todo el juego: en los iconos
|
||||
de la barra de estatus, en los sprites de las llaves y en las paredes que
|
||||
indican las puertas con llave.
|
||||
|
||||
Para las llaves muertas, presta atención a la dirección a la que apuntan
|
||||
los cuernos. Por ejemplo, así es como aparecen los distintos iconos de las
|
||||
llaves en la barra de estatus:
|
||||
|
||||
image:images/key-icons.png[Key icons,align="center"]
|
||||
|
||||
[[specialitems]]
|
||||
=== Objetos Especiales
|
||||
|
@ -364,41 +508,32 @@ exploras:
|
|||
|
||||
[cols="1,2",width="90%",align="center",valign="middle"]
|
||||
|==========================
|
||||
| **Keys** +
|
||||
image:../sprites/bkeya0.png[Blue Key]
|
||||
image:../sprites/rkeya0.png[Red Key]
|
||||
image:../sprites/ykeya0.png[Yellow Key] +
|
||||
image:../sprites/bskua0.png[Blue Key]
|
||||
image:../sprites/rskua0.png[Red Key]
|
||||
image:../sprites/yskua0.png[Yellow Key] |
|
||||
Permiten abrir ciertas puertas bloqueadas y activar interruptores bloqueados.
|
||||
Suelen ser imprescindibles para poder progresar, aunque en ocasiones permiten
|
||||
acceder a zonas secretas.
|
||||
| **Low-Light Goggles** +
|
||||
image:../sprites/pvisa0.png[Low-Light Goggles] |
|
||||
| **Gafas luminosas** +
|
||||
image:../sprites/pvisa0.png[Gafas luminosas] |
|
||||
Te permiten ver en la obscuridad por un tiempo limitado.
|
||||
| **Negentropic Surge** +
|
||||
image:../sprites/megaa0.png[Negentropic Surge] |
|
||||
Maximiza tu salud y armadura hasta el 200%
|
||||
| **Area Survey Map** +
|
||||
image:../sprites/pmapa0.png[Area Survey Map] |
|
||||
| **Mapa del área** +
|
||||
image:../sprites/pmapa0.png[Mapa del área] |
|
||||
Desbloquea todas las áreas del mapa, incluidas algunas áreas secretas que
|
||||
pueden no ser inmediatamente visibles.
|
||||
| **Rescue Operations Suit** +
|
||||
image:../sprites/suita0.png[Rescue Operations Suit] |
|
||||
| **Ropa de protección** +
|
||||
image:../sprites/suita0.png[Ropa de protección] |
|
||||
Te protege de la radiación de los pisos dañinos, por un tiempo limitado.
|
||||
| **Strength Symbiote** +
|
||||
image:../sprites/pstra0.png[Strength Symbiote] |
|
||||
| **Simbionte de fuerza** +
|
||||
image:../sprites/pstra0.png[Simbionte de fuerza] |
|
||||
Incrementa tu salud al 100% y mejora tus puños para que hagan 10 veces su daño
|
||||
normal, hasta el final del nivel.
|
||||
| **Invisibility Cloak** +
|
||||
image:../sprites/pinsa0.png[Invisibility Cloak] |
|
||||
| **Invisibilizador** +
|
||||
image:../sprites/pinsa0.png[Invisibilizador] |
|
||||
Te hace casi invisible por tiempo limitado.
|
||||
| **Vanguard Device** +
|
||||
image:../sprites/pinva0.png[Vanguard Device] |
|
||||
| **Oleada negentropica** +
|
||||
image:../sprites/megaa0.png[Oleada negentropica] |
|
||||
Maximiza tu salud y armadura hasta el 200%.
|
||||
| **Via Gladii** +
|
||||
image:../sprites/pinva0.png[Via Gladii] |
|
||||
Te hace inmune a todo el daño por tiempo limitado.
|
||||
|==========================
|
||||
|
||||
[[enemies]]
|
||||
=== Enemigos
|
||||
|
||||
Los niveles están llenos de monstruos que no tienen otro objetivo más que
|
||||
|
@ -407,77 +542,77 @@ monstruos con los que puedes encontrarte.
|
|||
|
||||
[frame="none",cols="2,1",valign="middle",grid="none",align="center",width="100%"]
|
||||
|==========================
|
||||
| **Zombie** +
|
||||
Estas criaturas no muertas están armadas con una pistola y tienen la intención
|
||||
de destruirte. Sueltan un cargador de balas cuando muere. |
|
||||
image:images/monster-zombie.png[Zombie,100,100,width=100%]
|
||||
| **Shotgun Zombie** +
|
||||
| **Zombi** +
|
||||
Estas obradores de iniquidad con muerte cerebral están armadas con una pistola y tienen
|
||||
la intención de destruirte. Sueltan un cargador de balas cuando muere. |
|
||||
image:images/monster-zombie.png[Zombi,100,100,width=100%]
|
||||
| **Escopeta zombi** +
|
||||
Estos muchachos cambiaron su pistola por una escopeta y tienen mucho más
|
||||
impacto. Sueltan una escopeta cuando mueren. |
|
||||
image:images/monster-shotgun-zombie.png[Shotgun Zombie,100,100,width=100%]
|
||||
| **Minigun Zombie** +
|
||||
image:images/monster-shotgun-zombie.png[Escopeta zombi,100,100,width=100%]
|
||||
| **Minigun zombi** +
|
||||
Tan pronto como estés a la vista de uno de estos, activaran su ametralladora y
|
||||
seguirá disparando hasta que estés muerto. Lo mejor es ponerse a cubierto
|
||||
rápidamente o eliminarlo. Sueltan una ametralladora cuando mueren. |
|
||||
image:images/monster-minigun-zombie.png[Minigun Zombie,100,100,width=100%]
|
||||
image:images/monster-minigun-zombie.png[Minigun zombi,100,100,width=100%]
|
||||
| **Serpentipede** +
|
||||
Serpientes soldado que fungen como la infantería de la invasión alienígena.
|
||||
Deja que se acerquen y te harán trizas; a distancia, en cambio, lloverán bolas
|
||||
de fuego. |
|
||||
Soldados rasos de la invasión alienígena. Deja que se acerquen y te harán trizas;
|
||||
a distancia, en cambio, lloverán bolas de fuego. |
|
||||
image:images/monster-serpentipede.png[Serpentipede,100,100,width=100%]
|
||||
| **Flesh Worm** +
|
||||
Resistentes y rápidos, estos gusanos atacan a corta distancia y necesitan
|
||||
| **Gusano de carne** +
|
||||
Resistentes y rápidos, estos atacan a corta distancia y necesitan
|
||||
varios disparos de escopeta para derribarlos. Lo mejor es quedarse atrás. |
|
||||
image:images/monster-flesh-worm.png[Flesh Worm,100,100,width=100%]
|
||||
| **Stealth Worm** +
|
||||
image:images/monster-flesh-worm.png[Gusano de carne,100,100,width=100%]
|
||||
| **Gusano de sigilo** +
|
||||
A estas variantes de los gusanos de carne se les han dado habilidades de sigilo
|
||||
que las hacen prácticamente invisibles. |
|
||||
image:images/monster-stealth-worm.png[Stealth Worm,100,100,width=100%]
|
||||
| **Hatchling** +
|
||||
image:images/monster-stealth-worm.png[Gusano de sigilo,100,100,width=100%]
|
||||
| **Cría** +
|
||||
Larvas alienígenas flotantes que cargan desde la distancia. |
|
||||
image:images/monster-hatchling.png[hatchling,100,100,width=100%]
|
||||
image:images/monster-hatchling.png[Cría,100,100,width=100%]
|
||||
| **Matribite** +
|
||||
La madre de las larvas se asegurará de que siempre tengas más de sus bebés con
|
||||
los que lidiar. |
|
||||
image:images/monster-matribite.png[matribite,100,100,width=100%]
|
||||
¿Qué madre arroja a sus hijos desde su nacimiento a las crueles fauces de la guerra?
