Merge branch 'master' into map-improvements

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Xindage 2024-10-01 19:23:30 -03:00 committed by GitHub
commit e77d5b056a
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25 changed files with 1702 additions and 10 deletions

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@ -44,12 +44,12 @@ jobs:
fi
echo "VERSION=$VERSION" >> $GITHUB_OUTPUT
- name: Upload Freedoom
uses: actions/upload-artifact@v1
uses: actions/upload-artifact@v4
with:
path: "artifacts/freedoom"
name: freedoom-${{steps.buildstep.outputs.VERSION}}
- name: Upload Freedm
uses: actions/upload-artifact@v1
uses: actions/upload-artifact@v4
with:
path: "artifacts/freedm"
name: freedm-${{steps.buildstep.outputs.VERSION}}

10
CREDITS
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@ -1041,3 +1041,13 @@ D: textures
S: Richard Stayman
D: textures, levels
N: Georgy Samoilov
S: GeorgePieVG
D: textures, lumps
S: elf-alchemist
D: lumps
S: Devalaous
D: umapinfo template

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@ -148,14 +148,23 @@ DBIGFONT
#ifdef FREEDM
DEHACKED = fdm_deh
ZMAPINFO = fdmmpinf
UMAPINFO = fdmuminf
GAMECONF = fdmgconf
WADINFO = fdmwdinf
ZMAPINFO = fdmzminf
ENDOOM = endoomdm
FREEDM
#else
#ifdef PHASE1
DEHACKED = p1_deh
UMAPINFO = p1_uminf
GAMECONF = p1_gconf
WADINFO = p1_wdinf
#else
DEHACKED = p2_deh
UMAPINFO = p2_uminf
GAMECONF = p2_gconf
WADINFO = p2_wdinf
#endif
ENDOOM
#endif

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@ -27,6 +27,28 @@ Sprite subnumber = 32773
Frame 689
Sprite subnumber = 32773
# A_PosAttack and A_CPosAttack use identical formulae
# and the same number of RNG calls to determine the
# attack; the only difference other than the way the
# information is organized is the sound being played.
# Having the minigunner and sailor call A_PosAttack
# makes them not sound confusingly similar to the large
# technospider's much more powerful shotgunguy-like attack.
# Minigunner using A_PosAttack
Pointer 234 (Frame 417)
Codep Frame = 185
Pointer 235 (Frame 418)
Codep Frame = 185
# Sailor using A_PosAttack
Pointer 234 (Frame 738)
Codep Frame = 185
Pointer 235 (Frame 740)
Codep Frame = 185
# The super shotgun's first frame is 7 tics long before it
# begins its reload sequence, but the muzzle flash animation
# totals 9 tics, causing the flash to trail behind the gun.

17
lumps/fdmgconf.lmp Normal file
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@ -0,0 +1,17 @@
{
"type": "gameconf",
"version": "1.0.0",
"metadata": { },
"data":
{
"title": "FreeDM",
"author": "The Freedoom Project",
"description": "A 32-level game designed for competitive deathmatch play.",
"version": "0.13.0",
"iwad": null,
"pwads": null,
"executable": "limitremoving",
"mode": "commercial",
"options": null
}
}

