Merge branch 'master' into map-improvements
4
.github/workflows/make.yml
vendored
|
@ -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
|
@ -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
|
||||
|
|
11
buildcfg.txt
|
@ -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
|
||||
|
|
BIN
levels/e2m2.wad
BIN
levels/e2m3.wad
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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/
|
|
@ -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
|
||||
|
|
|
@ -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 you’re trying they’ll shower you with energy projectiles. |
|
||||
image:images/monster-pain-bringer.png[Pain Bringer,100,100,width=100%]
|
||||
| **Pain Lord** +
|
||||
If the Pain Bringer wasn’t tough enough, this one can take five rocket
|
||||
If the Pain Bringer wasn’t 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 you’ll want to avoid. Immune to explosions from rockets and barrels. |
|
||||
missile launcher that you’ll 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 you’re in their line of sight. You’ll
|
||||
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
patches/aqmetf16.png
Normal file
After Width: | Height: | Size: 1.2 KiB |
BIN
patches/aqmetf17.png
Normal file
After Width: | Height: | Size: 1.6 KiB |
Before Width: | Height: | Size: 492 B After Width: | Height: | Size: 316 B |
Before Width: | Height: | Size: 614 B After Width: | Height: | Size: 519 B |
Before Width: | Height: | Size: 629 B After Width: | Height: | Size: 510 B |
Before Width: | Height: | Size: 614 B After Width: | Height: | Size: 511 B |
Before Width: | Height: | Size: 673 B After Width: | Height: | Size: 507 B |