|
||||
En su imperio nunca se pone el sol. |
|
||||
image:images/monster-matribite.png[Matribite,100,100,width=100%]
|
||||
| **Trilobite** +
|
||||
Estas criaturas voladoras con forma de orbe escupen bolas de fuego y muerden si
|
||||
Estas cosas voladoras con forma de orbe escupen bolas de plasma y muerden si
|
||||
te acercas demasiado. |
|
||||
image:images/monster-trilobite.png[Trilobite,100,100,width=100%]
|
||||
| **Pain Bringer** +
|
||||
100% musculo, estos tipos necesitan al menos tres disparos de cohetes para
|
||||
| **Portador de dolor** +
|
||||
Estos tipos necesitan al menos tres disparos de misiles para
|
||||
derribarlos y, mientras lo intentas, te bañarán con proyectiles de energía. |
|
||||
image:images/monster-pain-bringer.png[Pain Bringer,100,100,width=100%]
|
||||
| **Pain Lord** +
|
||||
Por si el Pain Bringer no fuera lo suficientemente duro, este puede resistir
|
||||
cinco explosiones de cohetes. |
|
||||
image:images/monster-pain-lord.png[Pain Lord,100,100,width=100%]
|
||||
image:images/monster-pain-bringer.png[Portador de dolor,100,100,width=100%]
|
||||
| **Señor de dolor** +
|
||||
Por si el portador de dolor no fuera lo suficientemente duro, este puede resistir
|
||||
cinco disparos de misiles. |
|
||||
image:images/monster-pain-lord.png[Señor de dolor,100,100,width=100%]
|
||||
| **Octaminator** +
|
||||
Rápidos, resistentes y disparan misiles autoguiados. No te metas en un
|
||||
combate de boxeo con uno de estos tipos. |
|
||||
image:images/monster-octaminator.png[Octaminator,100,100,width=100%]
|
||||
| **Necromancer** +
|
||||
| **Nigromante** +
|
||||
Si no te está prendiendo fuego, está deshaciendo todo tu arduo trabajo al traer
|
||||
a sus amigos de entre los muertos. |
|
||||
image:images/monster-necromancer.png[Necromancer,100,100,width=100%]
|
||||
| **Combat Slug** +
|
||||
Estas súper-babosas diseñadas genéticamente han sido equipadas con lanzallamas
|
||||
de larga distancia, convirtiéndolas prácticamente en tanques vivientes y
|
||||
deslizantes. |
|
||||
image:images/monster-combat-slug.png[Combat Slug,100,100,width=100%]
|
||||
| **Technospider** +
|
||||
Estas criaturas arácnidas han sido equipadas con ametralladoras de energía polar,
|
||||
lo que las convierte en un desafío mortal. |
|
||||
image:images/monster-technospider.png[Technospider,100,100,width=100%]
|
||||
| **Large Technospider** +
|
||||
| **Babosa de batalla** +
|
||||
Estos monstruos de carne diseñados genéticamente han sido equipados con lanzallamas
|
||||
de larga distancia, convirtiéndolos en tanques vivientes y deslizantes. |
|
||||
image:images/monster-combat-slug.png[Babosa de batalla,100,100,width=100%]
|
||||
| **Tecnaraña** +
|
||||
Estas criaturas cibernéticas han sido equipadas con ametralladoras de energía
|
||||
polarica, lo que las convierte en un desafío mortal. |
|
||||
image:images/monster-technospider.png[Tecnaraña,100,100,width=100%]
|
||||
| **Tecnaraña grande** +
|
||||
Este tanque con patas está equipado con una ametralladora de fuego rápido y
|
||||
requerirá mucho esfuerzo para derribarlo. |
|
||||
image:images/monster-large-technospider.png[Large Technospider,100,100,width=100%]
|
||||
| **Assault Tripod** +
|
||||
requerirá mucho esfuerzo para derribarlo.
|
||||
Inmune a las explosiones de misiles y barriles. |
|
||||
image:images/monster-large-technospider.png[Tecnaraña grande,100,100,width=100%]
|
||||
| **Trípode de asalto** +
|
||||
La combinación definitiva de tecnología militar e ingeniería genética, estas
|
||||
criaturas de tres patas se mueven rápidamente, están fuertemente blindadas y
|
||||
equipadas con un lanzamisiles que querrás evitar. |
|
||||
image:images/monster-assault-tripod.png[Assault Tripod,100,100,width=100%]
|
||||
equipadas con un lanzamisiles que querrás evitar.
|
||||
Inmune a las explosiones de misiles y barriles. |
|
||||
image:images/monster-assault-tripod.png[Trípode de asalto,100,100,width=100%]
|
||||
|==========================
|
||||
|
||||
=== Usando el mapa
|
||||
|
@ -501,21 +636,19 @@ del mapa generalmente están codificadas por colores de la siguiente manera:
|
|||
revelarse si se descubre el <<specialitems,Mapa de Inspección Táctica>>).
|
||||
|==========================
|
||||
|
||||
Mientras usas el mapa, el juego continúa con normalidad, por lo que es
|
||||
aconsejable encontrar un lugar seguro antes de activarlo, para evitar ser
|
||||
emboscado por monstruos. Los controles normales continúan funcionando como de
|
||||
costumbre, pero las siguientes teclas adicionales están disponibles:
|
||||
Mientras usas el mapa, el juego continúa con normalidad. Los controles continúan
|
||||
funcionando como de costumbre, pero las siguientes teclas adicionales están disponibles:
|
||||
|
||||
[frame="none",cols="1,4",valign="middle",align="center",width="80%"]
|
||||
|==========================
|
||||
| **Tab** | Mostrar Mapa
|
||||
| **-** | Menos Zoom
|
||||
| **+** | Más Zoom
|
||||
| **0** | Aleja el zoom al máximo
|
||||
| **Tab** | Mostrar mapa.
|
||||
| **-** | Menos zoom.
|
||||
| **+** | Más zoom.
|
||||
| **0** | Aleja el zoom al máximo.
|
||||
| **F** | Cambia si el mapa sigue al jugador. Cuando está deshabilitado, las
|
||||
teclas del cursor se pueden usar para desplazar la vista del mapa
|
||||
independientemente de tu posición actual.
|
||||
| **G** | Muestra la cuadricula del mapa
|
||||
| **G** | Muestra la cuadricula del mapa.
|
||||
| **M** | Agrega un marcador al mapa sobre tu ubicación actual.
|
||||
| **C** | Elimina todos los marcadores.
|
||||
|==========================
|
||||
|
@ -549,33 +682,56 @@ aplastará rápidamente hasta convertirte en una pasta! |
|
|||
image:images/hazard-crusher.png[Crushing Ceiling,150,150,width=100%]
|
||||
|==========================
|
||||
|
||||
=== Muriendo
|
||||
|
||||
Con el tiempo, te encontrarás en una situación que no podrás manejar y
|
||||
tu avatar de jugador morirá. Puedes tomar esto como una señal para tomar
|
||||
un descanso del juego, o recargar tu último juego guardado, o presionar
|
||||
Usar para reiniciar el nivel con plena salud pero sin equipo excepto tu
|
||||
pistola y 50 balas. (Algunos source ports no hacen esto último, sino
|
||||
que guardan el juego al comienzo de cada nivel y al presionar Usar se
|
||||
carga ese juego).
|
||||
|
||||
No hay límite de vidas.
|
||||
|
||||
En el modo multijugador, presionar Usar restablecerá tu salud y tu
|
||||
inventario y te colocará en la posición inicial, pero el juego continúa
|
||||
normalmente. Es posible recoger munición y morir sin usarla tantas veces
|
||||
que su equipo se ve obligado a terminar el mapa usando sólo pistolas,
|
||||
muriendo para poder recargar.
|
||||
|
||||
=== Consejos Tácticos
|
||||
|
||||
Si tienes problemas con la dificultad del juego, una opción es cambiar a un
|
||||
nivel de habilidad más fácil. Alternativamente, puedes probar algunas de estas
|
||||
sugerencias tácticas:
|
||||
Si tienes problemas con la dificultad del juego, puede que valga la pena
|
||||
considerar algunas de estas sugerencias:
|
||||
|
||||
* En primer lugar, dedica algo de tiempo a configurar tus controles. La mayoría
|
||||
de los jugadores encuentran que una combinación de mouse y teclado es la más
|
||||
efectiva, donde el mouse se usa para girar mientras que el teclado se usa
|
||||
para moverse. En particular, asegúrate de haber configurado las teclas de
|
||||
strafe (paso lateral). Muchos de los enemigos del juego lanzan proyectiles
|
||||
que hay que esquivar. Eludir estos proyectiles es una habilidad importante
|
||||
para aprender. Sabrás que has dominado esta habilidad cuando puedas rodear
|
||||
fácilmente a un enemigo y esquivar sus proyectiles mientras mantienes tu arma
|
||||
apuntada hacia él.
|
||||
* Dedica algo de tiempo a configurar tus controles -- ambos asignación
|
||||
de botones/teclas y sensibilidad de giro del mouse/joystick. Ninguna
|
||||
configuración es mejor para todos y es una buena idea experimentar:
|
||||
cualquiera que te ayude a esquivar proyectiles y entrar y salir de la
|
||||
cubierto mientras mantienes tu arma apuntando al enemigo, y proporciona
|
||||
la menor distracción mientras te mueves por el mapa buscando. cosas, es bueno.
