Merge branch 'master' of gh:fragglet/freedoom
6
manual/Makefile
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|
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|
|||
|
||||
all: freedoom-manual.pdf
|
||||
|
||||
freedoom-manual.pdf: manual.adoc
|
||||
asciidoctor-pdf -a toc manual.adoc
|
||||
|
6
manual/README.adoc
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|
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|
|||
|
||||
`manual.adoc` contains Freedoom's manual. It is intended to be built
|
||||
as a PDF file but can also be viewed in HTML format. To build as a
|
||||
PDF, https://asciidoctor.org/[Asciidoctor] is required, since it has
|
||||
superior PDF output to the Asciidoc reference implementation.
|
||||
|
BIN
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573
manual/manual.adoc
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|
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|
|||
= Freedoom Manual
|
||||
|
||||
Welcome to Freedoom, a complete game that is free and open source software.
|
||||
Freedoom is made available under the 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]
|
||||
|
||||
== 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:
|
||||
|
||||
* 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.
|
||||
|
||||
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
|
||||
following:
|
||||
|
||||
* Place the Freedoom `.wad` files into the same folder as the source port
|
||||
before launching it. They may be automatically detected.
|
||||
* 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
|
||||
chapters 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.
|
||||
|
||||
[[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
|
||||
_Esc_ key on your keyboard.
|
||||
|
||||
image::images/menu-mainmenu.png[Freedoom Main Menu,align="center",width=380,pdfwidth=50vw]
|
||||
|
||||
[cols="1,4",width="90%",align="center",valign="middle"]
|
||||
|==========================
|
||||
| <<newgame,**New game**>> | Start a new game, abandoning the current game (if you're
|
||||
already playing).
|
||||
| **Options** | Brings up the options menu. The appearance of this menu
|
||||
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
|
||||
items you'll encounter in the game.
|
||||
| **Quit Game** | Finish playing and return to the operating system.
|
||||
|==========================
|
||||
|
||||
[[newgame]]
|
||||
=== Starting a new game
|
||||
|
||||
To start a new game, press _Esc_ to bring up the main menu, and choose
|
||||
_New Game_.
|
||||
|
||||
When starting a new game, you may be prompted to choose which chapter to
|
||||
start playing.
|
||||
|
||||
image::images/menu-chapter.png[Freedoom Chapter Menu,align="center",width=432,pdfwidth=50vw]
|
||||
|
||||
If you're new to the game, start with _Outpost Outbreak_, the first
|
||||
chapter (and easiest). Once you finish one chapter, you can move on to
|
||||
the next. If you're bored with the chapter you're playing or stuck, you
|
||||
can always try playing a different chapter instead. There's no requirement
|
||||
to play chapters in order.
|
||||
|
||||
After choosing a chapter, you need to pick a skill level. Skill level
|
||||
affects several factors in the game, most importantly the number of
|
||||
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"]
|
||||
|==========================
|
||||
| 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.
|
||||
| 3 | **Bring on the Pain.** | The default skill level.
|
||||
| 4 | **Extreme Carnage** | A more challenging skill level, suited more
|
||||
for experienced players and people in search of a challenge.
|
||||
| 5 | **INSANITY!** | **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.
|
||||
|==========================
|
||||
|
||||
[[savegame]]
|
||||
=== Loading and saving the game
|
||||
|
||||
It is a good idea to save the game regularly -- for example, at the start
|
||||
of each new level. You may also want to save the game after completing a
|
||||
challenging section of a level so that you do not have to repeat it again
|
||||
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, "C1M3 - Blue Key Door".
|
||||
|
||||
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
|
||||
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_.
|
||||
|
||||
=== 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.
|
||||
|
||||
=== Keyboard shortcuts
|
||||
|
||||
The following are some useful keyboard shortcuts that can save time
|
||||
accessing common menu functions.
|
||||
|
||||
[cols="1,2,8",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** | <<savegames,Save>> | Bring up the _Save Game_ menu.
|
||||
| **F3** | <<savegames,Load>> | Bring up the _Load Game_ menu.
|
||||
| **F4** | Volume | Bring up a menu to control volume levels.
|
||||
| **F6** | <<savegames,Quicksave>> | Save the game to your _quicksave_ slot,
|
||||
which saves time if you're repeatedly saving your progress while you play.
|
||||
| **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** | <<savegames,Quickload>> | Load the game from your _quicksave_ slot.
|
||||
| **F10** | Quit Game | Quit the game and return to the operating system.
|
||||
| **F11** | Brightness | Toggle the on-screen brightness level.
|
||||
|==========================
|
||||
|
||||
== How to Play
|
||||
|
||||
image::images/c5m1-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.
|
||||
|
||||
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.
|
||||
|
||||
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.
