mirror of
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manual: optimize for PDF formatting. (#1202)
Some of the table columns were not large enough to fit the text, or the words themselves were too big when smaller words would have done. Lots of single-word lines at the ends of paragraphs. Removed a bit of redundant information. Vital links in the submitting/visiting sections needed to have visible URLs in case one really did print them out. Added a copy of the BSD licence and a link to the website.
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@ -1,4 +1,4 @@
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ASCIIDOCTOR_FLAGS = -a toc -a pdf-page-size=A5
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ASCIIDOCTOR_FLAGS = -a pdf-page-size=A5
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all: freedoom-manual.pdf freedoom-manual-es.pdf
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freedoom-manual.pdf: manual.adoc
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@ -1,18 +1,20 @@
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= Manual de Freedoom
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// SPDX-License-Identifier: BSD-3-Clause
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:toc:
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:toc-title:
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image::../graphics/titlepic/titlepic.png[Freedoom Title Image,align="center",width=380,pdfwidth=50vw]
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Bienvenido a Freedoom, un juego completo que es software
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https://www.gnu.org/philosophy/free-sw.html[libre]
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y de https://opensource.org/osd/[código abierto].
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Freedoom esta disponible bajo una licencia BSD modificada, lo que significa
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Freedoom esta disponible bajo una <<licence,licencia BSD modificada>>, lo que significa
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que cualquiera es libre de compartirlo, modificarlo y reutilizar partes de el.
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Para más detalles, ver la <<reusing,sección de reuso>>.
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Para más detalles, ver el sitio web en https://freedoom.github.io/.
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Traducción: NecSau, DoomguyAlighieri, Alaux
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image::../graphics/titlepic/titlepic.png[Freedoom Title Image,align="center",width=380,pdfwidth=50vw]
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== Instalar Freedoom
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Freedoom esta distribuido en tres archivos llamados `freedoom1.wad`, `freedoom2.wad`
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@ -61,7 +63,7 @@ presionar la tecla _Esc_ en tú teclado.
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image::images/menu-mainmenu.png[Menú principal de Freedoom,align="center",width=380,pdfwidth=50vw]
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[cols="1,4",width="90%",align="center",valign="middle"]
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[cols="2,5",width="100%",align="center",valign="middle"]
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|==========================
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| <<newgame,**New game**>> | Comienza un Nuevo Juego, abandonando el juego en
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curso (Si ya estas jugando).
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@ -70,9 +72,9 @@ opciones disponibles dependen del source port que eses usando.
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| <<savegame,**Load Game**>> | Carga un juego guardado.
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| <<savegame,**Save Game**>> | Guarda el juego en curso, para que puedas
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continuar jugando después.
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| **Read This!** | Despliega una pantalla de ayuda que muestra una descripción
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de los objetos que puedes encontrar en el juego.
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| **Quit Game** | Termina el juego y regresa al Sistema operativo.
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| **Read This!** | Despliega una pantalla de ayuda con los objetos
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que puedes encontrar en el juego.
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| **Quit Game** | Salir al Sistema operativo.
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|==========================
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[[newgame]]
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@ -100,13 +102,15 @@ el numero de monstruos con los que te encontraras.
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image::images/menu-skill.png[Skill Selection Menu,align="center",width=473,pdfwidth=50vw]
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[cols="1,3,8",width="90%",align="center",valign="middle"]
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[cols="1,5,13",width="90%",align="center",valign="middle"]
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|==========================
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| 1 | **Please Don’t Kill Me!** | El nivel de dificultad más sencillo. Este es
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| 1 | **Please Don’t +
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Kill Me!** | El nivel de dificultad más sencillo. Este es
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esencialmente igual a _Will This Hurt?_, excepto que el daño enemigo se reduce
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a la mitad.
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| 2 | **Will This Hurt?** | Nivel de dificultad fácil.
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| 3 | **Bring on the Pain.** | El nivel de dificultad default.
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| 3 | **Bring On +
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The Pain.** | El nivel de dificultad default.
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| 4 | **Extreme Carnage.** | Nivel de dificultad difícil.
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| 5 | **MAYHEM!** | **No Recomendado**. Esto es equivalente a _Extreme Carnage_
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con la excepción de que los ataques de los monstruos son el doble de rápidos, y
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@ -159,7 +163,7 @@ lo dejaste la próxima vez que juegues.
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Los siguientes son algunos útiles atajos del teclado que pueden ahorrarte
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tiempo para acceder a funciones comunes del menú.
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[cols="1,3,7",width="90%",align="center",valign="middle"]
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[cols="2,6,16",width="90%",align="center",valign="middle"]
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|==========================
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| **Esc** | <<menus,Menu>> | Muestra el menú principal.
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| **F1** | Help | Muestra la pantalla de ayuda que muestra información de los
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@ -194,29 +198,26 @@ interruptor para abrir un paso. Esto le da un elemento de
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rompecabezas al juego que se añade a la acción.