|
||||
|
||||
* Juega con auriculares. La separación estéreo del juego puede brindar pistas
|
||||
de audio útiles sobre las posiciones de los enemigos y alertarte sobre los
|
||||
proyectiles que se aproximan. Los auriculares te brindan una forma más
|
||||
precisa de captar estas señales.
|
||||
|
||||
* ¡No aplastes los botones! Casi todas las armas tienen un ligero período de
|
||||
recuperación cuando sueltas la tecla Disparo, lo que te cuesta tiempo y
|
||||
le da a tu objetivo más oportunidades de devolver el fuego. Mantener
|
||||
presionado Disparo te permitirá disparar cualquier arma continuamente
|
||||
hasta que se te acabe la munición o la sueltes.
|
||||
|
||||
* ¡Ponte a cubierto! Los monstruos solo atacan cuando estás en su línea de
|
||||
visión. Querrás encontrar paredes, pilares y otras formas de cobertura tras
|
||||
visión. Querrás encontrar paredes, pilares y otras formas de cubierto tras
|
||||
las que puedas esconderte mientras recargas tu arma. Este consejo es
|
||||
particularmente importante cuando te enfrentas a ciertos monstruos que pueden
|
||||
"fijarte" (minigun zombie, nigromante); esconderse de estos es una habilidad
|
||||
crucial.
|
||||
"fijarte" (minigun zombi, nigromante); esconderse de estos es una habilidad
|
||||
crucial. Los monstruos con armas de fuego no son ni mejores ni peores a la
|
||||
hora de golpearte, ya sea que estés en movimiento o parado, por lo que no
|
||||
puedes esquivar continuamente en campo abierto como lo haces contra
|
||||
proyectiles que se mueven visiblemente.
|
||||
|
||||
* Muchos de los niveles están llenos de barriles que explotan. Si bien estos
|
||||
pueden representar un peligro para ti, son igualmente peligrosos para tus
|
||||
|
@ -591,8 +747,8 @@ sugerencias tácticas:
|
|||
correcto para que los de atrás disparen a los de adelante. Hazlo bien y
|
||||
pasarán más tiempo peleando entre ellos que peleando contigo, y los
|
||||
sobrevivientes se debilitarán significativamente. Sin embargo, ten en cuenta
|
||||
que un monstruo no puede ser herido por un proyectil lanzado por otro de la
|
||||
misma especie.
|
||||
que un monstruo no puede ser herido por un proyectil visible lanzado por otro
|
||||
de la misma especie.
|
||||
|
||||
* A veces te enfrentarás a multitudes de monstruos, lo que puede resultar
|
||||
abrumador y agotar tus reservas de munición. Aprende a dominar el control de
|
||||
|
@ -669,27 +825,27 @@ siguientes son algunas sugerencias sobre dónde buscar el mejor contenido:
|
|||
|
||||
Si encuentra el juego demasiado difícil, siempre puede intentar jugar en
|
||||
<<skill,un nivel de dificultad más fácil>>. Sin embargo, si eso no es
|
||||
suficiente, o si solo quieres divertirte sintiéndote como una máquina de matar
|
||||
imparable, hay una serie de trucos a los que puedes recurrir:
|
||||
suficiente, o si solo quieres experimentar con la mecánica del juego,
|
||||
hay una serie de trucos a los que puedes recurrir:
|
||||
|
||||
[cols="2,4",width="90%",align="center",valign="middle"]
|
||||
|==========================
|
||||
| **IDDQD** | Modo Dios. Te hace invulnerable a todo el daño.
|
||||
| **IDFA** | Te da todas las armas y munición.
|
||||
| **IDKFA** | Todas las armas, munición y llaves.
|
||||
| **IDCLIP** | Activa el modo noclip, lo que te permite caminar a traves de las
|
||||
| **IDKFA** | Te da todas las armas, munición y llaves.
|
||||
| **IDCLIP** | Modo noclip, lo que te permite caminar a traves de las
|
||||
paredes.
|
||||
| **IDDT** | Revela el mapa completo; escribelo dos veces para revelar todos
|
||||
los enemigos y objetos.
|
||||
| **IDCLEVxy** | Teletransportate a CxMy (Phase 1) o MAPxy (Phase 2).
|
||||
| **IDMUSxy** | Cambia la música por la de CxMy (Phase 1) o MAPxy (Phase 2).
|
||||
| **IDCLEVxy** | Empieza un nuevo juego (que reinicia todo) en ExMy (Phase 1) o MAPxy (Phase 2).
|
||||
| **IDMUSxy** | Cambia la música por la de ExMy (Phase 1) o MAPxy (Phase 2).
|
||||
| **IDCHOPPERS** | Te da una sierra de hender.
|
||||
| **IDBEHOLDV** | Te da la esfera de invulnerabilidad.
|
||||
| **IDBEHOLDS** | Te da una mejora de fuerza.
|
||||
| **IDBEHOLDI** | Te da una esfera de sigilo.
|
||||
| **IDBEHOLDR** | Te da un traje de protección.
|
||||
| **IDBEHOLDM** | Te da un mapa de inspección táctica.
|
||||
| **IDBEHOLDL** | Te da unas gafas de visión nocturna.
|
||||
| **IDBEHOLDV** | Te da la **V**ia Gladii.
|
||||
| **IDBEHOLDS** | Te da una **s**imbionte de fuerza.
|
||||
| **IDBEHOLDI** | Te da el **i**nvisibilizador.
|
||||
| **IDBEHOLDR** | Te da **r**opa de protección.
|
||||
| **IDBEHOLDM** | Te da un mapa del **á**rea.
|
||||
| **IDBEHOLDL** | Te da gafas **l**uminosas.
|
||||
|==========================
|
||||
|
||||
<<<
|
||||
|
|
|
@ -13,18 +13,21 @@ image::../graphics/titlepic/titlepic.png[Freedoom Title Image,align="center",wid
|
|||
|
||||
== Installing Freedoom
|
||||
|
||||
Freedoom is distributed as two files named `freedoom1.wad` and
|
||||
`freedoom2.wad` which contain the artwork, levels, music and sound
|
||||
effects that make up the game. To be played it needs to be paired
|
||||
with a source port. Fans of the original Doom games have created a
|
||||
number of these; the Doom Wiki’s
|
||||
https://doomwiki.org/wiki/Source_port[source ports page] has a
|
||||
comprehensive list. The following are some good default suggestions:
|
||||
Freedoom is distributed as three files named `freedoom1.wad`, `freedoom2.wad`
|
||||
and `freedm.wad` which contain the artwork, levels, music and sound
|
||||
effects that make up the game.
|
||||
|
||||
* https://zdoom.org[GZDoom] is a modern source port that includes various
|
||||
features such as a hardware renderer.
|
||||
* https://www.chocolate-doom.org/wiki/index.php/Crispy_Doom[Crispy Doom]
|
||||
is a more minimalist source port that retains an “old school” feel.
|
||||
To actually play the game, you can use one of many adaptations ("source ports")
|
||||
of the original Doom program that fans have developed for modern systems.
|
||||
|
||||
The Doom Wiki
|
||||
https://doomwiki.org/wiki/Source_port[source ports page] has a
|
||||
comprehensive list of such programs. As a starting point, you can try:
|
||||
|
||||
* https://zdoom.org[GZDoom], a modern source port that includes hardware
|
||||
rendering and extended mod capability.
|
||||
* https://www.chocolate-doom.org/wiki/index.php/Crispy_Doom[Crispy Doom],
|
||||
a more minimalist source port that retains an “old school” feel.
|
||||
|
||||
Setup depends on the source port you use, and it’s best to refer to the
|
||||
instructions for that source port. Generally though, you can try one of the
|
||||
|
@ -41,13 +44,16 @@ episodes of eight levels each, while _Phase 2_ is a single, 30 level campaign.
|
|||
This gives 62 levels to play through, and there are also secret levels -- if
|
||||
you can discover how to reach them.
|
||||
|
||||
FreeDM (`freedm.wad`) is a monster-free set of levels, made specifically
|
||||
for player-versus-player. For how to host a multiplayer game,
|
||||
check the instructions on your source port.
|
||||
|
||||
<<<
|
||||
|
||||
[[menus]]
|
||||
== Using the Freedoom Menus
|
||||
|
||||
Freedoom’s menus are fairly self-explanatory but here are some brief
|
||||
instructions. The main menu can be brought up at any time by pressing the
|
||||
The main menu can be brought up at any time by pressing the
|
||||
_Esc_ key on your keyboard.
|
||||
|
||||
image::images/menu-mainmenu.png[Freedoom Main Menu,align="center",width=380,pdfwidth=50vw]
|
||||
|
@ -69,6 +75,10 @@ items you’ll encounter in the game.