361
lumps/fdmuminf.lmp Normal file
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@ -0,0 +1,361 @@
// SPDX-License-Identifier: BSD-3-Clause
// UMAPINFO definitions for FreeDM
// Original UMAPINFO template by Devalaous
map MAP01
{
LevelName = "Tech Test"
Label = "DM01"
LevelPic = "CWILV00"
Next = "MAP02"
Music = "D_RUNNIN"
SkyTexture = "SKY1"
ParTime = 0
Episode = clear
Episode = "M_EPI1", "FreeDM", "1"
}
map MAP02
{
LevelName = "Natural Station"
Label = "DM02"
LevelPic = "CWILV01"
Next = "MAP03"
Music = "D_STALKS"
SkyTexture = "SKY1"
ParTime = 0
}
map MAP03
{
LevelName = "Issues of Claveria"
Label = "DM03"
LevelPic = "CWILV02"
Next = "MAP04"
Music = "D_COUNTD"
SkyTexture = "SKY1"
ParTime = 0
}
map MAP04
{
LevelName = "Steel"
Label = "DM04"
LevelPic = "CWILV03"
Next = "MAP05"
Music = "D_BETWEE"
SkyTexture = "SKY1"
ParTime = 0
}
map MAP05
{
LevelName = "Dense Fields"
Label = "DM05"
LevelPic = "CWILV04"
Next = "MAP06"
Music = "D_DOOM"
SkyTexture = "SKY1"
ParTime = 0
}
map MAP06
{
LevelName = "Temple of Ammon"
Label = "DM06"
LevelPic = "CWILV05"
Next = "MAP07"
Music = "D_THE_DA"
SkyTexture = "SKY1"
InterText = clear
ParTime = 0
}
map MAP07
{
LevelName = "Main Stronghold"
Label = "DM07"
LevelPic = "CWILV06"
Next = "MAP08"
Music = "D_SHAWN"
SkyTexture = "SKY1"
ParTime = 0
}
map MAP08
{
LevelName = "Artifact Base"
Label = "DM08"
LevelPic = "CWILV07"
Next = "MAP09"
Music = "D_DDTBLU"
SkyTexture = "SKY1"
ParTime = 0
}
map MAP09
{
LevelName = "Industrial Outland"
Label = "DM09"
LevelPic = "CWILV08"
Next = "MAP10"
Music = "D_IN_CIT"
SkyTexture = "SKY1"
ParTime = 0
}
map MAP10
{
LevelName = "Detached Grounds"
Label = "DM10"
LevelPic = "CWILV09"
Next = "MAP11"
Music = "D_DEAD"
SkyTexture = "SKY1"
ParTime = 0
}
map MAP11
{
LevelName = "Isolated Facility"
Label = "DM11"
LevelPic = "CWILV10"
Next = "MAP12"
Music = "D_STLKS2"
SkyTexture = "SKY1"
InterText = clear
}
map MAP12
{
LevelName = "Up 'n' Down Canyon"
Label = "DM12"
LevelPic = "CWILV11"
Next = "MAP13"
Music = "D_THEDA2"
SkyTexture = "SKY2"
ParTime = 0
}
map MAP13
{
LevelName = "Unholy Blood"
Label = "DM13"
LevelPic = "CWILV12"
Next = "MAP14"
Music = "D_DOOM2"
SkyTexture = "SKY2"
ParTime = 0
}
map MAP14
{
LevelName = "Technical Assault"
Label = "DM14"
LevelPic = "CWILV13"
Next = "MAP15"
Music = "D_DDTBL2"
SkyTexture = "SKY2"
ParTime = 0
}
map MAP15
{
LevelName = "Shallow Complex"
Label = "DM15"
LevelPic = "CWILV14"
Next = "MAP16"
NextSecret = "MAP31"
Music = "D_RUNNI2"
SkyTexture = "SKY2"
InterTextSecret = clear
}
map MAP16
{
LevelName = "Barren Alleys"
Label = "DM16"
LevelPic = "CWILV15"
Next = "MAP17"
Music = "D_DEAD2"
SkyTexture = "SKY2"
ParTime = 0
}
map MAP17
{
LevelName = "Underwoods"
Label = "DM17"
LevelPic = "CWILV16"
Next = "MAP18"
Music = "D_STLKS3"
SkyTexture = "SKY2"
ParTime = 0
}
map MAP18
{
LevelName = "Deserted Courtyard"
Label = "DM18"
LevelPic = "CWILV17"
Next = "MAP19"
Music = "D_ROMERO"
SkyTexture = "SKY2"
ParTime = 0
}
map MAP19
{
LevelName = "Tech Isle"
Label = "DM19"
LevelPic = "CWILV18"
Next = "MAP20"
Music = "D_SHAWN2"
SkyTexture = "SKY2"
ParTime = 0
}
map MAP20
{
LevelName = "Warehouse"
Label = "DM20"
LevelPic = "CWILV19"
Next = "MAP21"
Music = "D_MESSAG"
SkyTexture = "SKY2"
InterText = clear
}
map MAP21
{
LevelName = "Refinery"
Label = "DM21"
LevelPic = "CWILV20"
Next = "MAP22"
Music = "D_COUNT2"
SkyTexture = "SKY3"
ParTime = 0
}
map MAP22
{
LevelName = "Military Depot"
Label = "DM22"
LevelPic = "CWILV21"
Next = "MAP23"
Music = "D_DDTBL3"
SkyTexture = "SKY3"
ParTime = 0
}
map MAP23
{
LevelName = "Confrontation"
Label = "DM23"
LevelPic = "CWILV22"
Next = "MAP24"
Music = "D_AMPIE"
SkyTexture = "SKY3"
ParTime = 0
}
map MAP24
{
LevelName = "Flooded Base"
Label = "DM24"
LevelPic = "CWILV23"
Next = "MAP25"
Music = "D_THEDA3"
SkyTexture = "SKY3"
ParTime = 0
}
map MAP25
{
LevelName = "Mansion Yard"
Label = "DM25"
LevelPic = "CWILV24"
Next = "MAP26"
Music = "D_ADRIAN"
SkyTexture = "SKY3"
ParTime = 0
}
map MAP26
{
LevelName = "Acidic Crypt"
Label = "DM26"
LevelPic = "CWILV25"
Next = "MAP27"
Music = "D_MESSG2"
SkyTexture = "SKY3"
ParTime = 0
}
map MAP27
{
LevelName = "The Exile"
Label = "DM27"
LevelPic = "CWILV26"
Next = "MAP28"
Music = "D_ROMER2"
SkyTexture = "SKY3"
ParTime = 0
}
map MAP28
{
LevelName = "Weapons Factory"
Label = "DM28"
LevelPic = "CWILV27"
Next = "MAP29"
Music = "D_TENSE"
SkyTexture = "SKY3"
ParTime = 0
}
map MAP29
{
LevelName = "Unusual Territory"
Label = "DM29"
LevelPic = "CWILV28"
Next = "MAP30"
Music = "D_SHAWN3"
SkyTexture = "SKY3"
ParTime = 0
}
map MAP30
{
LevelName = "Last Man Standing"
Label = "DM30"
LevelPic = "CWILV29"
Next = "MAP01"
Music = "D_OPENIN"
SkyTexture = "SKY3"
InterText = clear
}
map MAP31
{
LevelName = "Desolated Fort"
Label = "DM31"
LevelPic = "CWILV30"
Next = "MAP16"
NextSecret = "MAP32"
Music = "D_EVIL"
SkyTexture = "SKY3"
ParTime = 0
InterTextSecret = clear
}
map MAP32
{
LevelName = "Fourplay"
Label = "DM32"
LevelPic = "CWILV31"
Next = "MAP16"
Music = "D_ULTIMA"
SkyTexture = "SKY3"
ParTime = 0
}