|
||||
|
||||
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).
|
||||
|
||||
=== The Status Bar
|
||||
|
||||
At the bottom of the screen, you'll see the status bar, which is divided into
|
||||
the following sections:
|
||||
|
||||
image::images/status-bar.png[Freedoom Status Bar,width="640",pdfwidth="70vw",align="center"]
|
||||
|
||||
[cols="1,6",width="90%",align="center",valign="middle"]
|
||||
|==========================
|
||||
| **Ammo** | Number of units of <<ammo,ammunition>> remaining for the current
|
||||
weapon.
|
||||
| **Health** | If this reaches zero, you're dead! See the
|
||||
<<health,health section>> for power-ups you can find to replenish your health.
|
||||
| **Arms** | Which weapons you've found so far. Check out the
|
||||
<<weapons,weapons section>> for more information.
|
||||
| **Freedoomguy** | A quick visual indication of how your health is.
|
||||
| **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.
|
||||
|==========================
|
||||
|
||||
[[weapons]]
|
||||
=== Freedoom's Weapons
|
||||
|
||||
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.
|
||||
|
||||
[options="header",cols="4,1,7,3,2",valign="middle"]
|
||||
|==========================
|
||||
| Weapon | Key | Description | | Ammo
|
||||
| **Fist** | 1 | If you have no ammunition, you can always fall back on punching the
|
||||
monsters with your bare hands. | | None
|
||||
| **Angle Grinder** | 1 | Designed for cutting through metal, the angle grinder
|
||||
also works well as a melee weapon for cutting through flesh. |
|
||||
image:../sprites/csawa0.png[Angle Grinder] |
|
||||
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. | | Bullets
|
||||
| **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. |
|
||||
image:../sprites/shota0.png[Pump-action Shotgun] |
|
||||
Shells
|
||||
| **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
|
||||
enemies. |
|
||||
image:../sprites/sgn2a0.png[Double-barrelled Shotgun] |
|
||||
Shells
|
||||
| **Minigun** | 4 | Conceptually like a faster version of the basic handgun, but
|
||||
eats ammo much more quickly. |
|
||||
image:../sprites/mguna0.png[Minigun] |
|
||||
Bullets
|
||||
| **Missile Launcher** | 5 | Fires exploding missiles which are effective against
|
||||
higher-level monsters. Be careful not to get caught in the blast! |
|
||||
image:../sprites/launa0.png[Missile Launcher] |
|
||||
Missiles
|
||||
| **Polaric Energy Cannon** | 6 | Produces a continuous stream of polaric energy
|
||||
projectiles which are very effective against higher-level monsters. |
|
||||
image:../sprites/plasa0.png[Polaric Energy Cannon] |
|
||||
Energy
|
||||
| **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. |
|
||||
image:../sprites/bfuga0.png[SKAG 1337] |
|
||||
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]]
|
||||
[options="header",cols="2,1,1",width="50%",align="center",valign="middle"]
|
||||
|==========================
|
||||
| Ammo type | Small | Large
|
||||
| **Bullets** |
|
||||
image:../sprites/clipa0.png[Ammo Clip] |
|
||||
image:../sprites/ammoa0.png[Ammo Clip]
|
||||
| **Shells** |
|
||||
image:../sprites/cella0.png[Small Energy Recharge] |
|
||||
image:../sprites/celpa0.png[Large Energy Recharge]
|
||||
| **Missiles** |
|
||||
image:../sprites/rocka0.png[Missile] |
|
||||
image:../sprites/broka0.png[Crate of Missiles]
|
||||
| **Energy** |
|
||||
image:../sprites/cella0.png[Small Energy Recharge] |
|
||||
image:../sprites/celpa0.png[Large Energy Recharge]
|
||||
| **Backpack** |
|
||||
- |
|
||||
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.
|
||||
|
||||
[[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.
|
||||
|
||||
[options="header",cols="1,1,1,1",width="50%",align="center",halign="center"]
|
||||
|==========================
|
||||
| 1% | 10% | 25% | 100%
|
||||
| image:../sprites/bon1a0.png[1% Health Bonus] |
|
||||
image:../sprites/stima0.png[Small Health Pack] |
|
||||
image:../sprites/media0.png[Large Health Pack] |
|
||||
image:../sprites/soula0.png[Overdrive Sphere]
|
||||
|==========================
|
||||
|
||||
[[armor]]
|
||||
=== Armor
|
||||
|
||||
You start with 0% armor and can increase this up to 200% by collecting bonuses.
|
||||
|
||||
[options="header",cols="1,1,1",width="50%",align="center",halign="center"]
|
||||
|==========================
|
||||
| 1% | 100% | 200%
|
||||
| image:../sprites/bon2a0.png[1% Armor Bonus] |
|
||||
image:../sprites/arm1a0.png[Light Armor Vest] |
|
||||
image:../sprites/arm2a0.png[Heavy 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.