|
|||
[[newgame]]
|
||||
=== Starting a new game
|
||||
|
||||
[**Shortcut:** On most source ports, if you repeatedly hit _Enter_ after the
|
||||
program has started, you will start a new game on the default skill level
|
||||
(in the first episode if you're playing Phase 1). You do not need to do this quickly.]
|
||||
|
||||
To start a new game, press _Esc_ to bring up the main menu, and choose
|
||||
_New Game_.
|
||||
|
||||
|
@ -77,14 +87,11 @@ start playing.
|
|||
|
||||
image::images/menu-episode.png[Freedoom Episode Menu,align="center",width=432,pdfwidth=50vw]
|
||||
|
||||
If you’re new to the game, start with _Outpost Outbreak_, the first
|
||||
episode (and easiest). Once you finish one episode, you can move on to
|
||||
the next. If you’re bored with the episode you’re playing or stuck, you
|
||||
can always try playing a different episode instead. There’s no requirement
|
||||
to play episodes in order.
|
||||
If you’re new to the game, start with Phase 1 _Outpost Outbreak_, the first
|
||||
episode (and easiest). There is no requirement to play episodes in order.
|
||||
|
||||
[[skill]]
|
||||
After choosing a episode, you need to pick a skill level. Skill level
|
||||
After choosing an episode, you need to pick a skill level. Skill level
|
||||
affects several factors in the game, most importantly the number of
|
||||
monsters you’ll encounter.
|
||||
|
||||
|
@ -94,11 +101,9 @@ image::images/menu-skill.png[Skill Selection Menu,align="center",width=473,pdfwi
|
|||
|==========================
|
||||
| 1 | **Please Don’t Kill Me!** | The easiest skill level. This is
|
||||
effectively the same as _Will This Hurt?_, except that damage is halved.
|
||||
| 2 | **Will This Hurt?** | Easy skill level, a good choice if you’re
|
||||
finding _Bring on the Pain_ too challenging.
|
||||
| 2 | **Will This Hurt?** | Easy skill level.
|
||||
| 3 | **Bring on the Pain.** | The default skill level.
|
||||
| 4 | **Extreme Carnage.** | Suited more for more experienced players
|
||||
in search of a challenge.
|
||||
| 4 | **Extreme Carnage.** | Hard skill level.
|
||||
| 5 | **MAYHEM!** | **Not Recommended**. This is equivalent to
|
||||
_Extreme Carnage_ except that monster attacks are up to twice as fast,
|
||||
and killed monsters come back to life after around 40 seconds.
|
||||
|
@ -115,23 +120,25 @@ if you die.
|
|||
image::images/menu-save-game.png[Save Game Menu,align="center",width=473,pdfwidth=50vw]
|
||||
|
||||
To save the game, press _Esc_ to bring up the menu, select _Save Game_ and
|
||||
choose a slot to save in. Type a description for the save game and press
|
||||
_Enter_. Some source ports have a limited number of slots, in which case you
|
||||
will have to overwrite an existing saved game once there are no more slots
|
||||
available. For the same reason it’s a good idea to write a good description
|
||||
for your saved game. Include the level number and something descriptive of
|
||||
where you’ve reached; for example, “E1M3 - Blue Key Door.”
|
||||
choose a slot to save in. Type a memorable description for the save game (e.g.,
|
||||
“E1M3 - Blue Key Door”) and press _Enter_. If there are no free slots, you can
|
||||
overwrite an existing one, destroying the old data.
|
||||
|
||||
The _Load Game_ menu usually looks largely identical to the _Save Game_
|
||||
menu. To restore your saved game, simply select _Load Game_ from the main
|
||||
To restore your saved game, select _Load Game_ from the main
|
||||
menu and choose your saved game.
|
||||
|
||||
If you find yourself saving the game often, you may want to use the
|
||||
_Quicksave_ feature. Press _F6_ during play to quicksave. The _Save Game_
|
||||
menu appears as usual; choosing a slot makes that your quicksave slot.
|
||||
Pressing _F6_ again in the future will overwrite your quicksave slot with
|
||||
just a couple of keystrokes. If you die you can also restore your
|
||||
quicksave slot by pressing _F9_.
|
||||
Pressing _F6_ again in the future will overwrite your quicksave slot
|
||||
without navigating the menu.
|
||||
|
||||
You can restore your quicksave slot with the menu or by pressing _F9_.
|
||||
|
||||
[**Warning:** the original Doom program has a bug that makes it crash
|
||||
when you save a game while too much is going on in the level. Chocolate
|
||||
Doom intentionally emulates this bug. You may want to go into
|
||||
chocolate-setup and disable "Vanilla savegame limit" before playing.]
|
||||
|
||||
=== Quitting the game
|
||||
|
||||
|
@ -167,39 +174,117 @@ messages shown when you collect an item.
|
|||
|
||||
== How to Play
|
||||
|
||||
image::images/c5m1-sshot.png[Freedoom Screenshot,width="640",pdfwidth="70vw",align="center"]
|
||||
image::images/map01-sshot.png[Freedoom Screenshot,width="640",pdfwidth="70vw",align="center"]
|
||||
|
||||
Freedoom is a real-time first-person shooter (FPS). You’ll be exploring a
|
||||
series of levels, in each one trying to find the way to the exit. An
|
||||
assortment of monsters will try to stop you, and you’ll need to use weapons
|
||||
to defend yourself.
|
||||
Portions of the levels may be inaccessible until you find a particular key, or
|
||||
find a switch to open a locked door. This gives a puzzle element to the game in
|
||||
addition to the action.
|
||||
to defend yourself. Portions of the levels may be inaccessible until you
|
||||
find a particular key, or find a switch to open a passage. This means that
|
||||
gameplay will involve hidden-object exploration puzzles as well as real-time
|
||||
action puzzles about placing and timing the shots of your weapons.
|
||||
|
||||
By default, the keyboard cursor keys will move forward and backward, and turn
|
||||
left and right. The _Control_ key fires the current weapon, and the spacebar
|
||||
will open doors and activate switches. All source ports allow you to rebind
|
||||
these keys to a setup that you find more comfortable. You’ll also want to look
|
||||
into using the strafe (sidestep) and run keys to better control over your
|
||||
movement.
|
||||
These are the core in-game controls for interacting with the environment:
|
||||
[options="header",cols="3,1,2,1",width="70%",align="center",halign="center"]
|
||||
|==========================
|
||||
| Function | Default key^1^ 1 | Default key 2 | Commonly set to^2^
|
||||
| Move forward/backward | Up/Down | Mouse movement (or Mouse2 for forward) | W/S
|
||||
| Move ("strafe") left/right | ,/. | Alt (or Mouse3) + Left/Right | A/D
|
||||
| Turn left/right^3^ | Left/Right | Mouse movement | Mouse movement
|
||||
| Fire | Ctrl | Mouse1 | Mouse1
|
||||
| Use | Space | Double-click Mouse2 or Mouse3 | E
|
||||
| Run^4^ | Shift | - | Shift
|
||||
|==========================
|
||||
^1^Your source port should allow you to use any button on your controller
|
||||
or mouse; for brevity, "key" is used in this manual to include
|
||||
other controls as circumstances require.
|
||||
|
||||
If you haven’t played Freedoom before, take a few minutes when you start the
|
||||
game to get familiar with the controls, and reconfigure controls as you find
|
||||
makes it more comfortable to play. Practice moving around and firing the
|
||||
weapon. You may encounter some low-level monsters, but those encountered in
|
||||
the first level do not present much of a challenge and they’re a good
|
||||
opportunity to practice taking shots at.
|
||||
^2^On a QWERTY keyboard the W, S, A and D keys
|
||||
form a second set of arrow keys for the left hand.
|
||||
|
||||
Within the game you’ll encounter various collectible items and power-ups.
|
||||
These will typically give you more <<ammo,ammunition>> for your weapons, more
|
||||
<<health,health>> or more <<armor,armor>>. You can also find <<weapons,new
|
||||
weapons>> and some <<specialitems,rarer power-ups>> which give you special
|
||||
abilities. Picking something up is a simple matter of walking over it -- an
|
||||
on-screen message and a brief flash of the screen indicate that you’ve done so
|
||||
successfully. If you don’t pick it up, it’s likely you don’t need it right
|
||||
now (for example, you can’t pick up a health pack when you already have 100%
|
||||
health).
|
||||
^3^If you have a monster, a barrel or a PvP opponent crossing the middle
|
||||
of your screen when your weapon discharges, the game will adjust your
|
||||
vertical aim for you. Some source ports will let you disable this
|
||||
behaviour and aim manually instead.
|
||||
|
||||
^4^Most source ports have an "Always Run" option where holding this key
|
||||
makes you go slower instead. The player character does not get tired so
|
||||
the slow speed is only necessary for increased precision.