94
lumps/fdmwdinf.lmp Normal file
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@ -0,0 +1,94 @@
===========================================================================
Advanced engine needed : Vanilla-compatible
Primary purpose : Deathmatch
===========================================================================
Title : FreeDM
Filename : freedm.wad
Release date : 2024-01-29
Author : The Freedoom Project
Version : 0.13.0
Other Files By Author : Freedoom: Phase 1, Freedoom: Phase 2
Misc. Author Info : Contributors to the Freedoom Project
Description : A 32-level game designed for competitive deathmatch
play.
The Freedoom project aims to provide all the
content needed to form a complete, entirely
free/libre game for the Doom engine. It is designed
to be compatible with most custom levels, music,
graphics and other modifications (mods) made for
the original Doom games by Doom fans and artists
over the decades.
Additional Credits to : See the CREDITS file
===========================================================================
* What is included *
New levels : 32
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : Yes
Demos : Yes
Other : No
Other files required : None
* Play Information *
Game : Doom 2
Single Player : Player starts only
Cooperative 2-4 Player : Player starts only
Deathmatch 2-4 Player : Designed for
Other game styles : None
Difficulty Settings : Not implemented
* Construction *
Base : New from scratch
Build Time : Since 2001
Editor(s) used : DeuTex
Known Bugs : Please report bugs to
https://github.com/freedoom/freedoom/issues
May Not Run With : None
Tested With : Chocolate Doom, Crispy Doom, Odamex, GZDoom
* Copyright / Permissions *
Copyright © 2001-2024
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.
* Where to get the file that this text file describes *
The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors
Web sites: https://freedoom.github.io/

17
lumps/p1_gconf.lmp Normal file
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@ -0,0 +1,17 @@
{
"type": "gameconf",
"version": "1.0.0",
"metadata": { },
"data":
{
"title": "Freedoom: Phase 1",
"author": "The Freedoom Project",
"description": "Four episodes, nine levels each, totalling 36 levels. This game aims for compatibility with The Ultimate Doom mods, also known as plain Doom or Doom 1.",
"version": "0.13.0",
"iwad": null,
"pwads": null,
"executable": "limitremoving",
"mode": "retail",
"options": null
}
}

