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Freedoom is an entirely free software game based on the Doom engine.
https://freedoom.github.io/
Note: Namse already applied on the dehacked.txt Changelog: DM01 <Tech test>, Big Rework. > Changed the apaerance of the main layout to differ from dwango. > Interior was moved to the left of outside. > Stone pillar with armor was removed. > Changed the first interior room to looks like to be outside. > Few weapons are now on a new location. DM04 <Steel>, Minor Rework. > Retextured the map to looks like more metal with green bricks. > Added a new staircase to the east of map to help the flow of the map. DM05 <Dense Fields>, New map. - Original map was moved to slot 11 > An edited map that was donated to freedm but was forgot on the forum. DM06 <Temple of Ammon>, Minor rework. > Added a new area to the west of map. > retextured the map to looks like an egypt structure. > Removed the tomb. {Rip Ledemir :( } DM07 <Main Stronghold>, Adjustment. > Balanced out the items of the map. DM08 <Artifact Base>, ??? > Map last edited by someone else. > Random edits around. DM09 <Industrial Outland>, Major Rework. > Added several new corridor to help with the flow of map. > Bfg and the teleport path to beserk was removed. > Retextured the map to be more green. > The east side of map was done anew. > Removed lot of bad areas. DM10 <Detached Grounds>, New map. - Removed the old map for being to similar to the Greenwar 2. > This map is a hellish look and similar to the DM08 but still different. DM11 <Isolated Facility>, DM05 Major rework. - Old map was Removed for baing plain. > Improved the flow of map removing most of all the walls on map. > Outside has a better theme. > Added an extra side path on north of map. DM12 <Up 'n Down Canyon>, ??? > Maybe a adjustment, not sure. DM13 <Unholy Blood>, New map. - Old map was Removed for being way too small. > New duel map based on a old Catoptromancy map. DM14 <Technical Assault>, New map. - Old map was Removed for being plain. > New map based on a edited version of my X Duel pack. DM15 <Shallow Complex>, New map. - Old map was Removed for being plain. > New Aquatex map, but nothing so "great" yet. Dm16 <Barren Alleys>, New map. - Old map was removed for being bad. > Duel sized, but still plays ok up to 4 players. > Square styled arena with each side having it's unique layout apaerance. > Map wont use offsets and much textures. DM17 <Underwoods>, New map. - Old map was removed for being bad. > Duel sized map, but still plays ok up to 4 players. > Sort of circle arena, the map under some umcommon trees whitout visible sky. > It's dark arena and offer a bfg in a high ground. DM18 <Deserted Courtyard>, New map. - Old map was Removed for being plain. > DM sized map.. > New map is a arena with lot of building around for cover. Dm21 <Refinary>, Minor rework. > Some thematic changes. > Outside was simplified to save linedefs and visplanes. > Removed a lower path to the nortest of map. Dm24 <Flooded Base>, Medium Rework: > Plasma was replaced by bfg and vice versa. > Stealth sphere removed. > Removed all unused tags from the map. > Decreased the amount os linedefs used by the map, to avoid Segment overflow: ---> Removed the metal bars at flooded area close to polaric. ---> Simplified the room where red armor is. ---> Replaced the X pattern on ceiling where bfg is by something simpler. ---> Reworked the pillars at the middle of map where soulsphere is. ---> Reworked the staircase to green armor, reducing linedefs used in the area. ---> Removed any useless vertices of the map. > increased the area close to plasma by 32p to North. > Increased the outside area close to missile launcher to 64p south. > Removed all boom actions. > Softened all missing curves of the walls. > Added extra lights to polaric area and the path between the outside and skag room. > Removed a unreachable bonus armor. > Removed all unused textures and offsets. > Redone all textures offsets. Dm26> Name change: Acidic Crypt Dm29> Name change: Unusual Territory DM31 <Desolated Fort>, New map. - Old map was just REALLY BAD. > New map based on my old X Duel pack. > Good amount of space for Deathmatch. > Using a limited amount of textures and flats this map focuses on layout at most. DM32 <Chocolate>, New map. - Old map was just REALLY BAD. > This map is not great too but has a better layout. > A small circle shaped map, good to duel. |
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bootstrap | ||
dist | ||
flats | ||
graphics | ||
levels | ||
lumps | ||
manual | ||
musics | ||
patches | ||
scripts | ||
sounds | ||
sprites | ||
.gitattributes | ||
.gitignore | ||
BUILD-SYSTEM.adoc | ||
buildcfg.txt | ||
COMPILING.adoc | ||
COPYING.adoc | ||
CREDITS | ||
Makefile | ||
NEWS.adoc | ||
README.adoc |