|
||||
|
||||
**Doom's defaults are widely considered suboptimal;** check your source port
|
||||
for how to reconfigure them. The most common options are provided but there is
|
||||
no one "best" solution that works for everyone -- you may need to experiment.
|
||||
At minimum you must be comfortable moving in any one of the four directions
|
||||
while simultaneously turning and shooting.
|
||||
|
||||
=== A Tutorial
|
||||
|
||||
image::images/e1m1-tutorial-sshot.png[Freedoom Screenshot,width="640",pdfwidth="70vw",align="center"]
|
||||
|
||||
This tutorial will introduce you to every basic action you need to play
|
||||
and beat all of Freedoom.
|
||||
|
||||
Start a new game in Phase 1, Episode 1 on easy and follow the steps.
|
||||
Skip anything that bores or confuses you, and redo anything you find
|
||||
challenging as long as you like, before moving on to the next thing or
|
||||
redoing a previous thing.
|
||||
|
||||
* Try moving forward, backward, left, and right.
|
||||
Trace a square. Try both directions. Try doing a figure eight.
|
||||
(Don't leave the cage yet -- there are monsters outside.)
|
||||
|
||||
* Turn around in a circle to examine your surroundings. Go at your own pace,
|
||||
stopping or reversing to look at anything whenever you want.
|
||||
Do a second circle, moving a little bit as you go, and watch how that
|
||||
changes the perspective and how sideways movement can help you see
|
||||
how long a wall or how far away an object is.
|
||||
|
||||
* Move back to the middle of the cage. Turn to point your handgun
|
||||
directly at one of the doorframe columns.
|
||||
|
||||
* Move -- without turning -- so that your handgun is pointed at the other column.
|
||||
(Bonus points if you can come to a natural stop on target.)
|
||||
|
||||
* Move a bit left or right, then turn to point at the column again.
|
||||
Do it again, but start turning before your momentum wears off.
|
||||
Do this again a few times, cycling through all four directions and turning
|
||||
sooner and sooner until you are pointing and the moving seamlessly.
|
||||
(Move backwards or forwards to reset if you get too close or are
|
||||
running into walls.)
|
||||
|
||||
* Try doing a square (or figure eight, etc.) while pointing at the column
|
||||
the entire time. Prioritize smoothness over precision -- it's better to
|
||||
be close most of the time than perfect some of the time.
|
||||
|
||||
* Move to one of the corners with the beds on them so that the column is
|
||||
no longer in your line of sight. Move in and out of sight with
|
||||
the column playing "Peek-A-Boo" with it. Mess with distance and timing.
|
||||
Try to stay pointed at the column even when you can't see it.
|
||||
|
||||
* Play around with the above for a bit. Try pressing the Fire key to shoot at
|
||||
the column, both standing still and moving, and note where and when
|
||||
the bullet puffs appear. (Stop shooting before your ammo count goes below
|
||||
30 or so -- you will need those for later!)
|
||||
|
||||
* Tap the 1 key on the keyboard to switch to your fist, and try to punch the
|
||||
column and see how far away you can do it. Tap the 2 key to switch back
|
||||
to the handgun.
|
||||
|
||||
* See if you can still do everything while holding down the Run key.
|
||||
|
||||
* Move down into the trench and kill a <<enemies,zombie>>. Try not to get hit.
|
||||
|
||||
* Once you're safe, look near the zombie's body to see if it may have left
|
||||
a <<ammo,clip>>. If it has, move over it to pick it up.
|
||||
|
||||
* Go back the way you came. Go up to the lift like you're going to punch it,
|
||||
then hit Use to call it down. Get on it and it will take you back up.
|
||||
Pick up the items in the upper area to restore or boost your health.
|
||||
|
||||
* Explore the rest of the area. You will find two doors, one of each type:
|
||||
the bottom one can be used directly, like the lift, while the top one
|
||||
is opened by using a nearby switch. Once you've decided which way to go,
|
||||
open the door -- and get ready to start playing Gun Peek-A-Boo again.
|
||||
|
||||
=== The Status Bar
|
||||
|
||||
|
@ -223,12 +308,28 @@ you’re injured. See the <<armor,armor section>> for more information.
|
|||
ammunition>>, along with the maximum of each you can carry.
|
||||
|==========================
|
||||
|
||||
[[weapons]]
|
||||
=== Freedoom’s Weapons
|
||||
[[items]]
|
||||
=== Items
|
||||
|
||||
You start the game with only a handgun, 50 bullets and your fists to fall back
|
||||
on once they run out. You’ll want to find yourself some better weaponry as
|
||||
soon as possible.
|
||||
Within the game you’ll encounter various collectible items: <<weapons,weapons>>,
|
||||
<<ammo,ammunition>>, <<health,health>>, <<armor,armor>>, <<keys,keys>> and
|
||||
some <<specialitems,rarer power-ups>> which give you special abilities.
|
||||
|
||||
Picking something up is a simple matter of walking over it -- an
|
||||
on-screen message and a brief flash of the screen indicate that you’ve done so
|
||||
successfully. If you don’t pick it up, it’s likely you don’t need it right
|
||||
now (for example, you can’t pick up a health refill when you already have 100%
|
||||
health). If an item gives you more than you can carry, the difference is lost.
|
||||
|
||||
[[weapons]]
|
||||
=== Weapons
|
||||
|
||||
You start the game with only a handgun, 50 bullets and your fists.
|
||||
Exploring the level will reveal more weapons and ammo that you can pick up and use.
|
||||
|
||||
Pressing the number key on the keyboard switches to the given weapon
|
||||
(if you have it). Apart from the melee weapons, each weapon consumes a
|
||||
certain type of ammo, which may be found somewhere in the level.
|
||||
|
||||
[options="header",cols="3,1,5",valign="middle",width="100%"]
|
||||
|==========================
|
||||
|
@ -239,23 +340,26 @@ monsters with your bare hands. Ammo: None
|
|||
image:../sprites/csawa0.png[Ripsaw] |
|
||||
1 | Designed for cutting through wood, the ripsaw
|
||||
also works well as a melee weapon for cutting through flesh. Ammo: None
|
||||
| **Handgun** | 2 | Your starter weapon. A few shots will take down low-level
|
||||
monsters but it’s best to upgrade before taking on any tougher opponents.
|
||||
| **Handgun** +
|
||||
image:../sprites/pista0.png[Handgun] |
|
||||
2 | Your starter weapon. Its main purpose is to let you fight your way to
|
||||
a better weapon, and to hit shootable switches without wasting a second bullet.
|
||||
Ammo: Bullets
|
||||
| **Pump-action Shotgun** +
|
||||
image:../sprites/shota0.png[Pump-action Shotgun] |
|
||||
3 | The main “workhorse” weapon; fires seven pellets
|
||||
in a tight cluster and is effective over both short and long ranges against
|
||||
low- and medium-level monsters. Ammo: Shells
|
||||
3 | Shoots seven pellets in a fan pattern, letting you hit multiple
|
||||
targets or one big one. Ammo: Shells
|
||||
| **Double-barrelled Shotgun** +
|
||||
image:../sprites/sgn2a0.png[Double-barrelled Shotgun] |
|
||||
3 | Twice as powerful as the pump-action shotgun
|
||||
but less effective at long ranges; good at short range against crowds of
|
||||
3 | Stronger tolerance for powerful loads means better
|
||||
projectile fragmentation for almost 50% more hits per shell
|
||||
across a wider spread. Good for short range against groups of
|
||||
enemies. Ammo: Shells
|
||||
| **Minigun** +
|
||||
image:../sprites/mguna0.png[Minigun] |
|
||||
4 | Conceptually like a faster version of the basic handgun, but
|
||||
eats ammo much more quickly. Ammo: Bullets
|
||||
4 | A much better use for your bullets than the handgun.
|
||||
Up to forty seconds of bringing the pain to keep you safe.
|
||||
Ammo: Bullets
|
||||
| **Missile Launcher** +
|
||||
image:../sprites/launa0.png[Missile Launcher] |
|
||||
5 | Fires missiles that deal a lot of damage on impact, then explode to take
|
||||
|
@ -264,27 +368,23 @@ Ammo: Missiles
|
|||
| **Polaric Energy Weapon** +
|
||||
image:../sprites/plasa0.png[Polaric Energy Weapon] |
|
||||
6 | Produces a continuous stream of polaric energy
|
||||
projectiles which are very effective against higher-level monsters.
|
||||
projectiles which are very effective against stronger monsters.
|
||||
Ammo: Energy
|
||||
| **SKAG 1337** +
|
||||
image:../sprites/bfuga0.png[SKAG 1337] |
|
||||
7 | Experimental weapon that launches a energy ball that does a
|
||||
huge amount of damage, plus also damages other enemies in the vicinity.