|
||||
|
||||
The heavy armor vest has slightly different behavior: in addition to being
|
||||
worth 200% armor, it also absorbs half of all damage. For this reason, it's
|
||||
a very good idea to get your hands on a heavy armor vest if you can locate one.
|
||||
|
||||
[[specialitems]]
|
||||
=== Special Items
|
||||
|
||||
You may also encounter any one of these special items while exploring:
|
||||
|
||||
[cols="2,1,5",width="80%",align="center",valign="middle"]
|
||||
|==========================
|
||||
| **Keys** |
|
||||
image:../sprites/bkeya0.png[Blue Key]
|
||||
image:../sprites/bskua0.png[Blue Key]
|
||||
image:../sprites/rkeya0.png[Red Key]
|
||||
image:../sprites/rskua0.png[Red Key]
|
||||
image:../sprites/ykeya0.png[Yellow 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.
|
||||
| **Night Vision Goggles** |
|
||||
image:../sprites/pvisa0.png[Night Vision Goggles] |
|
||||
Allow you to see in the dark for a limited time.
|
||||
| **Ultra-Overdrive Sphere** |
|
||||
image:../sprites/megaa0.png[Ultra-Overdrive Sphere] |
|
||||
Maxes you out to 200% health and armor.
|
||||
| **Tactical Survey Map** |
|
||||
image:../sprites/pmapa0.png[Tactical Survey Map] |
|
||||
Unlocks all areas of the map, including some secret areas that may not be
|
||||
immediately visible.
|
||||
| **Hazard Suit** |
|
||||
image:../sprites/suita0.png[Hazard Suit] |
|
||||
Protects you from the harmful radiation of damaging floors, for a limited
|
||||
time.
|
||||
| **Strength Power-Up** |
|
||||
image:../sprites/pstra0.png[Strength Power-Up] |
|
||||
Increases your health back to 100% and enhances your fists to 10x their
|
||||
normal damage, until the end of level.
|
||||
| **Stealth Sphere** |
|
||||
image:../sprites/pinsa0.png[Stealth Sphere] |
|
||||
Makes you almost invisible for a limited time.
|
||||
| **Invulnerability Sphere** |
|
||||
image:../sprites/pinva0.png[Invulnerability Sphere] |
|
||||
Makes you immune to all damage for a limited time.
|
||||
|==========================
|
||||
|
||||
=== Enemies
|
||||
|
||||
The levels are filled with monsters who have no other 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="2,6,2",valign="middle",grid="none",align="center",width="90%"]
|
||||
|==========================
|
||||
| **Zombie** |
|
||||
These undead creatures are armed with a pistol and intent on your destruction.
|
||||
Drops a clip of bullets when killed. |
|
||||
image:images/monster-zombie.png[Zombie,100,100]
|
||||
| **Shotgun Zombie** |
|
||||
These guys traded their pistol 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]
|
||||
| **Minigun Zombie** |
|
||||
As soon as you're in sight of one of these, he'll lock on with his minigun and
|
||||
keep on firing until you're dead. It's best to take cover quickly or take him
|
||||
out. Drops a minigun when killed. |
|
||||
image:images/monster-minigun-zombie.png[Minigun Zombie,100,100]
|
||||
| **Serpentipede** |
|
||||
Serpent 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]
|
||||
| **Flesh Worm** |
|
||||
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]
|
||||
| **Stealth Worm** |
|
||||
These flesh worm variants have been given stealth abilities which make them
|
||||
practically invisible. |
|
||||
image:images/monster-stealth-worm.png[Stealth Worm,100,100]
|
||||
| **Deadflare** |
|
||||
Floating skulls which charge from a distance. |
|
||||
image:images/monster-deadflare.png[Deadflare,100,100]
|
||||
| **Summoner** |
|
||||
These mobile Deadflare production factories will ensure you always have more
|
||||
work to do. |
|
||||
image:images/monster-summoner.png[Summoner,100,100]
|
||||
| **Trilobite** |
|
||||
These flying orb-like creatures spit fireballs and bite if you get too
|
||||
close. |
|
||||
image:images/monster-trilobite.png[Trilobite,100,100]
|
||||
| **Pain Bringer** |
|
||||
100% muscle, 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]
|
||||
| **Pain Lord** |
|
||||
If the Pain Bringer wasn't tough enough, this one will take five rocket
|
||||
blasts. |
|
||||
image:images/monster-pain-lord.png[Pain Lord,100,100]
|
||||
| **Dark Soldier** |
|
||||
Fast moving, tough, and fires heat-seeking missiles. Do not get into a boxing
|
||||
match with one of these guys. |
|
||||
image:images/monster-dark-soldier.png[Dark Soldier,100,100]
|
||||
| **Flame Bringer** |
|
||||
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-flame-bringer.png[Flame Bringer,100,100]
|
||||
| **Combat Slug** |
|
||||