486
lumps/p1_uminf.lmp Normal file
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@ -0,0 +1,486 @@
// SPDX-License-Identifier: BSD-3-Clause
// UMAPINFO definitions for Freedoom: Phase 1
// Original UMAPINFO template by Devalaous
map E1M1
{
LevelName = "Outer Prison"
LevelPic = "WILV00"
Label = "E1M1"
Next = "E1M2"
Music = "D_E1M1"
SkyTexture = "SKY1"
ParTime = 30
Episode = clear
Episode = "M_EPI1", "Outpost Outbreak", "1"
}
map E1M2
{
LevelName = "Communications Center"
LevelPic = "WILV01"
Label = "E1M2"
Next = "E1M3"
Music = "D_E1M2"
SkyTexture = "SKY1"
ParTime = 120
}
map E1M3
{
LevelName = "Waste Disposal"
LevelPic = "WILV02"
Label = "E1M3"
Next = "E1M4"
NextSecret = "E1M9"
Music = "D_E1M3"
SkyTexture = "SKY1"
ParTime = 150
}
map E1M4
{
LevelName = "Supply Depot"
LevelPic = "WILV03"
Label = "E1M4"
Next = "E1M5"
Music = "D_E1M4"
SkyTexture = "SKY1"
ParTime = 180
}
map E1M5
{
LevelName = "Armory"
LevelPic = "WILV04"
Label = "E1M5"
Next = "E1M6"
Music = "D_E1M5"
SkyTexture = "SKY1"
ParTime = 90
}
map E1M6
{
LevelName = "Training Facility"
LevelPic = "WILV05"
Label = "E1M6"
Next = "E1M7"
Music = "D_E1M6"
SkyTexture = "SKY1"
ParTime = 390
}
map E1M7
{
LevelName = "Xenobiotic Materials Lab"
LevelPic = "WILV06"
Label = "E1M7"
Next = "E1M8"
Music = "D_E1M7"
SkyTexture = "SKY1"
ParTime = 690
}
map E1M8
{
LevelName = "Outpost Quarry"
LevelPic = "WILV07"
Label = "E1M8"
Music = "D_E1M8"
SkyTexture = "SKY1"
ParTime = 60
Endgame = true
InterBackdrop = "AQF051"
InterText = "Free at last from that dreadful outpost!",
"But you're still stuck on this rock\, with",
"AGM and all their monstrous \"experiments.\"",
"Best not to dwell on what evil horrors",
"they were going to create from you...",
" ",
"You need a functioning starship to",
"get back to Earth. The best chance at",
"one is the facility they had you in",
"when they first brought you planetside.",
"When they first gave you your powers.",
" ",
"When the nightmare first began...",
" ",
"Perfect time for the teleporter to",
"glitch out your gear as you get ready",
"to raid the Military Labs."
}
map E1M9
{
LevelName = "Nutrient Recycling"
LevelPic = "WILV08"
Label = "E1M9"
Next = "E1M4"
Music = "D_E1M9"
SkyTexture = "SKY1"
ParTime = 240
}
map E2M1
{
LevelName = "Elemental Gate"
LevelPic = "WILV10"
Label = "E2M1"
Next = "E2M2"
Music = "D_E2M1"
SkyTexture = "SKY2"
ParTime = 120
Episode = "M_EPI2", "Military Labs", "2"
}
map E2M2
{
LevelName = "Shifter"
LevelPic = "WILV11"
Label = "E2M2"
Next = "E2M3"
Music = "D_E2M2"
SkyTexture = "SKY2"
ParTime = 150
}
map E2M3
{
LevelName = "Reclaimed Facilities"
LevelPic = "WILV12"
Label = "E2M3"
Next = "E2M4"
Music = "D_E2M3"
SkyTexture = "SKY2"
ParTime = 180
}
map E2M4
{
LevelName = "Flooded Installation"
LevelPic = "WILV13"
Label = "E2M4"
Next = "E2M5"
Music = "D_E2M4"
SkyTexture = "SKY2"
ParTime = 270
}
map E2M5
{
LevelName = "Underground Hub"
LevelPic = "WILV14"
Label = "E2M5"
Next = "E2M6"
NextSecret = "E2M9"
Music = "D_E2M5"
SkyTexture = "SKY2"
ParTime = 300
}
map E2M6
{
LevelName = "Hidden Sector"
LevelPic = "WILV15"
Label = "E2M6"
Next = "E2M7"
Music = "D_E2M6"
SkyTexture = "SKY2"
ParTime = 150
}
map E2M7
{
LevelName = "Control Complex"
LevelPic = "WILV16"
Label = "E2M7"
Next = "E2M8"
Music = "D_E2M7"
SkyTexture = "SKY2"
ParTime = 120
}
map E2M8
{
LevelName = "Containment Cell"
LevelPic = "WILV17"
Label = "E2M8"
Music = "D_E2M8"
SkyTexture = "SKY2"
ParTime = 120
Endgame = true
InterBackdrop = "AQF054"
InterText = "The massive brutes collapse onto the",
"ground\, falling apart bit by bit.",
"The starport is yours.",
" ",
"But no ship: the launch bay sits empty\,",
"leaving only a massive teleporter pad.",
"Limited inorganics. Fixed destination.",
" ",
"The name suggests it's probably the new",
"AGM ship hub in this remote star cluster.",
"Bastards owe you for what they've done\,",
"so what even is interstellar piracy",
"but a bit of D.I.Y. law enforcement?",
" ",
"You board the platform and fade away.",
"Next stop: Horizon."
}
map E2M9
{
LevelName = "Fortress 31"
LevelPic = "WILV18"
Label = "E2M9"
Next = "E2M6"
Music = "D_E2M9"
SkyTexture = "SKY2"
ParTime = 360
}
map E3M1
{
LevelName = "Land of the Lost"