|
||||
Slow to fire, but incredibly powerful. Ammo: Energy
|
||||
7 | Experimental weapon that launches a single massive polaric energy ball,
|
||||
then releases a secondary energy blast in the same direction!
|
||||
Slow to shoot, but worth the wait. Ammo: Energy
|
||||
|==========================
|
||||
|
||||
Pressing the numbered key on the keyboard switches to the given weapon (if it
|
||||
has been picked up!). Apart from the melee weapons, each weapon consumes a
|
||||
certain type of ammo, and you should be careful to look out for more ammo as
|
||||
you’re exploring.
|
||||
|
||||
[[ammo]]
|
||||
=== Ammo
|
||||
[options="header",cols="2,1,1",width="70%",align="center",valign="middle"]
|
||||
|==========================
|
||||
| Ammo type | Small | Large
|
||||
| **Bullets** |
|
||||
image:../sprites/clipa0.png[Ammo Clip] |
|
||||
image:../sprites/ammoa0.png[Ammo Clip]
|
||||
image:../sprites/clipa0.png[Bullet Clip] |
|
||||
image:../sprites/ammoa0.png[Case of Bullets]
|
||||
| **Shells** |
|
||||
image:../sprites/shela0.png[Shotgun Shells] |
|
||||
image:../sprites/sboxa0.png[Box of Shotgun Shells]
|
||||
|
@ -299,48 +399,83 @@ image:../sprites/celpa0.png[Large Energy Recharge]
|
|||
image:../sprites/bpaka0.png[Backpack]
|
||||
|==========================
|
||||
|
||||
The backpack item is a special item that contains several of every ammo type
|
||||
and doubles the maximum amount of ammo you can carry.
|
||||
The backpack gives one small pickup's worth of every ammo type.
|
||||
Once you have one, you can carry twice as much ammo as normal
|
||||
for the rest of the game.
|
||||
|
||||
[[health]]
|
||||
=== Health
|
||||
|
||||
You die if your health reaches 0%. You’ll find health bonuses around the
|
||||
levels which can restore you back to 100% health; 1% health bonuses can take
|
||||
you over 100% and up to 200% health.
|
||||
You start with 100% health. You die if your health reaches 0%.
|
||||
|
||||
Picking up any health item will give you the number shown, up to its limit.
|
||||
The refills are limited to 100%, but the boosts (1% and 100%) are limited to 200%.
|
||||
|
||||
[options="header",cols="1,1,1,1",width="70%",align="center",halign="center"]
|
||||
|==========================
|
||||
| 1% | 10% | 25% | 100%
|
||||
| image:../sprites/bon1a0.png[Ectoplasmic Polyp] |
|
||||
image:../sprites/stima0.png[Regenerative Nanobot Gauze] |
|
||||
image:../sprites/media0.png[Regenerative Nano-Surgery Kit] |
|
||||
| image:../sprites/bon1a0.png[Health Boost] |
|
||||
image:../sprites/stima0.png[Small Health Refill] |
|
||||
image:../sprites/media0.png[Large Health Refill] |
|
||||
image:../sprites/soula0.png[Ectoplasmic Surge]
|
||||
|==========================
|
||||
|
||||
[[armor]]
|
||||
=== Armor
|
||||
|
||||
You start with 0% armor and can increase this up to 200% by collecting bonuses.
|
||||
You start with 0% armor. Picking up a vest will get you up to the number
|
||||
shown, while each small boost increases your armor until you reach 200%.
|
||||
|
||||
[options="header",cols="1,1,1",width="70%",align="center",halign="center"]
|
||||
|==========================
|
||||
| 1% | 100% | 200%
|
||||
| image:../sprites/bon2a0.png[Polaric Energy Field Emitter] |
|
||||
image:../sprites/arm1a0.png[Polaric Shielding Vest] |
|
||||
image:../sprites/arm2a0.png[Attuned Polaric Energy Armor]
|
||||
| image:../sprites/bon2a0.png[Armor Boost] |
|
||||
image:../sprites/arm1a0.png[Force Field Armor Vest] |
|
||||
image:../sprites/arm2a0.png[Attuned Force Field Armor Vest]
|
||||
|==========================
|
||||
|
||||
Normal armor absorbs one third of damage you receive. For example, suppose
|
||||
you’re hit by a missile that reduces your health from 100% to 50%. If you’re
|
||||
hit by the same missile while wearing 100% armor, your health will reduce to
|
||||
only 66%, but you’ll lose 16% armor.
|
||||
Normal armor absorbs one third of damage you receive. Absorption is rounded down:
|
||||
if you have 100 health and 100 armor and are hit for 50 damage, you'll lose
|
||||
34 health and 16 armor.
|
||||
|
||||
The attuned armor has slightly different behavior: in addition to being
|
||||
worth 200% armor, it also absorbs half of all damage. Because polaric field
|
||||
emitters add the same armor type you already have, it may be good to pick
|
||||
worth 200% armor, it also absorbs half of all damage. Because the small
|
||||
boosts add the same armor type you already have, it may be good to pick
|
||||
up the attuned armor vest immediately if you don't already have one.
|
||||
|
||||
[[keys]]
|
||||
=== Keys
|
||||
|
||||
image:../sprites/bkeya0.png[Blue Passcard] image:../sprites/bskua0.png[Blue Skeleton Key] +
|
||||
image:../sprites/ykeya0.png[Yellow Passcard] image:../sprites/yskua0.png[Yellow Skeleton Key] +
|
||||
image:../sprites/rkeya0.png[Red Passcard] image:../sprites/rskua0.png[Red Skeleton Key]
|
||||
|
||||
Keys you to open certain locked doors and activate locked switches.
|
||||
Usually essential to be able to progress, although they sometimes allow
|
||||
access to shortcuts or secret areas.
|
||||
|
||||
=== Color blind accessibility
|
||||
|
||||
Freedoom's keys are designed to be distinguishable not just by color but
|
||||
also by shape, to make the game more accessible to color-blind players.
|
||||
Each key color has an associated unique shape:
|
||||
|
||||
[cols="2,3",width="50%",align="center",valign="middle"]
|
||||
|==========================
|
||||
| **Key color** | **Shape**
|
||||
| Blue | Diagonal cross
|
||||
| Yellow | Vertical lines
|
||||
| Red | Horizontal lines
|
||||
|==========================
|
||||
|
||||
These shapes are used consistently throughout the game: in the status bar
|
||||
icons, the key sprites and on walls indicating keyed doors.
|
||||
|
||||
For the skeleton keys, pay attention to the direction that the horns point.
|
||||
For example, here is how the different key icons appear in the status bar:
|
||||
|
||||
image:images/key-icons.png[Key icons,align="center"]
|
||||
|
||||
[[specialitems]]
|
||||
=== Special Items
|
||||
|
||||
|
@ -348,22 +483,9 @@ You may also encounter any one of these special items while exploring:
|
|||
|
||||
[cols="1,2",width="90%",align="center",valign="middle"]
|
||||
|==========================
|
||||
| **Keys** +
|
||||
image:../sprites/bkeya0.png[Blue Key]
|
||||
image:../sprites/rkeya0.png[Red Key]
|
||||
image:../sprites/ykeya0.png[Yellow Key] +
|
||||
image:../sprites/bskua0.png[Blue Key]
|
||||
image:../sprites/rskua0.png[Red Key]
|
||||
image:../sprites/yskua0.png[Yellow Key] |
|
||||
Allow you to open certain locked doors and activate locked switches.
|
||||
Usually essential to be able to progress, although they sometimes allow
|
||||
access to secret areas.
|
||||
| **Low-Light Goggles** +
|
||||
image:../sprites/pvisa0.png[Low-Light Goggles] |
|
||||
Allow you to see in the dark for a limited time.
|
||||
| **Negentropic Surge** +
|
||||
image:../sprites/megaa0.png[Negentropic Surge] |
|
||||
Maxes you out to 200% health and armor, however little you had before.
|
||||
| **Area Survey Map** +
|
||||
image:../sprites/pmapa0.png[Area Survey Map] |
|
||||
Reveals unexplored areas of the map, including some secret areas that
|
||||
|
@ -380,33 +502,16 @@ normal damage until the end of level.
|
|||
image:../sprites/pinsa0.png[Invisibility Cloak] |
|
||||
Makes you almost invisible for a limited time. Monsters still detect
|
||||
your presence, but they'll find it much harder to aim.
|
||||
| **Negentropic Surge** +
|
||||
image:../sprites/megaa0.png[Negentropic Surge] |
|
||||
Maxes you out to 200% health and armor.