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Estos son los controles principales del juego para interactuar con el entorno:
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[options="header",cols="3,1,2,1",width="70%",align="center",halign="center"]
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[options="header",cols="1,1,1,1",width="100%",align="center",halign="center"]
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|==========================
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| Function | Primera tecla default^1^ | Segunda tecla default | Comúnmente configurado para^2^
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| Avanzar/Retroceder | Up/Down | Movimiento del mouse (o Mouse2 para avanzar) | W/S
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| Mover a la izquierda/derecha | ,/. | Alt (o Mouse3) + izquierda/derecha | A/D
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| Girar a la izquierda/derecha^3^ | Izquierda/Derecha | Movimiento del mouse | Movimiento del mouse
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| Function | Primera control default | Segunda control default | Comúnmente configurado para
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| Avanzar / Retroceder | Up/Down | Movimiento del mouse (o Mouse2 para avanzar) | W/S^1^
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| Mover a la izquierda / derecha | ,/. | Alt (o Mouse3) + izquierda / derecha | A/D
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| Girar a la izquierda / derecha^2^ | Izquierda / Derecha | Movimiento del mouse | Movimiento del mouse
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| Disparo | Ctrl | Mouse1 | Mouse1
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| Usar | Espaciadora | Doble clic Mouse2 o Mouse3 | E
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| Correr^4^ | Mayúsculas | - | Mayúsculas
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| Correr^3^ | Mayúsculas | - | Mayúsculas
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|==========================
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^1^Tu source port debería permitirte usar cualquier botón de tu controlador o mouse;
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por brevedad, este manual usa "tecla" para incluir otros controles según
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lo requieran las circunstancias.
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^2^En un teclado QWERTY las teclas W, S, A y D forma un segundo juego
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^1^En un teclado QWERTY las teclas W, S, A y D forma un segundo juego
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de teclas de dirección para la mano izquierda.
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^3^Si tienes un monstruo, un barril o un oponente PvP cruzando el medio
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^2^Si tienes un monstruo, un barril o un oponente PvP cruzando el medio
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de tu pantalla cuando tu arma se dispara, el juego ajustará tu puntería
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vertical por ti. Algunos source ports te permitirán desactivar este
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comportamiento y ajustar la puntería vertical manualmente.
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^4^La mayoría de los source ports tienen una opción de "Correr siempre"
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^3^La mayoría de los source ports tienen una opción de "Correr siempre"
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("Always Run"), en la que si mantienes pulsada esta tecla, irás más despacio.
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El personaje del jugador no se cansa, así que la velocidad lenta
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sólo es necesaria para aumentar la precisión.
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@ -350,52 +351,53 @@ Presiona la tecla numerada en el teclado para cambiar al arma correspondiente
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(si lo tiene). Con excepción de las armas cuerpo a cuerpo, cada
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arma consume cierto tipo de munición, que puede encontrarse en algún lugar del nivel.
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[options="header",cols="3,1,5",valign="middle",width="100%"]
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[options="header",cols="3,1,9",valign="middle",width="100%"]
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|==========================
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| Arma | Tecla | Descripción
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| **Puño** | 1 | Si no tienes munición, siempre puedes recurrir a golpear a los
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monstruos con tus manos desnudas. Munición: Ninguna
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monstruos con tus manos desnudas. _Munición:_ Ninguna
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| **Sierra de hender** +
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image:../sprites/csawa0.png[Sierra de hender] |
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1 | Diseñada para cortar a través del madera, pero la
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sierra de hender funciona igual de bien como arma cuerpo a cuerpo para cortar
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a través de la carne. Munición: Ninguna
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a través de la carne. +
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_Munición:_ Ninguna
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| **Pistola** +
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image:../sprites/pista0.png[Pistola] |
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2 | Tu arma inicial. Su objetivo principal es permitirte abrirte camino hacia
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una mejor arma, y presionar interruptores disparables sin desperdiciar
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una segunda bala. Munición: Balas
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una segunda bala. _Munición:_ Balas
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| **Escopeta de bombeo** +
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image:../sprites/shota0.png[Escopeta de bombeo] |
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3 | Dispara siete perdigones en forma de abanico, lo que le permite golpear
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múltiples objetivos o uno grande. Munición: Perdigones
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múltiples objetivos o uno grande. _Munición:_ Perdigones
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| **Escopeta de doble cañón** +
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image:../sprites/sgn2a0.png[Escopeta de doble cañón] |
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3 | Mayor tolerancia a cargas potentes significa mejor fragmentación
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del proyectil, para casi un 50% más de impactos por cartucho a través de
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una dispersión más amplia. Es buena a corto alcance contra grupos de
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enemigos. Munición: Perdigones
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enemigos. _Munición:_ Perdigones
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| **Minigun** +
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image:../sprites/mguna0.png[Minigun] |
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4 | Un uso mucho mejor para los balas que la pistola.
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Hasta cuarenta segundos de traer el dolor para mantenerte a salvo.
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Munición: Balas
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Hasta cuarenta segundos de traer el dolor para mantenerte a salvo. +
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_Munición:_ Balas
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| **Lanzamisiles** +
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image:../sprites/launa0.png[Lanzamisiles] |
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5 | Dispara misiles que tratan mucho daño en el impacto, y explotan para matar
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pequeños monstruos cercanos. ¡Ten cuidado de no ser atrapado en la explosión!
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Munición: Misiles
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_Munición:_ Misiles
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| **Arma de energía polarica** +
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image:../sprites/plasa0.png[Arma de energía polarica] |
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6 | Produce un continuo flujo de proyectiles de
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energía polarica. Los cuales son efectivos contra monstruos más fuertes.
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Munición: Energía
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energía polarica. Los cuales son efectivos contra monstruos más fuertes. +
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_Munición:_ Energía
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| **SKAG 1337** +
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image:../sprites/bfuga0.png[SKAG 1337] |
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7 | Un arma experimental que lanza una bola orbe de energía polarica que
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hace una gran cantidad de daño, y suelta una ráfaga secundaria de energía
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en la misma dirección. Lenta para disparar, vale la pena esperar.