LevelPic = "WILV20"
Label = "E3M1"
Next = "E3M2"
Music = "D_E3M1"
SkyTexture = "SKY3"
ParTime = 30
Episode = "M_EPI3", "Event Horizon", "3"
}
map E3M2
{
LevelName = "Geothermal Tunnels"
LevelPic = "WILV21"
Label = "E3M2"
Next = "E3M3"
Music = "D_E3M2"
SkyTexture = "SKY3"
ParTime = 120
}
map E3M3
{
LevelName = "Sacrificial Bastion"
LevelPic = "WILV22"
Label = "E3M3"
Next = "E3M4"
Music = "D_E3M3"
SkyTexture = "SKY3"
ParTime = 240
}
map E3M4
{
LevelName = "Oblation Temple"
LevelPic = "WILV23"
Label = "E3M4"
Next = "E3M5"
Music = "D_E3M4"
SkyTexture = "SKY3"
ParTime = 270
}
map E3M5
{
LevelName = "Infernal Hallows"
LevelPic = "WILV24"
Label = "E3M5"
Next = "E3M6"
Music = "D_E3M5"
SkyTexture = "SKY3"
ParTime = 0
}
map E3M6
{
LevelName = "Igneous Intrusion"
LevelPic = "WILV25"
Label = "E3M6"
Next = "E3M7"
NextSecret = "E3M9"
Music = "D_E3M6"
SkyTexture = "SKY3"
ParTime = 180
}
map E3M7
{
LevelName = "No Regrets"
LevelPic = "WILV26"
Label = "E3M7"
Next = "E3M8"
Music = "D_E3M7"
SkyTexture = "SKY3"
ParTime = 300
}
map E3M8
{
LevelName = "Ancient Lair"
LevelPic = "WILV27"
Label = "E3M8"
Music = "D_E3M8"
SkyTexture = "SKY3"
ParTime = 60
Endgame = true
InterBackdrop = "FLAT5_2"
InterText = "The abomination explodes into oblivion.",
"What the hell even was that?",
" ",
"As the shadow sets over this red rock\,",
"you realize that you're now trapped here.",
"At least you've got more space in this",
"wasteland than your old cell.",
" ",
"You kick the corpse in anger\, and it feels",
"good. You kick it again\, and a remote falls",
"out. You press the button\, and the ground",
"gives way to reveal a teleporter. You look",
"at the gizmo - it says \"To Double Impact.\"",
" ",
"Wherever or whatever that is, you pray",
"to any listening deity that there's",
"a working ship on the other side."
}
map E3M9
{
LevelName = "Acquainted With Grief"
LevelPic = "WILV28"
Label = "E3M9"
Next = "E3M7"
Music = "D_E3M9"
SkyTexture = "SKY3"
ParTime = 570
}
map E4M1
{
LevelName = "Maintenance Area"
LevelPic = "WILV30"
Label = "E4M1"
Next = "E4M2"
Music = "D_E4M1"
SkyTexture = "SKY4"
ParTime = 0
Episode = "M_EPI4", "Double Impact", "4"
Author = "RottKing and Ralphis"
}
map E4M2
{
LevelName = "Research Complex"
LevelPic = "WILV31"
Label = "E4M2"
Next = "E4M3"
NextSecret = "E4M9"
Music = "D_E4M2"
SkyTexture = "SKY4"
ParTime = 0
Author = "RottKing and Ralphis"
}
map E4M3
{
LevelName = "Central Computing"
LevelPic = "WILV32"
Label = "E4M3"
Next = "E4M4"
Music = "D_E4M3"
SkyTexture = "SKY4"
ParTime = 0
Author = "RottKing and Ralphis"
}
map E4M4
{
LevelName = "Hydroponic Facility"
LevelPic = "WILV33"
Label = "E4M4"
Next = "E4M5"
Music = "D_E4M4"
SkyTexture = "SKY4"
ParTime = 0
Author = "RottKing and Ralphis"
}
map E4M5
{
LevelName = "Engineering Station"
LevelPic = "WILV34"
Label = "E4M5"
Next = "E4M6"
Music = "D_E4M5"
SkyTexture = "SKY4"
ParTime = 0
Author = "RottKing and Ralphis"
}
map E4M6
{
LevelName = "Command Center"
LevelPic = "WILV35"
Label = "E4M6"
Next = "E4M7"
Music = "D_E4M6"
SkyTexture = "SKY4"
ParTime = 0
Author = "RottKing and Ralphis"
}
map E4M7
{
LevelName = "Waste Treatment"
LevelPic = "WILV36"
Label = "E4M7"
Next = "E4M8"
Music = "D_E4M7"
SkyTexture = "SKY4"
ParTime = 0
Author = "RottKing and Ralphis"
}
map E4M8
{
LevelName = "Launch Bay"
LevelPic = "WILV37"
Label = "E4M8"
Music = "D_E4M8"
SkyTexture = "SKY4"
ParTime = 0
Endgame = true
InterBackdrop = "AQF075"
Intertext = "Suppressing fire echoes above as the last",
"survivors flee the ship. The launch process",
"is irreversible: killing you now would only",
"bring a slow death drifting through space.",
" ",
"Fifty-nine. Fifty-eight. Fifty-seven. . .",
"You melt into the pilot's seat\, lost in the",
"voice of an automated assembly of angels",
"delivering you from this wretched rock.",
" ",
"The ship rumbles as she wakes up;",
"you think of Earth as she lifts off.",
"Hopefully AGM won't find you there:",
"they've got the outbreak to deal with,",
"so that'll give you some time."
Author = "RottKing and Ralphis"
}
map E4M9
{
LevelName = "Operations"
LevelPic = "WILV38"
Label = "E4M9"
Next = "E4M3"
Music = "D_E1M9"
SkyTexture = "SKY4"
ParTime = 0
Author = "RottKing and Ralphis"
}