These genetically-engineered super-slugs have been fitted with long distance
|
||||
flame throwers, practically making them into living, slithering tanks. |
|
||||
image:images/monster-combat-slug.png[Combat Slug,100,100]
|
||||
| **Technospider** |
|
||||
These spider creatures have been equipped with polaric energy cannons, making
|
||||
them a deadly challenge. |
|
||||
image:images/monster-technospider.png[Technospider,100,100]
|
||||
| **Large Technospider** |
|
||||
This tank on legs is equipped with a rapid-fire minigun and will take a lot
|
||||
of effort to bring down. |
|
||||
image:images/monster-large-technospider.png[Large Technospider,100,100]
|
||||
| **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. |
|
||||
image:images/monster-assault-tripod.png[Assault Tripod,100,100]
|
||||
|==========================
|
||||
|
||||
=== Using the map
|
||||
|
||||
When exploring Freedoom's levels, it is sometimes possible to get lost,
|
||||
especially if the level is particularly large or complex. Fortunately, the
|
||||
map is available to help you find your way. Press the _Tab_ key during play to
|
||||
bring up the map.
|
||||
|
||||
image::images/map.png[Map Screenshot,width="640",pdfwidth="70vw",align="center"]
|
||||
|
||||
Your current position and orientation are shown by a white arrow.
|
||||
Areas of the map are usually color coded as follows:
|
||||
|
||||
[frame="none",cols="1,4",valign="middle",align="center",width="60%"]
|
||||
|==========================
|
||||
| **Red** | Walls (or possibly secret doors)
|
||||
| **Yellow** | Changes in ceiling height, including doors.
|
||||
| **Brown** | Changes in floor height (eg. steps)
|
||||
| **Grey** | Undiscovered areas (not normally shown, but may be revealed
|
||||
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:
|
||||
|
||||
[frame="none",cols="1,4",valign="middle",align="center",width="80%"]
|
||||
|==========================
|
||||
| **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
|
||||
| **M** | Add a map bookmark at the current location.
|
||||
| **C** | Clear all bookmarks.
|
||||
|==========================
|
||||
|
||||
=== Environmental Hazards
|
||||
|
||||
If the monsters weren't enough, the environment itself poses hazards which
|
||||
can hurt or even kill you!
|
||||
|
||||
[frame="none",cols="1,4,2",valign="middle",grid="none"]
|
||||
|==========================
|
||||
| **Barrels** |
|
||||
These exploding barrels litter many of the levels. Several shots with a pistol
|
||||
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
|
||||
potential for chain reactions when several barrels are clustered together. |
|
||||
image:images/hazard-barrels.png[Barrels,150,150]
|
||||
| **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
|
||||
protect you for a limited time. |
|
||||
image:images/hazard-slime.png[Radioactive slime,150,150]
|
||||
| **Crushing Ceilings** |
|
||||
Many of the levels have been rigged with traps and this is just one of them.
|
||||
These moving ceilings are often placed above tempting-looking items. Be very
|
||||
careful not to get caught beneath one, or it will quickly crush you into a
|
||||
paste! |
|
||||
image:images/hazard-crusher.png[Crushing Ceiling,150,150]
|
||||
|==========================
|
||||
|
||||
=== 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:
|
||||
|
||||
* 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.
|
||||
|
||||
* 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; Flame
|
||||
Bringer); hiding from these is a crucial skill.
|
||||
|
||||
* 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,
|
||||
well-timed shotgun blast aimed at a barrel can take down several enemies at
|
||||
once. One barrel explosion can trigger another, so it can sometimes set off
|
||||
a chain reaction that takes down a whole crowd -- but be careful that
|
||||
doesn't include you!
|
||||
|
||||
* If a monster gets injured by another monster, it'll retaliate against the
|
||||
one that injured it. If faced with a crowd of enemies, an effective strategy
|
||||
can be to stand in just the right 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.
|
||||
|
||||
[[wads]]
|
||||
== Playing with fan-made WADs and mods ==
|
||||
|
||||
TODO: Write this section.
|
||||
|
||||
== Contributing to Freedoom ==
|
||||
|
||||
TODO: Write this section.
|
||||
|
||||
[[reusing]]
|
||||
== Reusing portions of Freedoom ==
|
||||
|
||||
TODO: Write this section.
|
||||
|
||||
== Cheats ==
|
||||
|
||||
TODO: Write this section.
|
||||
|