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Munición: Energía
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_Munición:_ Energía
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|==========================
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[[ammo]]
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@ -534,14 +536,16 @@ image:../sprites/pinva0.png[Artefacto de vanguardia] |
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Te hace inmune a todo el daño por tiempo limitado.
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|==========================
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<<<
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[[enemies]]
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=== Enemigos
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Los niveles están llenos de monstruos que no tienen otro objetivo más que
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impedir que completes tu misión. Aquí hay una selección de algunos de estos
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impedir que completes tu misión. Aquí hay una selección de
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monstruos con los que puedes encontrarte.
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[frame="none",cols="2,1",valign="middle",grid="none",align="center",width="100%"]
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[frame="none",cols="5,2",valign="middle",grid="none",align="center",width="100%"]
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|==========================
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| **Zombi** +
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Estas obradores de iniquidad con muerte cerebral están armadas con una pistola y tienen
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@ -596,12 +600,12 @@ Si no te está prendiendo fuego, está deshaciendo todo tu arduo trabajo al trae
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a sus amigos de entre los muertos. |
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image:images/monster-necromancer.png[Necromancer,100,100,width=100%]
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| **Babosa de batalla** +
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Estos monstruos de carne diseñados genéticamente han sido equipados con lanzallamas
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de larga distancia, convirtiéndolos en tanques vivientes y deslizantes. |
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Estos tanques vivientes y deslizantes diseñados genéticamente han sido
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equipados con lanzallamas de larga distancia. |
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image:images/monster-combat-slug.png[Babosa de batalla,100,100,width=100%]
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| **Tecnaraña** +
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Estas criaturas cibernéticas han sido equipadas con ametralladoras de energía
|
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polarica, lo que las convierte en un desafío mortal. |
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polarica. |
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image:images/monster-technospider.png[Tecnaraña,100,100,width=100%]
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| **Tecnaraña grande** +
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Este tanque con patas está equipado con una ametralladora de fuego rápido y
|
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@ -659,7 +663,7 @@ independientemente de tu posición actual.
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Por si los monstruos no fueran suficientes, el ambiente mismo posee peligros
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que pueden lastimarte, ¡o incluso matarte!
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[frame="none",cols="2,5,3",valign="middle",grid="none",width="100%"]
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[frame="none",cols="3,7,3",valign="middle",grid="none",width="100%"]
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|==========================
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| **Barriles** |
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Estos barriles explosivos ensucian muchos de los niveles. Varios disparos con
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|
@ -690,8 +694,8 @@ tu avatar de jugador morirá. Puedes tomar esto como una señal para tomar
|
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un descanso del juego, o recargar tu último juego guardado, o presionar
|
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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
|
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carga ese juego).
|
||||
que guardan el juego al comienzo de cada nivel, en cuyo caso al presionar
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||||
_Usar_ se carga ese juego).
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||||
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||||
No hay límite de vidas.
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||||
|
||||
|
@ -739,7 +743,7 @@ considerar algunas de estas sugerencias:
|
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oponentes. Un solo disparo de escopeta en el momento oportuno dirigido a un
|
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barril puede derribar a varios enemigos a la vez. La explosión de un barril
|
||||
puede desencadenar otro, por lo que a veces puedes desencadenar una reacción
|
||||
en cadena que derriba a toda una multitud, ¡pero ten cuidado de que no te
|
||||
en cadena que derriba a toda una multitud. ¡Ten cuidado de que no te
|
||||
incluya a ti!
|
||||
|
||||
* Si un monstruo es herido por otro monstruo, tomará represalias contra el que
|
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|
@ -824,12 +828,11 @@ siguientes son algunas sugerencias sobre dónde buscar el mejor contenido:
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|||
|
||||
== Trucos
|
||||
|
||||
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 experimentar con la mecánica del juego,
|
||||
hay una serie de trucos a los que puedes recurrir:
|
||||
Si no puedes pasar de cierto punto, o si quieres experimentar con
|
||||
la mecánica del juego, hay algo chetos a los que puedes recurrir.
|
||||
(Introdúcelos durante el juego, no abras la consola.)
|
||||
|
||||
[cols="2,4",width="90%",align="center",valign="middle"]
|
||||
[cols="2,6",width="100%",align="center",valign="middle"]
|
||||
|==========================
|
||||
| **IDDQD** | Modo Dios. Te hace invulnerable a todo el daño.
|
||||
| **IDFA** | Te da todas las armas y munición.
|
||||
|
@ -903,18 +906,23 @@ libertad de expresión) para los usuarios finales, siempre que la licencia de
|
|||
software original esté incluida y/o sea visible para los usuarios del software
|
||||
modificado o versiones redistribuidas.
|
||||
|
||||
Si te gustaría contribuir al proyecto Freedoom, por favor revisa la
|
||||
https://github.com/freedoom/freedoom[página del proyecto],
|
||||
https://www.doomworld.com/forum/17-freedoom/[foros de discusión], y el
|
||||
https://discord.gg/9DA3fut[chat de discord].
|
||||
Si te gustaría contribuir al proyecto Freedoom, por favor revisa:
|
||||
|
||||
https://help.github.com/es/github[Cómo usar el control de versiones de Git para
|
||||
contribuciones].
|
||||
* la página del proyecto: +
|
||||
https://github.com/freedoom/freedoom
|
||||
|
||||
https://guides.github.com/activities/forking/[Cómo bifurcar un proyecto y crear
|
||||
una solicitud de extracción con Git (Revisar)].