96
lumps/p1_wdinf.lmp Normal file
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@ -0,0 +1,96 @@
===========================================================================
Advanced engine needed : Vanilla-compatible
Primary purpose : Single + coop play
===========================================================================
Title : Freedoom: Phase 1
Filename : freedoom1.wad
Release date : 2024-01-29
Author : The Freedoom Project
Version : 0.13.0
Other Files By Author : Freedoom: Phase 2, FreeDM
Misc. Author Info : Contributors to the Freedoom Project
Description : Four episodes, nine levels each, totalling 36
levels. This game aims for compatibility with The
Ultimate Doom mods, also known as plain Doom or
Doom 1.
The Freedoom project aims to provide all the
content needed to form a complete, entirely
free/libre game for the Doom engine. It is designed
to be compatible with most custom levels, music,
graphics and other modifications (mods) made for
the original Doom games by Doom fans and artists
over the decades.
Additional Credits to : See the CREDITS file
===========================================================================
* What is included *
New levels : 36
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : Yes
Demos : Yes
Other : No
Other files required : None
* Play Information *
Game : Doom
Single Player : Designed for
Cooperative 2-4 Player : Designed for
Deathmatch 2-4 Player : Designed for
Other game styles : None
Difficulty Settings : Not implemented
* Construction *
Base : New from scratch
Build Time : Since 2001
Editor(s) used : DeuTex
Known Bugs : Please report bugs to
https://github.com/freedoom/freedoom/issues
May Not Run With : None
Tested With : Chocolate Doom, Crispy Doom, Odamex, GZDoom
* Copyright / Permissions *
Copyright © 2001-2024
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.
* Where to get the file that this text file describes *
The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors
Web sites: https://freedoom.github.io/

17
lumps/p2_gconf.lmp Normal file
View file

@ -0,0 +1,17 @@
{
"type": "gameconf",
"version": "1.0.0",
"metadata": { },
"data":
{
"title": "Freedoom: Phase 2",
"author": "The Freedoom Project",
"description": "32 levels in one long episode, featuring extra monsters and a double-barrelled shotgun. This project aims for compatibility with Doom II mods.",
"version": "0.13.0",
"iwad": null,
"pwads": null,
"executable": "limitremoving",
"mode": "commercial",
"options": "comp_soul 0"
}
}