= Freedoom The Freedoom project aims to create a complete, free content first person shooter game, but _Freedoom_ by itself is just the raw material for a game. It must be paired with a compatible _Doom_ engine to be played. There is a massive http://doomwiki.org/wiki/Idgames_archive[back catalog], spanning over two decades, containing thousands of _Doom_ levels and other modifications (“mods”) made by fans of the game. _Freedoom_ aims to be compatible with these and allows most to be played without the need to use non-free software. _Freedoom_ is actually three games in one, consisting of two single-player oriented campaigns and one set of levels designed exclusively for multiplayer deathmatch: [horizontal] *Freedoom: Phase 1*:: Four chapters, nine levels each, totalling 36 levels. This game aims for compatibility with _The Ultimate Doom_ mods, also known as plain _Doom_ or _Doom 1_. *Freedoom: Phase 2*:: 32 levels in one long chapter, featuring extra monsters and a double-barrelled shotgun. This project aims for compatibility with _Doom II_ mods. *FreeDM*:: A 32-level game designed for competitive deathmatch play. The engine uses a single file, such as +freedoom2.wad+, that contains all the game data such as graphics, sound effects, music, and so on. This file is often called an “IWAD” by those in the _Doom_ and _Freedoom_ communities. While the _Doom_ engine source code is free, you would normally still need one of the proprietary data files from http://www.idsoftware.com/[id Software] to play _Doom_. _Freedoom_ aims to create a free alternative: combined with the GPL-licensed _Doom_ source code, this results in a completely free game. For more information, see http://freedoom.github.io/. == How to play Since _Freedoom_ is only the game data, you will still need to download an engine separately. These are also often termed “source ports” by the community. There are an overwhelming number of choices available, a lengthy list of which is available on the http://doomwiki.org/wiki/Source_port[Doom Wiki]. One particularly recommended by the _Freedoom_ project is https://zdoom.org/[GZDoom]. This engine offers good support for single-player, multi-player, and the majority of mods created for both _Doom_ and _Freedoom_. On Windows, you should place _Freedoom_’s data files (those ending with +.wad+) alongside the engine (eg, +odamex.exe+). On Unix-like systems, these data files should go in either +/usr/share/games/doom+ or your home directory. If _Freedoom_ comes packaged as part of your operating system distribution, it should already be installed into the proper location. Hopefully, your engine of choice should already be capable of running _Freedoom_ without extra configuration. This may not be the case, however, if the engine does not recognize any of the filenames for _Freedoom_, and might require manual intervention to make it so. One of the following options should solve it: * Use the +-iwad+ command line parameter. For example, to play Phase 2, you can enter +-iwad freedoom2.wad+ either at a command line, or adding it to an application shortcut. * Use the +DOOMWADPATH+ environment variable. Many engines support this variable to add directories and/or files to their search path. The exact syntax matches your operating system’s normal +PATH+ environment variable. * Rename the game files. This may be a bit crude, but you can rename the files to match those of _Doom_’s. This is often the easiest quick-fix, although it is normally desirable to use one of the above methods if possible. ** +freedoom1.wad+ can be renamed to +doom.wad+ ** +freedoom2.wad+ can be renamed to +doom2.wad+, +tnt.wad+, or +plutonia.wad+ ** +freedm.wad+ can be renamed to +doom2.wad+, +tnt.wad+, or +plutonia.wad+ Additionally, for Unix-like operating systems, such as GNU/Linux or a BSD variant, _Freedoom_ may be packaged and installed with programs named +freedoom1+, +freedoom2+, and +freedm+ that automatically run an engine for proper play. Desktop files may also be installed so that you can start the game using a graphical interface and avoid the command line altogether. == What “free” means When we speak of free content or software, we refer to the movement in which your freedoms to use, copy, modify, and study a work is not infringed. For example, you may freely use _Freedoom_ for any purpose you see fit, you may redistribute it to anyone without needing to ask for permission, you may modify it (provided you keep the license intact, see `COPYING`), and you may study it--for example, to see how an “IWAD” is built. To facilitate this, you can get the full source code for _Freedoom_, in this case, in the form of a DeuTex tree. You may read more about free software at the http://www.gnu.org/[GNU] and http://www.fsf.org/[Free Software Foundation] websites. == Contributing to Freedoom Contributions to _Freedoom_ are always welcome, however there are a few guidelines that should be followed: === Intellectual property We know people hate legalese, but this is important. This applies to *everything* which is submitted. You must be careful when basing on existing graphics or sounds. Most _Doom_ projects are lax on reusing intellectual property--there are many mods which contain modified _Doom_ sprites, for example. However, due to the nature of this project, we do not have the same liberty to rip as we please. The general rules go as follows: * You must have permission for everything you submit. If you make your own resources, do not base on resources from _Doom_ or any other restricted work. If you take work from other places, please make sure that the work is freely-licensed