|
||||
| **Vanguard Device** +
|
||||
image:../sprites/pinva0.png[Vanguard Device] |
|
||||
Makes you immune to all damage for a limited time, allowing you to get
|
||||
past overwhelming defences and unavoidable traps.
|
||||
|==========================
|
||||
|
||||
=== Color blind accessibility
|
||||
|
||||
Freedoom's keys are designed to be distinguishable not just by color but
|
||||
also by shape, to make the game more accessible to color-blind players.
|
||||
Each key color has an associated unique shape:
|
||||
|
||||
[cols="2,3",width="50%",align="center",valign="middle"]
|
||||
|==========================
|
||||
| **Key color** | **Shape**
|
||||
| Red | Horizontal lines
|
||||
| Yellow | Vertical lines
|
||||
| Blue | Cross shape (X)
|
||||
|==========================
|
||||
|
||||
These shapes are used consistently throughout the game: in the status bar
|
||||
icons, the key sprites and on walls indicating keyed doors. For the skull
|
||||
keys, pay attention to the direction that the horns point. For example,
|
||||
here is how the different key icons appear in the status bar:
|
||||
|
||||
image:images/key-icons.png[Key icons,align="center"]
|
||||
|
||||
[[enemies]]
|
||||
=== Enemies
|
||||
|
||||
The levels are filled with monsters who have no other goal apart from stopping
|
||||
|
@ -416,11 +521,11 @@ who you can expect to encounter.
|
|||
[frame="none",cols="2,1",valign="middle",grid="none",align="center",width="100%"]
|
||||
|==========================
|
||||
| **Zombie** +
|
||||
These undead creatures are armed with a pistol and intent on your destruction.
|
||||
Drops a clip of bullets when killed. |
|
||||
These brain-dead workers of iniquity are armed with a handgun and intent on
|
||||
your destruction. Drops a bullet clip when killed. |
|
||||
image:images/monster-zombie.png[Zombie,100,100,width=100%]
|
||||
| **Shotgun Zombie** +
|
||||
These guys traded their pistol for a shotgun and pack far more of a punch.
|
||||
These guys traded their handgun for a shotgun and pack far more of a punch.
|
||||
Drops a shotgun when killed. |
|
||||
image:images/monster-shotgun-zombie.png[Shotgun Zombie,100,100,width=100%]
|
||||
| **Minigun Zombie** +
|
||||
|
@ -429,7 +534,7 @@ keep on firing until you’re dead. It’s best to take cover quickly or take hi
|
|||
out. Drops a minigun when killed. |
|
||||
image:images/monster-minigun-zombie.png[Minigun Zombie,100,100,width=100%]
|
||||
| **Serpentipede** +
|
||||
Serpent footsoldiers of the alien invasion. Let them get close and they’ll
|
||||
Rank and file footsoldiers of the alien invasion. Let them get close and they’ll
|
||||
tear you to shreds; at a distance they’ll instead rain down fireballs. |
|
||||
image:images/monster-serpentipede.png[Serpentipede,100,100,width=100%]
|
||||
| **Flesh Worm** +
|
||||
|
@ -442,17 +547,15 @@ practically invisible. |
|
|||
image:images/monster-stealth-worm.png[Stealth Worm,100,100,width=100%]
|
||||
| **Hatchling** +
|
||||
Floating alien larvae which charge from a distance. |
|
||||
image:images/monster-hatchling.png[hatchling,100,100,width=100%]
|
||||
image:images/monster-hatchling.png[Hatchling,100,100,width=100%]
|
||||
| **Matribite** +
|
||||
The mother of the Hatchlings will ensure you always have more of her babies
|
||||
to deal with. |
|
||||
image:images/monster-matribite.png[matribite,100,100,width=100%]
|
||||
What sick mother sends her own babies to fight? Thus is the duty of empire. |
|
||||
image:images/monster-matribite.png[Matribite,100,100,width=100%]
|
||||
| **Trilobite** +
|
||||
These flying orb-like creatures spit fireballs and bite if you get too
|
||||
close. |
|
||||
These flying orb-like things spit plasma and bite if you get too close. |
|
||||
image:images/monster-trilobite.png[Trilobite,100,100,width=100%]
|
||||
| **Pain Bringer** +
|
||||
100% muscle, these guys take at least three rocket blasts to take down, and
|
||||
These guys take at least three rocket blasts to take down, and
|
||||
while you’re trying they’ll shower you with energy projectiles. |
|
||||
image:images/monster-pain-bringer.png[Pain Bringer,100,100,width=100%]
|
||||
| **Pain Lord** +
|
||||
|
@ -468,21 +571,21 @@ If he’s not setting you on fire, he’s undoing all your hard work by bringing
|
|||
his friends back from the dead. |
|
||||
image:images/monster-necromancer.png[Necromancer,100,100,width=100%]
|
||||
| **Combat Slug** +
|
||||
These genetically-engineered super-slugs have been fitted with long distance
|
||||
flame throwers, practically making them into living, slithering tanks. |
|
||||
These genetically-engineered flesh monsters have been fitted with long distance
|
||||
flame throwers, making them into living, slithering tanks. |
|
||||
image:images/monster-combat-slug.png[Combat Slug,100,100,width=100%]
|
||||
| **Technospider** +
|
||||
These spider-like creatures fire high-capacity polaric energy support weapons,
|
||||
These cybernetic creatures fire high-capacity polaric energy support weapons,
|
||||
making them a deadly challenge. |
|
||||
image:images/monster-technospider.png[Technospider,100,100,width=100%]
|
||||
| **Large Technospider** +
|
||||
This tank on legs is equipped with a rapid-fire minigun and will take a lot
|
||||
of effort to bring down. |
|
||||
of effort to bring down. Immune to explosions from rockets and barrels. |
|
||||
image:images/monster-large-technospider.png[Large Technospider,100,100,width=100%]
|
||||
| **Assault Tripod** +
|
||||
The ultimate blend of military technology and genetic engineering, these
|
||||
three-legged creatures are fast-moving, heavily armored and equipped with a
|
||||
missile launcher that you’ll want to avoid. |
|
||||
missile launcher that you’ll want to avoid. Immune to explosions from rockets and barrels. |
|
||||
image:images/monster-assault-tripod.png[Assault Tripod,100,100,width=100%]
|
||||
|==========================
|
||||
|
||||
|
@ -507,21 +610,19 @@ Areas of the map are usually color coded as follows:
|
|||
if the <<specialitems,Tactical Survey Map>> item is discovered).
|
||||
|==========================
|
||||
|
||||
While using the map, the game continues as normal, so it is wise to find a
|
||||
safe place before activating it, to avoid being ambushed by monsters. Normal
|
||||
controls continue to work as usual, but the following additional keys are
|
||||
available:
|
||||
While using the map, the game continues as normal. Controls continue
|
||||
to work as usual, but the following additional keys are available:
|
||||
|
||||
[frame="none",cols="1,4",valign="middle",align="center",width="80%"]
|
||||
|==========================
|
||||
| **Tab** | Toggle Map
|
||||
| **-** | Zoom out
|
||||
| **+** | Zoom in
|
||||
| **0** | Maximum zoom out
|
||||
| **Tab** | Toggle map.
|
||||
| **-** | Zoom out.
|
||||
| **+** | Zoom in.
|
||||
| **0** | Maximum zoom out.
|
||||
| **F** | Toggle whether the map follows the player. When disabled, the
|
||||
cursor keys can be used to pan the view of the map around independent of
|
||||
your current position.
|
||||
| **G** | Toggle map grid
|
||||
| **G** | Toggle map grid.
|
||||
| **M** | Add a map bookmark at the current location.
|
||||
| **C** | Clear all bookmarks.
|
||||
|==========================
|
||||
|
@ -534,7 +635,7 @@ can hurt or even kill you!
|
|||
[frame="none",cols="2,5,3",valign="middle",grid="none",width="100%"]
|
||||
|==========================
|
||||
| **Barrels** |
|
||||
These exploding barrels litter many of the levels. Several shots with a pistol
|
||||
These exploding barrels litter many of the levels. Several shots with a handgun
|
||||
are usually enough to make them detonate, damaging anything in their immediate
|
||||
vicinity. Make sure when engaged in combat to never stand too close, or a stray
|
||||
shot from an enemy may cause one to explode in your face! Be aware too of the
|
||||
|
@ -543,7 +644,7 @@ image:images/hazard-barrels.png[Barrels,150,150,width=100%]
|
|||
| **Damaging Floors** |
|
||||
Red-hot lava and radioactive sludge are just two of the types of damaging floor
|
||||
you can encounter in Freedoom’s levels. If walking over it is necessary, try to
|
||||
find yourself a <<specialitems,hazard suit>>, but be aware that it will only
|
||||
find yourself a <<specialitems,rescue suit>>, but be aware that it will only
|
||||
protect you for a limited time. |
|
||||
image:images/hazard-slime.png[Radioactive slime,150,150,width=100%]
|
||||
| **Crushing Ceilings** |
|
||||
|
@ -554,30 +655,54 @@ paste! |
|
|||
image:images/hazard-crusher.png[Crushing Ceiling,150,150,width=100%]
|
||||
|==========================
|
||||
|
||||
=== Dying
|
||||
|
||||
Eventually you will get into a situation you can't handle and your player
|
||||
avatar will be killed. You can take this as a sign to take a break from
|
||||
playing, or reload your last saved game, or press Use to restart the level
|
||||
with full health but no gear except your handgun and 50 bullets. (Some source
|
||||
ports don't do this last one, but instead save your game at the start of
|
||||
every level and pressing Use loads that game instead.)