|
||||
* los foros de discusión: +
|
||||
https://www.doomworld.com/forum/17-freedoom/
|
||||
|
||||
<<<
|
||||
* el chat de Discord: https://discord.gg/9DA3fut
|
||||
|
||||
Para más información sobre cómo enviar una adición, consulte las páginas sobre cómo utilizar GitHub:
|
||||
|
||||
* Cómo usar el control de versiones de Git para contribuciones: +
|
||||
https://help.github.com/es/github
|
||||
|
||||
* Cómo bifurcar un proyecto y crear una solicitud de extracción con Git (Revisar): +
|
||||
https://guides.github.com/activities/forking/
|
||||
|
||||
[[reusing]]
|
||||
== Reusar porciones Freedoom
|
||||
|
@ -923,6 +931,39 @@ Dado que https://freedoom.github.io/about.html[Freedoom es libre], algunos
|
|||
otros proyectos han utilizado los materiales de Freedoom. Creemos que este es
|
||||
un gran uso del proyecto y debe fomentarse. Si tu usas partes de Freedoom en tu
|
||||
proyecto, puedes informarnos presentando una solicitud a
|
||||
https://github.com/freedoom/freedoom.github.io[la página web del proyecto
|
||||
Freedoom].
|
||||
la página web del proyecto Freedoom en https://github.com/freedoom/freedoom.github.io.
|
||||
|
||||
|
||||
[[licence]]
|
||||
=== Licencia BSD modificada (inglés)
|
||||
|
||||
Copyright © 2001-2023
|
||||
Contributors to the Freedoom project. All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are
|
||||
met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
* Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in the
|
||||
documentation and/or other materials provided with the distribution.
|
||||
* Neither the name of the Freedoom project nor the names of its
|
||||
contributors may be used to endorse or promote products derived from
|
||||
this software without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS “AS
|
||||
IS” AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
||||
TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
|
||||
PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
|
||||
OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
For a list of contributors to the Freedoom project, see the file
|
||||
CREDITS.
|
||||
|
|
|
@ -1,15 +1,17 @@
|
|||
= Freedoom Manual
|
||||
// SPDX-License-Identifier: BSD-3-Clause
|
||||
:toc:
|
||||
:toc-title:
|
||||
|
||||
image::../graphics/titlepic/titlepic.png[Freedoom Title Image,align="center",width=380,pdfwidth=50vw]
|
||||
|
||||
Welcome to Freedoom, a complete game that is
|
||||
https://www.gnu.org/philosophy/free-sw.html[free]
|
||||
and https://opensource.org/osd/[open source software].
|
||||
Freedoom is made available under the modified BSD license, meaning that
|
||||
Freedoom is made available under the <<licence,modified BSD license>>, meaning that
|
||||
anyone is free to share it, modify it and reuse parts of it.
|
||||
|
||||
For more details, see the <<reusing,reusing section>>.
|
||||
|
||||
image::../graphics/titlepic/titlepic.png[Freedoom Title Image,align="center",width=380,pdfwidth=50vw]
|
||||
For more details, see the website at https://freedoom.github.io/.
|
||||
|
||||
== Installing Freedoom
|
||||
|
||||
|
@ -34,14 +36,14 @@ instructions for that source port. Generally though, you can try one of the
|
|||
following:
|
||||
|
||||
* Place the Freedoom `.wad` files into the same folder as the source port
|
||||
before launching it. They may be automatically detected.
|
||||
before launching. The source port may be able to automatically detect them.
|
||||
* If launching from the command line, try
|
||||
eg. `my-favorite-port -iwad freedoom1.wad`.
|
||||
|
||||
Freedoom is split into _Freedoom: Phase 1_ (`freedoom1.wad`) and
|
||||
_Freedoom: Phase 2_ (`freedoom2.wad`). _Phase 1_ is split into four separate
|
||||
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
|
||||
This gives 62 levels to play through, plus the secret levels -- if
|
||||
you can discover how to reach them.
|
||||
|
||||
FreeDM (`freedm.wad`) is a monster-free set of levels, made specifically
|
||||
|
@ -58,7 +60,7 @@ _Esc_ key on your keyboard.
|
|||
|
||||
image::images/menu-mainmenu.png[Freedoom Main Menu,align="center",width=380,pdfwidth=50vw]
|
||||
|
||||
[cols="2,4",width="100%",align="center",valign="middle"]
|
||||
[cols="2,5",width="100%",align="center",valign="middle"]
|
||||
|==========================
|
||||
| <<newgame,**New game**>> | Start a new game, abandoning the current game (if you’re
|
||||
already playing).
|
||||
|
@ -67,9 +69,9 @@ and the available options depend upon the source port you’re using.
|
|||
| <<savegame,**Load Game**>> | Load a saved game.
|
||||
| <<savegame,**Save Game**>> | Save your current game, so that you can continue playing
|
||||
later.
|
||||
| **Read This!** | Brings up a help screen showing a description of the
|
||||
| **Read This!** | Brings up a help screen showing the
|
||||
items you’ll encounter in the game.
|
||||
| **Quit Game** | Finish playing and return to the operating system.
|
||||
| **Quit Game** | Exit to the operating system.
|
||||
|==========================
|
||||
|
||||
[[newgame]]
|
||||
|
@ -97,12 +99,14 @@ monsters you’ll encounter.
|
|||
|
||||
image::images/menu-skill.png[Skill Selection Menu,align="center",width=473,pdfwidth=50vw]
|
||||
|
||||
[cols="1,3,8",width="90%",align="center",valign="middle"]
|
||||
[cols="1,5,13",width="90%",align="center",valign="middle"]
|
||||
|==========================
|
||||
| 1 | **Please Don’t Kill Me!** | The easiest skill level. This is
|
||||
| 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.