or that you obtain permission to include it in the _Freedoom_ project. They may not place additional restrictions compared to the normal _Freedoom_ license. * Do not try to emulate _Doom_ resources exactly. Where possible, put effort to make new versions look visibly different from _Doom_. This is a tough call, because our compatibility with _Doom_ mods limits how far we can deviate, but it is feasible. * Be especially careful of “free textures” (or “free sounds” or “free graphics”) sites. Although these would appear at first to be okay to use, many are free for “non-commercial use only.” One of the things we want to be able to do is put this in GNU/Linux distributions (which can be sold or developed commercially). === Levels All levels for _Freedoom_ must be vanilla-compatible, requiring an expanded-limits or limit-removing engine is not permissible. This means you may not exceed the limits of the original _Doom_ engine, and do not depend on additional mapping features. Levels should be in _Doom_’s original format, not in “Hexen”-format. It is sensible to also heed the following guidelines: * Make sure that skill levels are implemented, and that all multiplayer start points, both cooperative and deathmatch, are present. * Try to make levels appropriately difficult for their position within the progression of the game. Also bear in mind that not all players may be as skilled a player as you. * Do not use tricks that exploit _Doom_’s software renderer; some engines, especially those that use hardware accelerated rendering, may not render it properly. Examples of tricks to avoid include those used to simulate 3D bridges and “deep water” effects. * While unrestricted by limits, do not make excessively complicated scenes. It is desirable that _Freedoom_ levels should be playable on low-powered hardware, such as phones and old computers. * Test your levels in https://www.chocolate-doom.org/[Chocolate Doom] to make sure that vanilla compatibility is maintained. This is an engine with strict adherence to vanilla Doom limits and bugs, and working in it assures that levels can be played with any _Doom_ engine. === Graphics Graphics should generally have the same color and size as the original _Doom_ graphics, as to remain compatible with mods. Otherwise, levels may end up looking like a nightmare in design. They may be thematically different as long as it doesn’t clash. _Doom_ uses a fictional corporation abbreviated as “UAC:” this is trademarked by id Software and cannot be used in _Freedoom_. Instead, use the initials “AGM” for _Freedoom_. === Documentation _Freedoom_ always needs help with documentation, so please send your patches, but keep in mind: * We use http://asciidoc.org/[AsciiDoc] for writing the documentation. AsciiDoc is a simple plaintext-based format which is simple to read and write in its source form, and can generate nice HTML documents out of them. * Headers are formated in a wiki-style format, this makes it easier for Vim (perhaps other editors, too) to automatically re-format text. * Text is kept at 72 characters wide. In Vim, you can set the editor to automatically insert line breaks as you’re typing by performing `set textwidth=72`. Special exceptions to the width rule might be allowed when necessary (for example, inserting long URLs). === Submitting your work The most common, and a fairly simple method, to submit your work is by posting it on the http://www.doomworld.com/vb/freedoom/[Freedoom forum] on Doomworld Forums. This allows a great number of people to review the contribution and provide feedback, although the registration process is known to be cumbersome. An alternative to using the forum, is to post your submission on the https://github.com/freedoom/freedoom/issues[issue tracker], which may also be peer-reviewed and provide a feedback cycle. Lastly, it is possible to get work submitted by joining the official irc://irc.oftc.net/freedoom[#freedoom] IRC channel, although this poses the greatest risk of being lost and forgotten. Unfortunately, the Freedoom project cannot provide hosting space in the form of a web page nor FTP, however there are many free file hosts to use when you need a location to upload files. Sites and services such as https://www.dropbox.com/[Dropbox] and https://mega.co.nz/[Mega], as well as others, are common and should be simple to use. ==== Crediting information _Freedoom_ is made up of submissions from many people all over the globe. All of them, and you, deserve credit! Please do not forget to provide your name and email when submitting resources. ==== Using Git You can also commit on a clone of the _Freedoom_ repository, although this is a technical task and it is okay to let other _Freedoom_ maintainers to do it instead: that is our normal mode of operation. However, pull requests are much appreciated and you may submit them in any manner you wish, with GitHub’s direct pull requests being the simplest, but by far not the only means. Freedoom uses the commit message style commonly seen in distributed version control systems, adopted by projects such as Linux and Git. For an explanation of this style, see https://chris.beams.io/posts/git-commit/[How to Write a Git Commit Message].