|
||||
|
||||
There is no lives limit.
|
||||
|
||||
In multiplayer pressing Use will reset your health and inventory and put
|
||||
you at the starting position, but the game itself continues normally.
|
||||
It is possible to pick up ammo and die without using it so many times
|
||||
that your team is forced to finish the map using only handguns,
|
||||
dying in order to reload.
|
||||
|
||||
=== Tactical tips
|
||||
|
||||
If you’re struggling with the difficulty of the game, one option is to change
|
||||
to an easier skill level. Alternatively, you can try some of these tactical
|
||||
suggestions:
|
||||
If you’re struggling with the difficulty of the game, it may be worth looking
|
||||
into some of these suggestions:
|
||||
|
||||
* Firstly, put some time into setting up your controls. Most players find that
|
||||
a mouse and keyboard combination is the most effective, where the mouse is
|
||||
used to turn while the keyboard is used to move around. In particular, make
|
||||
sure that you have set up strafe (sidestep) keys. Many of the enemies in
|
||||
the game launch projectiles which must be dodged. Sidestepping these
|
||||
projectiles is an important skill to learn. You’ll know you’ve mastered this
|
||||
skill when you can easily circle around an enemy and dodge its projectiles
|
||||
while simultaneously keeping your weapon trained on it.
|
||||
* Put time into setting up your controls -- both button/key assignment
|
||||
and mouse/joystick turning sensitivity. No one configuration
|
||||
is best for everyone and it is a good idea to experiment: whatever helps
|
||||
you dodge projectiles and pop in and out of cover while keeping your
|
||||
weapon pointed at the enemy, and provides the least distraction as you
|
||||
move about the map looking for things, is good.
|
||||
|
||||
* Play with headphones. The game’s stereo separation can give helpful audio
|
||||
cues about the positions of enemies and alert you to incoming projectiles.
|
||||
Headphones give you a more precise way to pick up on these cues.
|
||||
|
||||
* Do *not* button-mash! Nearly every weapon has a slight cooldown period
|
||||
when you let go of the Fire key, costing you time and giving your target
|
||||
more opportunity to return fire. Holding down Fire will let you shoot
|
||||
any weapon continuously until your ammo runs out or you let go.
|
||||
|
||||
* Take cover! Monsters only attack when you’re in their line of sight. You’ll
|
||||
want to find walls, pillars and other forms of cover you can hide behind
|
||||
while your weapon reloads. This advice is particularly important when
|
||||
facing certain monsters which can “lock on” to you (minigun zombie;
|
||||
necromancer); hiding from these is a crucial skill.
|
||||
want to find hard cover (most opaque things that show up on your automap
|
||||
without cheat codes) that you can put between yourself and any enemy you're not
|
||||
actively hitting with your own weapon. Cover is particularly important
|
||||
when facing certain monsters which can “lock on” to you (minigun zombie;
|
||||
necromancer) and finding cover may be the only way to get them to stop
|
||||
shooting long enough for you to return fire. Monsters with guns are also
|
||||
not any better or worse at hitting you whether you are moving or standing
|
||||
still, so you can't continuously dodge on open ground the
|
||||
way you can against visibly moving projectiles.
|
||||
|
||||
* Many of the levels are littered with exploding barrels. While these can pose
|
||||
a danger to you, they’re equally dangerous to your opponents. A single,
|
||||
|
@ -592,7 +717,7 @@ suggestions:
|
|||
place so that those at the back shoot those at the front. Do it right and
|
||||
they’ll spend more time fighting each other than fighting you, and the
|
||||
survivors will be significantly weakened. Be aware though, that a monster
|
||||
cannot be injured by a projectile launched by another of the same species.
|
||||
cannot be injured by a visible projectile launched by another of the same species.
|
||||
|
||||
* Sometimes you’ll face crowds of monsters, which can be overwhelming and also
|
||||
drain your ammo supplies. Learn to master crowd control. The primary
|
||||
|
@ -602,11 +727,11 @@ suggestions:
|
|||
effectively, they’ll spend their energy killing each other and you’ll save
|
||||
on ammunition.
|
||||
|
||||
* If you encounter a horde of flesh worms or stealth worms, the ripsaw is
|
||||
a great weapon to use both to conserve ammo and avoid taking damage.
|
||||
Worms can’t attack while being sawed, and if you back into any corner
|
||||
that is roughly as wide as or narrower than a right angle,
|
||||
they can only come at you one at a time.
|
||||
* If you encounter flesh worms or stealth worms and are not at immediate
|
||||
risk of being surrounded, the ripsaw is a great way to conserve ammo and
|
||||
avoid taking damage. Worms can’t attack while being sawed, and if you
|
||||
back into any corner that is roughly as wide as or narrower than a right
|
||||
angle, they can only come at you one at a time.
|
||||
|
||||
<<<
|
||||
|
||||
|
@ -668,19 +793,19 @@ on five star rankings by visitors to the site.
|
|||
== Cheats ==
|
||||
|
||||
If you’re finding the game too difficult, you can always try playing at
|
||||
an <<skill,easier skill level>>. However, if that’s not enough, or if you just
|
||||
want to have fun feeling like an unstoppable killing machine, there are a
|
||||
an <<skill,easier skill level>>. However, if that’s not enough, or if you
|
||||
just want to experiment with the game mechanics, there are a
|
||||
number of cheats that you can turn to:
|
||||
|
||||
[cols="2,4",width="90%",align="center",valign="middle"]
|
||||
|==========================
|
||||
| **IDDQD** | God mode. Makes you invulnerable to all damage.
|
||||
| **IDFA** | Gives all weapons and ammo.
|
||||
| **IDKFA** | All weapons, ammo and keys.
|
||||
| **IDCLIP** | Turn on noclip mode, which lets you walk through walls.
|
||||
| **IDKFA** | Gives all weapons, ammo and keys.
|
||||
| **IDCLIP** | Noclip mode, which lets you walk through walls.
|
||||
| **IDDT** | Reveals full map; type twice to reveal all enemies and items.
|
||||
| **IDCLEVxy** | Warp to CxMy (Phase 1) or MAPxy (Phase 2).
|
||||
| **IDMUSxy** | Change music to that of CxMy (Phase 1) or MAPxy (Phase 2).
|
||||
| **IDCLEVxy** | Starts a new game (which resets everything) on ExMy (Phase 1) or MAPxy (Phase 2).
|
||||
| **IDMUSxy** | Change music to that of ExMy (Phase 1) or MAPxy (Phase 2).
|
||||
| **IDCHOPPERS** | Gives the ripsaw weapon.
|
||||
| **IDBEHOLDV** | Gives the vanguard device powerup.
|
||||
| **IDBEHOLDS** | Gives the strength powerup.
|
||||
|
@ -695,8 +820,8 @@ number of cheats that you can turn to:
|
|||
== Freedoom is about freedom ==
|
||||
|
||||
When people hear about Freedoom, they often assume the name refers to price --
|
||||
that the project just aims to provide an alternative to Doom that can be
|
||||
obtained for free. But this isn't the case.
|
||||
that the only thing this project aims to do is to provide an alternative to
|
||||
Doom that can be obtained without paying money. But this is not the case.
|
||||
|
||||
The word "free" has two different meanings in English. We say "free" to mean
|
||||
that something costs nothing, but we also use it to refer to freedom -- like
|
||||
|
@ -759,4 +884,4 @@ Since https://freedoom.github.io/about.html[Freedoom is free], some other
|
|||
projects have used Freedoom’s assets. We think this is a great use of the
|
||||
project and should be encouraged. If you use portions of Freedoom in your
|
||||
project, please let us know by filing an issue or pull request on
|
||||
https://github.com/freedoom/freedoom.github.io[Freedoom’s website project page]
|
||||
https://github.com/freedoom/freedoom.github.io[Freedoom’s website project page].
|
||||
|
|