|
||||
| 3 | **Bring on the Pain.** | The default skill level.
|
||||
| 3 | **Bring On +
|
||||
The Pain.** | The default skill level.
|
||||
| 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,
|
||||
|
@ -135,39 +139,35 @@ 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.]
|
||||
[**Warning:** Chocolate Doom emulates an original _Doom_ bug that makes it crash
|
||||
when you save a game while too much is going on in the level. This can be disabled
|
||||
in `chocolate-setup` under "Vanilla savegame limit".]
|
||||
|
||||
=== Quitting the game
|
||||
|
||||
When you’re finished playing Freedoom, press _Esc_ to bring up the main
|
||||
menu and select _Quit Game_ to exit. You may want to select _Save Game_
|
||||
first to save your progress so that you can return to where you left off
|
||||
next time you play.
|
||||
menu and select _Quit Game_ to exit. (You may want to <<savegame, save
|
||||
your game>> first.)
|
||||
|
||||
=== Keyboard shortcuts
|
||||
|
||||
The following are some useful keyboard shortcuts that can save time
|
||||
accessing common menu functions.
|
||||
The function keys instantly open some common menu items:
|
||||
|
||||
[cols="1,3,7",width="90%",align="center",valign="middle"]
|
||||
[cols="2,6,16",width="90%",align="center",valign="middle"]
|
||||
|==========================
|
||||
| **Esc** | <<menus,Menu>> | Bring up the main menu.
|
||||
| **F1** | Help | Bring up the help screen that shows information about the
|
||||
in-game items.
|
||||
| **F2** | <<savegame,Save>> | Bring up the _Save Game_ menu.
|
||||
| **F3** | <<savegame,Load>> | Bring up the _Load Game_ menu.
|
||||
| **F4** | Volume | Bring up a menu to control volume levels.
|
||||
| **F6** | <<savegame,Quicksave>> | Save the game to your _quicksave_ slot,
|
||||
which saves time if you’re repeatedly saving your progress while you play.
|
||||
| **F4** | Volume | Bring up the sound and music volume sliders.
|
||||
| **F6** | <<savegame,Quicksave>> | Save the game to your quicksave slot.
|
||||
| **F7** | End Game | End the current game and return to the title screen.
|
||||
| **F8** | Messages | Toggles between showing or hiding the on-screen
|
||||
messages shown when you collect an item.
|
||||
| **F9** | <<savegame,Quickload>> | Load the game from your _quicksave_ slot.
|
||||
| **F8** | Messages | Toggles showing on-screen messages for pickups,
|
||||
keys, cheats, etc..
|
||||
| **F9** | <<savegame,Quickload>> | Load the game in your quicksave slot.
|
||||
| **F10** | Quit Game | Quit the game and return to the operating system.
|
||||
| **F11** | Brightness | Cycle through the in-game brightness levels.
|
||||
| **F11** | Gamma | Cycle through the in-game display brightness levels.
|
||||
|==========================
|
||||
|
||||
<<<
|
||||
|
@ -180,42 +180,40 @@ 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 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.
|
||||
find a particular key, or find a switch to open a passage. Gameplay will
|
||||
involve hidden-object exploration puzzles as well as real-time action
|
||||
puzzles about placing and timing the shots of your weapons.
|
||||
|
||||
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"]
|
||||
A table of the core in-game controls follows. **_Doom_'s defaults are widely
|
||||
considered suboptimal;** check your source port for how to reconfigure them.
|
||||
Common alternatives are provided but no single "best" solution works for
|
||||
everyone -- you need to experiment. At minimum you must be comfortable
|
||||
moving in any one of the four directions while turning and shooting.
|
||||
|
||||
[options="header",cols="1,1,1,1",width="100%",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
|
||||
| Function | Default control 1 | Default control 2 | Common alternative
|
||||
| Move forward / backward | Up/Down | Move mouse (or Mouse2 for forward) | W/S^1^
|
||||
| Move ("strafe") left/right | ,/. | Alt (or Mouse3) + Left/Right | A/D
|
||||
| Turn left/right^3^ | Left/Right | Mouse movement | Mouse movement
|
||||
| Turn left/right^2^ | Left/Right | Move mouse | Move mouse
|
||||
| Fire | Ctrl | Mouse1 | Mouse1
|
||||
| Use | Space | Double-click Mouse2 or Mouse3 | E
|
||||
| Run^4^ | Shift | - | Shift
|
||||
| Run^3^ | Shift | _<none>_ | 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.
|
||||
|
||||
^2^On a QWERTY keyboard the W, S, A and D keys
|
||||
^1^On a QWERTY keyboard the W, S, A and D keys
|
||||
form a second set of arrow keys for the left hand.
|
||||
|
||||
^3^If you have a monster, a barrel or a PvP opponent crossing the middle
|
||||
^2^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.
|
||||
^3^Most source ports have an "Always Run" option where holding this key
|
||||
makes you go slower instead. Since the player character does not get tired,
|
||||
going slow only helps 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
|
||||
|
||||
|
@ -229,61 +227,66 @@ 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.
|
||||
1. 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,
|
||||
1. 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
|
||||
1. 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.
|
||||
1. 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.
|
||||
1. 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.)
|
||||
(Move backwards or forwards to reset if you start running into walls.)