464
lumps/p2_uminf.lmp Normal file
View file

@ -0,0 +1,464 @@
// SPDX-License-Identifier: BSD-3-Clause
// UMAPINFO definitions for Freedoom: Phase 2
// Original UMAPINFO template by Devalaous
map MAP01
{
LevelName = "Hydroelectric Plant"
Label = "MAP01"
LevelPic = "CWILV00"
Next = "MAP02"
Music = "D_RUNNIN"
SkyTexture = "SKY1"
Parime = 30
Episode = clear
Episode = "M_EPI1", "Phase 2", "1"
}
map MAP02
{
LevelName = "Filtration Tunnels"
Label = "MAP02"
LevelPic = "CWILV01"
Next = "MAP03"
Music = "D_STALKS"
SkyTexture = "SKY1"
Parime = 90
}
map MAP03
{
LevelName = "Crude Processing Center"
Label = "MAP03"
LevelPic = "CWILV02"
Next = "MAP04"
Music = "D_COUNTD"
SkyTexture = "SKY1"
Parime = 120
}
map MAP04
{
LevelName = "Containment Bay"
Label = "MAP04"
LevelPic = "CWILV03"
Next = "MAP05"
Music = "D_BETWEE"
SkyTexture = "SKY1"
Parime = 120
}
map MAP05
{
LevelName = "Sludge Burrow"
Label = "MAP05"
LevelPic = "CWILV04"
Next = "MAP06"
Music = "D_DOOM"
SkyTexture = "SKY1"
Parime = 150
}
map MAP06
{
LevelName = "Janus Terminal"
Label = "MAP06"
LevelPic = "CWILV05"
Next = "MAP07"
Music = "D_THE_DA"
SkyTexture = "SKY1"
Parime = 90
InterBackdrop = "AQF016"
InterText = "Not even Earth is safe. The monsters show",
"up ahead of you everywhere you run.",
"Where are they even coming from?",
" ",
"Despite all the other destruction they\'ve",
"wrought,\ the teleportation infrastructure",
"remains intact - you might be able to",
"get back to civilization this way.",
" ",
"You find an old pad and boot it up.",
"Connection live. Handshake established.",
" ",
"Growling and chittering on the intercom.",
" ",
"Planted your feet.",
"Checked your weapons.",
"Time to punch through."
}
map MAP07
{
LevelName = "Logic Gate"
Label = "MAP07"
LevelPic = "CWILV06"
Next = "MAP08"
Music = "D_SHAWN"
SkyTexture = "SKY1"
Parime = 150
}
map MAP08
{
LevelName = "Astronomy Complex"
Label = "MAP08"
LevelPic = "CWILV07"
Next = "MAP09"
Music = "D_DDTBLU"
SkyTexture = "SKY1"
Parime = 330
}
map MAP09
{
LevelName = "Datacenter"
Label = "MAP09"
LevelPic = "CWILV08"
Next = "MAP10"
Music = "D_IN_CIT"
SkyTexture = "SKY1"
Parime = 150
}
map MAP10
{
LevelName = "Deadly Outlands"
Label = "MAP10"
LevelPic = "CWILV09"
Next = "MAP11"
Music = "D_DEAD"
SkyTexture = "SKY1"
Parime = 120
}
map MAP11
{
LevelName = "Dimensional Rift Observatory"
Label = "MAP11"
LevelPic = "CWILV10"
Next = "MAP12"
Music = "D_STLKS2"
SkyTexture = "SKY1"
Parime = 420
InterBackdrop =
InterText = "You didn\'t find anyone alive. Again.",
" ",
"The fighting is taking its toll on you.",
"The pain. The brutality. The loneliness.",
"There\'s got to be a way to somewhere\,",
"something that isn\'t... this.",
" ",
"A train rumbles in the distance.",
" ",
"You follow the sound down the empty road",
"and reach the edge of a railyard.",
" ",
"Trains mean cities.",
"Cities mean people.",
" ",
"Right?"
}
map MAP12
{
LevelName = "Railroads"
Label = "MAP12"
LevelPic = "CWILV11"
Next = "MAP13"
Music = "D_THEDA2"
SkyTexture = "SKY2"
Parime = 630
}
map MAP13
{
LevelName = "Station Earth"
Label = "MAP13"
LevelPic = "CWILV12"
Next = "MAP14"
Music = "D_DOOM2"
SkyTexture = "SKY2"
Parime = 180
}
map MAP14
{
LevelName = "Nuclear Zone"
Label = "MAP14"
LevelPic = "CWILV13"
Next = "MAP15"
Music = "D_DDTBL2"
SkyTexture = "SKY2"
Parime = 150
}
map MAP15
{
LevelName = "Hostile Takeover"
Label = "MAP15"
LevelPic = "CWILV14"
Next = "MAP16"
NextSecret = "MAP31"
Music = "D_RUNNI2"
SkyTexture = "SKY2"
Parime = 510
InterBackdrop = "AQF004"
InterTextSecret = "You step into the teleporter. You feel a",
"familiar flash and... you\'re in a cage?",
"Jailed?",
" ",
"There are other cages in here. Occupied.",
"So is this how they capture humans?",
"Or did they set this up specially for you\,",
"as a reward for being such a monkey wrench",
"in their plans?",
" ",
"The guards haven\'t noticed you - yet.",
"Any noise could mean death. Or worse.",
"",
"When they zombify you, are you awake the",
"entire time\, locked inside of your brain?",
" ",
"You\'d rather not find out."
}
map MAP16
{
LevelName = "Urban Jungle"
Label = "MAP16"
LevelPic = "CWILV15"
Next = "MAP17"
Music = "D_DEAD2"
SkyTexture = "SKY2"
Parime = 120
}
map MAP17
{
LevelName = "City Capitol"
Label = "MAP17"
LevelPic = "CWILV16"
Next = "MAP18"
Music = "D_STLKS3"
SkyTexture = "SKY2"
Parime = 120
}
map MAP18
{
LevelName = "Aquatics Lab"
Label = "MAP18"
LevelPic = "CWILV17"
Next = "MAP19"
Music = "D_ROMERO"
SkyTexture = "SKY2"
Parime = 180
}
map MAP19
{
LevelName = "Sewage Control"
Label = "MAP19"
LevelPic = "CWILV18"
Next = "MAP20"
Music = "D_SHAWN2"
SkyTexture = "SKY2"
Parime = 210
}
map MAP20
{
LevelName = "Blood Ember Fortress"
Label = "MAP20"
LevelPic = "CWILV19"
Next = "MAP21"
Music = "D_MESSAG"
SkyTexture = "SKY2"
Parime = 420
InterBackdrop = "FLAT5_6"
InterText = "Here is no AGM but only monsters.",
"Monsters\, no humans and dusty days",
"sleeping in old ruins and eating scraps.",
"No one has escaped this wasteland alive.",
" ",
"You\'ve been tracking their movements.",
"AGM records and alien scrawlings point",
"to something big worming its way through",
"the entire teleportation network.",
"Sending its nightmare armies of brain-",
"scrambled sapients - including humans -",
"to conquer all known space.",
" ",
"And now you\'re fighting at its doorstep.",
" ",
"This could be the beginning",
"of your freedom - or your doom."
}
map MAP21
{
LevelName = "Under Realm"
Label = "MAP21"
LevelPic = "CWILV20"
Next = "MAP22"
Music = "D_COUNT2"
SkyTexture = "SKY3"
Parime = 330
}
map MAP22
{
LevelName = "Remanasu"
Label = "MAP22"
LevelPic = "CWILV21"
Next = "MAP23"
Music = "D_DDTBL3"
SkyTexture = "SKY3"
Parime = 420
}
map MAP23
{
LevelName = "Underground Facility"
Label = "MAP23"
LevelPic = "CWILV22"
Next = "MAP24"
Music = "D_AMPIE"
SkyTexture = "SKY3"
Parime = 240
}
map MAP24
{
LevelName = "Abandoned Teleporter Lab"
Label = "MAP24"
LevelPic = "CWILV23"
Next = "MAP25"
Music = "D_THEDA3"
SkyTexture = "SKY3"
Parime = 420
}
map MAP25
{
LevelName = "Persistence of Memory"
Label = "MAP25"
LevelPic = "CWILV24"
Next = "MAP26"
Music = "D_ADRIAN"
SkyTexture = "SKY3"
Parime = 600
}
map MAP26
{
LevelName = "Dark Depths"
Label = "MAP26"
LevelPic = "CWILV25"
Next = "MAP27"
Music = "D_MESSG2"
SkyTexture = "SKY3"
Parime = 270
}
map MAP27
{
LevelName = "Palace of Red"
Label = "MAP27"
LevelPic = "CWILV26"
Next = "MAP28"
Music = "D_ROMER2"
SkyTexture = "SKY3"
Parime = 690
}
map MAP28
{
LevelName = "Grim Redoubt"
Label = "MAP28"
LevelPic = "CWILV27"
Next = "MAP29"
Music = "D_TENSE"
SkyTexture = "SKY3"
Parime = 450
}
map MAP29
{
LevelName = "Melting Point"
Label = "MAP29"
LevelPic = "CWILV28"
Next = "MAP30"
Music = "D_SHAWN3"
SkyTexture = "SKY3"
Parime = 300
}
map MAP30
{
LevelName = "Jaws of Defeat"
Label = "MAP30"
LevelPic = "CWILV29"
Endcast = true
Music = "D_OPENIN"
SkyTexture = "SKY3"
Parime = 60
InterBackdrop = "SLIME13"
InterText = "The evil thing becomes unstable.",
"Its final roars echo throughout the room",
"until it crumples into scrap metal.",
" ",
"A targeting portal opens\, blissfully",
"unaware of its master\'s demise.",
" ",
"On the other side you see a small town.",
"You ditch your weapons and slip through\,",
"leaving AGM and all its horrors behind.",
" ",
"No one will know who saved them.",
" ",
"No one will know what happened here.",
" ",
"No one will ever find you again.",
}
map MAP31
{
LevelName = "Be Quiet"
Label = "MAP31"
LevelPic = "CWILV30"
Next = "MAP16"
NextSecret = "MAP32"
Music = "D_EVIL"
SkyTexture = "SKY3"
Parime = 60
InterBackDrop = "AQF021"
InterTextSecret = "Forcibly uncaged again. Good job.",
" ",
"But where are you? The air and gravity",
"still feel like whatever planet that",
"strange prison had been on.",
" ",
"You look around and the layout triggers",
"some old memories from history class.",
"",
"This is an arena.",
"Where they send prisoners to die.",
"That wasn't an exit - but an entrance.",
" ",
"You will find your way back to the city,",
"but it will have to be on the other side",
"of a few homicidal mutants...",
}
map MAP32
{
LevelName = "Not Sure"
Label = "MAP32"
LevelPic = "CWILV31"
Next = "MAP16"
Music = "D_ULTIMA"
SkyTexture = "SKY3"
Parime = 210
}

95
lumps/p2_wdinf.lmp Normal file
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@ -0,0 +1,95 @@
===========================================================================
Advanced engine needed : Vanilla-compatible
Primary purpose : Single + coop play
===========================================================================
Title : Freedoom: Phase 2
Filename : freedoom2.wad
Release date : 2024-01-29
Author : The Freedoom Project
Version : 0.13.0
Other Files By Author : Freedoom: Phase 1, FreeDM
Misc. Author Info : Contributors to the Freedoom Project
Description : 32 levels in one long episode, featuring extra
monsters and a double-barrelled shotgun. This
project aims for compatibility with Doom II mods.
The Freedoom project aims to provide all the
content needed to form a complete, entirely
free/libre game for the Doom engine. It is designed
to be compatible with most custom levels, music,
graphics and other modifications (mods) made for
the original Doom games by Doom fans and artists
over the decades.
Additional Credits to : See the CREDITS file
===========================================================================
* What is included *
New levels : 32
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : Yes
Demos : Yes
Other : No
Other files required : None
* Play Information *
Game : Doom 2
Single Player : Designed for
Cooperative 2-4 Player : Designed for
Deathmatch 2-4 Player : Designed for
Other game styles : None
Difficulty Settings : Not implemented
* Construction *
Base : New from scratch
Build Time : Since 2001
Editor(s) used : DeuTex
Known Bugs : Please report bugs to
https://github.com/freedoom/freedoom/issues
May Not Run With : None
Tested With : Chocolate Doom, Crispy Doom, Odamex, GZDoom
* Copyright / Permissions *
Copyright © 2001-2024
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.
* Where to get the file that this text file describes *
The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors
Web sites: https://freedoom.github.io/

View file

@ -3241,8 +3241,12 @@ AQMETL15 64 128
* AQMETL15 0 0
AQMETL16 64 128
* AQMETL16 0 0
AQMETF16 64 128
* AQMETF16 0 0
AQMETL17 64 128
* AQMETL17 0 0
AQMETF17 64 128
* AQMETF17 0 0
AQMETL18 64 128
* AQMETL18 0 0
AQMETL19 64 128

View file

@ -565,15 +565,15 @@ image:images/monster-matribite.png[Matribite,100,100,width=100%]
These flying orb-like things spit plasma and bite if you get too close. |
image:images/monster-trilobite.png[Trilobite,100,100,width=100%]
| **Pain Bringer** +
These guys take at least three rocket blasts to take down, and
These guys take at least three missile blasts to take down, and
while youre trying theyll shower you with energy projectiles. |
image:images/monster-pain-bringer.png[Pain Bringer,100,100,width=100%]
| **Pain Lord** +
If the Pain Bringer wasnt tough enough, this one can take five rocket
If the Pain Bringer wasnt tough enough, this one can take five missile
blasts. |
image:images/monster-pain-lord.png[Pain Lord,100,100,width=100%]
| **Octaminator** +
Fast moving, tough, and fires homing missiles. Do not get into a boxing
Fast moving, tough, and can fire homing fireballs. Do not get into a boxing
match with one of these guys. |
image:images/monster-octaminator.png[Octaminator,100,100,width=100%]
| **Necromancer** +
@ -590,12 +590,12 @@ making them a deadly challenge. |
image:images/monster-technospider.png[Technospider,100,100,width=100%]
| **Large Technospider** +
This tank on legs is equipped with a rapid-fire minigun and will take a lot
of effort to bring down. Immune to explosions from rockets and barrels. |
of effort to bring down. Immune to explosions from missiles and barrels. |
image:images/monster-large-technospider.png[Large Technospider,100,100,width=100%]
| **Assault Tripod** +
The ultimate blend of military technology and genetic engineering, these
three-legged creatures are fast-moving, heavily armored and equipped with a
missile launcher that youll want to avoid. Immune to explosions from rockets and barrels. |
missile launcher that youll want to avoid. Immune to explosions from missiles and barrels. |
image:images/monster-assault-tripod.png[Assault Tripod,100,100,width=100%]
|==========================
@ -704,7 +704,7 @@ into some of these suggestions:
any weapon continuously until your ammo runs out or you let go.
* Take cover! Monsters only attack when youre in their line of sight. Youll
want to find hard cover (most opaque things that show up on your automap
want to find hard cover (most opaque things that show up on your map
without cheat codes) that you can put between yourself and any enemy you're not
actively hitting with your own weapon. Cover is particularly important
when facing certain monsters which can “lock on” to you (minigun zombie;
@ -815,7 +815,7 @@ of these ingame (case insensitive, do not use any console):
| **IDBEHOLDS** | Gives the strength powerup.
| **IDBEHOLDI** | Gives the invisibility powerup.
| **IDBEHOLDR** | Gives the rescue suit powerup.
| **IDBEHOLDM** | Gives the area survey map.
| **IDBEHOLDA** | Gives the area survey map.
| **IDBEHOLDL** | Gives the low-light goggles.
|==========================

BIN
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