|
||||
|
||||
* Try doing a square (or figure eight, etc.) while pointing at the column
|
||||
1. 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
|
||||
1. 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
|
||||
1. 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
|
||||
1. 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.
|
||||
1. Try to do everything while holding down the Run key.
|
||||
|
||||
* Move down into the trench and kill a <<enemies,zombie>>. Try not to get hit.
|
||||
1. Enter 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
|
||||
1. 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,
|
||||
1. 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 pathways, one of each type:
|
||||
the bottom one will lead you to the main path, while the other one will lead you to the alternate path. Once you've decided which way to go,
|
||||
open the door -- and get ready to start playing Gun Peek-A-Boo again.
|
||||
1. Explore the rest of the area. You will find two doors, which can be
|
||||
opened with the Use key just like the lift. The lower door will take you
|
||||
closer to the exit, while the higher one leads to a more
|
||||
difficult but more rewarding detour.
|
||||
|
||||
1. 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
|
||||
|
||||
|
@ -304,9 +307,11 @@ weapon.
|
|||
| **Armor** | The more armor you have, the less your health will suffer if
|
||||
you’re injured. See the <<armor,armor section>> for more information.
|
||||
| **Ammo counts** | How much you’re carrying of each of the <<ammo,four types of
|
||||
ammunition>>, along with the maximum of each you can carry.
|
||||
ammunition>>, and the maximum of each you can carry.
|
||||
|==========================
|
||||
|
||||
<<<
|
||||
|
||||
[[items]]
|
||||
=== Items
|
||||
|
||||
|
@ -330,50 +335,50 @@ 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%"]
|
||||
[options="header",cols="3,1,9",valign="middle",width="100%"]
|
||||
|==========================
|
||||
| Weapon | Key | Description
|
||||
| **Fist** | 1 | If you have no ammunition, you can always fall back on punching the
|
||||
monsters with your bare hands. Ammo: None
|
||||
monsters with your bare hands. _Ammo:_ None
|
||||
| **Ripsaw** +
|
||||
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
|
||||
also works well as a melee weapon for cutting through flesh. _Ammo:_ None
|
||||
| **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
|
||||
_Ammo:_ Bullets
|
||||
| **Pump-action Shotgun** +
|
||||
image:../sprites/shota0.png[Pump-action Shotgun] |
|
||||
3 | Shoots seven pellets in a fan pattern, letting you hit multiple
|
||||
targets or one big one. Ammo: Shells
|
||||
targets or one big one. _Ammo:_ Shells
|
||||
| **Double-barrelled Shotgun** +
|
||||
image:../sprites/sgn2a0.png[Double-barrelled Shotgun] |
|
||||
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
|
||||
enemies. _Ammo:_ Shells
|
||||
| **Minigun** +
|
||||
image:../sprites/mguna0.png[Minigun] |
|
||||
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
|
||||
_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
|
||||
out any smaller monsters nearby. Be careful not to get caught in the blast!
|
||||
Ammo: Missiles
|
||||
_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 stronger monsters.
|
||||
Ammo: Energy
|
||||
_Ammo:_ Energy
|
||||
| **SKAG 1337** +
|
||||
image:../sprites/bfuga0.png[SKAG 1337] |
|
||||
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
|
||||
Slow to shoot, but worth the wait. _Ammo:_ Energy
|
||||
|==========================
|
||||
|
||||
[[ammo]]
|
||||
|
@ -433,7 +438,7 @@ 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. Absorption is rounded down:
|
||||
Normal armor absorbs one third of damage you receive, rounded down.
|
||||
if you have 100 health and 100 armor and are hit for 50 damage, you'll lose
|
||||
34 health and 16 armor.
|
||||
|
||||
|
@ -457,7 +462,7 @@ access to shortcuts or secret areas.
|
|||
|
||||
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:
|
||||
Each key color has an associated shape:
|
||||
|
||||
[cols="2,3",width="50%",align="center",valign="middle"]
|
||||
|==========================
|
||||
|
@ -467,8 +472,8 @@ Each key color has an associated unique shape:
|
|||
| 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.
|
||||
These shapes are used consistently 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:
|
||||
|
@ -478,46 +483,52 @@ image:images/key-icons.png[Key icons,align="center"]
|
|||
[[specialitems]]
|
||||
=== Special Items
|
||||
|
||||
You may also encounter any one of these special items while exploring:
|
||||
You may also encounter any one of these while exploring:
|
||||
|
||||
[cols="1,2",width="90%",align="center",valign="middle"]
|
||||
[cols="1,3",width="90%",align="center",valign="middle"]
|
||||
|==========================
|
||||
| **Low-Light Goggles** +
|
||||
image:../sprites/pvisa0.png[Low-Light Goggles] |
|
||||
Allow you to see in the dark for a limited time.
|
||||
Let you see in the dark. +
|
||||
Lasts 2 minutes.
|
||||
| **Area Survey Map** +
|
||||
image:../sprites/pmapa0.png[Area Survey Map] |
|
||||
Reveals unexplored areas of the map, including some secret areas that
|
||||
may not be immediately visible.
|
||||
may not be immediately visible. +
|
||||
Lasts the entire level but effective only for the current level.
|
||||
| **Rescue Operations Suit** +
|
||||
image:../sprites/suita0.png[Rescue Operations Suit] |
|
||||
Protects you from heat, toxins and radiation from damaging floors,
|
||||
for a limited time.
|
||||
Protects you from heat, toxins and radiation from damaging floors. +
|
||||
Lasts 1 minute.
|
||||
| **Strength Symbiote** +
|
||||
image:../sprites/pstra0.png[Strength Symbiote] |
|
||||
Increases your health back to 100%, and enhances your fists to 10x their
|
||||
normal damage until the end of level.
|
||||
Increases your health back to 100%, and enhances your fists to do ten times their
|
||||
normal damage. +
|
||||
Health lasts until removed by damage; enhanced fists last only for that level. +
|
||||
| **Invisibility Cloak** +
|
||||
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.
|
||||
Makes you almost invisible. Monsters still detect
|
||||
your presence, but they'll find it much harder to aim. +
|
||||
Lasts 1 minute.
|
||||
| **Negentropic Surge** +
|
||||
image:../sprites/megaa0.png[Negentropic Surge] |
|
||||
Maxes you out to 200% health and armor.
|
||||
Maxes you out to 200% health+armor. +
|
||||
Lasts until removed by damage.
|
||||
| **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.
|
||||
Makes you immune to all damage, allowing you to get
|
||||
past overwhelming defences and unavoidable traps. +
|
||||
Lasts 30 seconds.
|
||||
|==========================
|
||||
|
||||
[[enemies]]
|
||||
=== Enemies
|
||||
|
||||
The levels are filled with monsters who have no other goal apart from stopping
|
||||
The levels are filled with monsters who have no goal apart from stopping
|
||||
you from completing your mission. Here’s a selection of some of these monsters
|
||||
who you can expect to encounter.
|
||||
|
||||
[frame="none",cols="2,1",valign="middle",grid="none",align="center",width="100%"]
|
||||
[frame="none",cols="5,2",valign="middle",grid="none",align="center",width="100%"]
|
||||
|==========================
|
||||
| **Zombie** +
|
||||
These brain-dead workers of iniquity are armed with a handgun and intent on
|
||||
|
@ -541,11 +552,11 @@ Tough and fast-moving, these worms attack at close range and take several
|
|||
shotgun blasts to take down. It’s best to keep back. |
|
||||
image:images/monster-flesh-worm.png[Flesh Worm,100,100,width=100%]
|
||||
| **Stealth Worm** +
|
||||
These flesh worm variants have been given stealth abilities which make them
|
||||
practically invisible. |
|
||||
Some flesh worms can bend light around them, making them
|
||||
nearly invisible in darker and noisier environments. |
|
||||
image:images/monster-stealth-worm.png[Stealth Worm,100,100,width=100%]
|
||||
| **Hatchling** +
|
||||
Floating alien larvae which charge from a distance. |
|
||||
Ionized alien larvae that bodyslam you for surprising amounts of damage. |
|
||||
image:images/monster-hatchling.png[Hatchling,100,100,width=100%]
|
||||
| **Matribite** +
|
||||
What sick mother sends her own babies to fight? Thus is the duty of empire. |
|
||||
|
@ -570,8 +581,8 @@ 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 flesh monsters have been fitted with long distance
|
||||
flame throwers, making them into living, slithering tanks. |
|
||||
These genetically-engineered living, slithering tanks have been fitted
|
||||
with long distance flame throwers. |
|
||||
image:images/monster-combat-slug.png[Combat Slug,100,100,width=100%]
|
||||
| **Technospider** +
|
||||
These cybernetic creatures fire high-capacity polaric energy support weapons,
|
||||
|
@ -609,8 +620,8 @@ 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. Controls continue
|
||||
to work as usual, but the following additional keys are available:
|
||||
While using the map, the game continues as normal. Controls work as usual,
|
||||
in addition to the following:
|
||||
|
||||
[frame="none",cols="1,4",valign="middle",align="center",width="80%"]
|
||||
|==========================
|
||||
|
@ -618,11 +629,11 @@ to work as usual, but the following additional keys are available:
|
|||
| **-** | 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.
|
||||
| **F** | Toggle whether the map follows the player. When turned off,
|
||||
you can use the cursor keys to pan the view of the map around independent
|
||||
of your current position.
|
||||
| **G** | Toggle map grid.
|
||||
| **M** | Add a map bookmark at the current location.
|
||||
| **M** | Add map bookmark at your position.
|
||||
| **C** | Clear all bookmarks.
|
||||
|==========================
|
||||
|
||||
|
@ -643,8 +654,8 @@ 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,rescue suit>>, but be aware that it will only
|
||||
protect you for a limited time. |
|
||||
find yourself a <<specialitems,rescue suit>>, a shorter path through the area,
|
||||
or way to run over the area without touching the floor. |
|
||||
image:images/hazard-slime.png[Radioactive slime,150,150,width=100%]
|
||||
| **Crushing Ceilings** |
|
||||
Many of the levels have been rigged with traps and this is just one of them.
|
||||
|
@ -701,7 +712,7 @@ into some of these suggestions:
|
|||
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.
|
||||
way you can against visible 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,
|
||||
|
@ -742,16 +753,13 @@ image::images/scythe-map09.png[Scythe MAP09,width="640",pdfwidth="70vw",align="c
|
|||
|
||||
One of the nicest features of Freedoom is its compatibility with the
|
||||
catalog of thousands of fan-made levels made for the classic _Doom_ games.
|
||||
With some exceptions, most popular mods and levels for _Doom_ and _Doom II_
|
||||
Most popular mods and levels for _Doom_ and _Doom II_
|
||||
can also be played with Freedoom.
|
||||
The largest repository of _Doom_ mods is the idgames archive, and a
|
||||
browsing interface for the archive
|
||||
https://www.doomworld.com/idgames/[can be found on Doomworld].
|
||||
|
||||
Playing a `.wad` file is usually fairly simple. For mods designed for the
|
||||
original _Doom_, use Freedoom: Phase 1 (`freedoom1.wad`); for others designed
|
||||
for _Doom 2_ or _Final Doom_, use Freedoom: Phase 2 (`freedoom2.wad`).
|
||||
If you’re using the command line, use the `-file` parameter when you start the
|
||||
For mods designed for the original _Doom_, use Freedoom: Phase 1
|
||||
(`freedoom1.wad`); for others designed for _Doom 2_ or _Final Doom_,
|
||||
use Freedoom: Phase 2 (`freedoom2.wad`). If you’re using the command
|
||||
line, use the `-file` parameter when you start the
|
||||
game. For example, to load the file `scythe.wad`:
|
||||
|
||||
my-favorite-port -iwad freedoom2.wad -file scythe.wad
|
||||
|
@ -760,7 +768,7 @@ If you’re not using the command line, you can try dragging and dropping the
|
|||
`.wad` file onto the source port icon in your file manager -- several
|
||||
source ports support this.
|
||||
|
||||
=== Suggestions
|
||||
=== Suggested resources
|
||||
|
||||
Over more than two decades, literally thousands of _Doom_ levels have been
|
||||
made, and there are so many that it may seem difficult to know where to
|
||||
|
@ -778,10 +786,8 @@ recent developments, including some of the more unusual mods that people
|
|||
are releasing.
|
||||
|
||||
* The Doom Wiki’s https://doomwiki.org/wiki/List_of_notable_WADs[List of
|
||||
notable WADs] contains a rather extensive list of fan-made WADs. The Doom
|
||||
Wiki includes extensive information about such mods including screenshots,
|
||||
maps and per-level statistics, so it’s a useful entrypoint to discover
|
||||
interesting mods.
|
||||
notable WADs] contains an extensive list of fan-made WADs and includes
|
||||
screenshots, maps and per-level statistics.
|
||||
|
||||
* Doomworld’s interface to the idgames archive includes the ability to
|
||||
list the https://www.doomworld.com/idgames/index.php?top[top levels] based
|
||||
|
@ -791,17 +797,16 @@ 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 experiment with the game mechanics, there are a
|
||||
number of cheats that you can turn to:
|
||||
If you can't get through a spot regardless of <<skill,skill level>>,
|
||||
or if you just want to experiment with game mechanics, try typing any
|
||||
of these ingame (case insensitive, do not use any console):
|
||||
|
||||
[cols="2,4",width="90%",align="center",valign="middle"]
|
||||
|==========================
|
||||
| **IDDQD** | God mode. Makes you invulnerable to all damage.
|
||||
| **IDDQD** | God mode. You take no damage other than telefrags.
|
||||
| **IDFA** | Gives all weapons and ammo.
|
||||
| **IDKFA** | Gives all weapons, ammo and keys.
|
||||
| **IDCLIP** | Noclip mode, which lets you walk through walls.
|
||||
| **IDCLIP** | Noclip mode. You are not stopped by collisions with walls or actors.
|
||||
| **IDDT** | Reveals full map; type twice to reveal all enemies and items.
|
||||
| **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).
|
||||
|
@ -865,16 +870,26 @@ rights (free as in free speech) to end users, provided that the original
|
|||
software license is included and/or viewable by users of modified or
|
||||
redistributed versions.
|
||||
|
||||
If you’d like to contribute to the Freedoom project, please check out the
|
||||
https://github.com/freedoom/freedoom[project’s page],
|
||||
https://www.doomworld.com/forum/17-freedoom/[discussion forum],
|
||||
and https://discord.gg/9DA3fut[discord chat].
|
||||
If you’d like to contribute to the Freedoom project, please check out
|
||||
the following community hubs:
|
||||
|
||||
https://help.github.com/en/github[How to use Git version control for contributions]
|
||||
* Freedoom's source repository: +
|
||||
https://github.com/freedoom/freedoom
|
||||
|
||||
https://guides.github.com/activities/forking/[How to fork a project and create a pull request with Git]
|
||||
* the Freedoom discussion forum on Doomworld: +
|
||||
https://www.doomworld.com/forum/17-freedoom/
|
||||
|
||||
* the Discord guild: +
|
||||
https://discord.gg/9DA3fut
|
||||
|
||||
For more information on how to submit an addition, please see the following pages on how to use GitHub:
|
||||
|
||||
* How to use Git version control for contributions: +
|
||||
https://help.github.com/en/github
|
||||
|
||||
* How to fork a project and create a pull request with Git: +
|
||||
https://guides.github.com/activities/forking/
|
||||
|
||||
<<<
|
||||
|
||||
[[reusing]]
|
||||
== Reusing portions of Freedoom ==
|
||||
|
@ -883,4 +898,38 @@ 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].
|
||||
Freedoom’s website project page at https://github.com/freedoom/freedoom.github.io.
|
||||
|
||||
[[licence]]
|
||||
=== BSD 3-Clause copyright licence
|
||||
|
||||
Copyright © 2001-2023
|
||||
Contributors to the Freedoom project. All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are
|
||||
met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
* Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in the
|
||||
documentation and/or other materials provided with the distribution.
|
||||
* Neither the name of the Freedoom project nor the names of its
|
||||
contributors may be used to endorse or promote products derived from
|
||||
this software without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS “AS
|
||||
IS” AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
||||
TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
|
||||
PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
|
||||
OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
For a list of contributors to the Freedoom project, see the file
|
||||
CREDITS.
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue