======================================================================= Advanced Engine Needed : Zdoom (at least 63A.cab) Primary purpose : Single Player =========================================================================== Title : The Island Filename : island.wad Release date : Author : Jason Farlow Email Address : dfarlow@wmis.net Other Files By Author : nothing released Misc. Author Info : Description : I tried to make a tropical forest island kind of like FarCry. Hopefully I succeeded somewhat Additional Credits to : id software those whos textures and sounds I used (see note) =========================================================================== * What is included * New level : Yes Sound : Yes Music : No Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : Decorate.lmp Other files required : Zdoom * Play Information * Game : DOOM2 Map # : Map01 Single Player : Designed for Cooperative 2-4 Player : Player starts Deathmatch 2-4 Player : Might not be the greatest experience, but then again I don't know. 8 starts. Other game styles : None Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : A few months Editor(s) used : Deepsea, Paint, Wally, DoomBuilder Known Bugs : None that I know of May Not Run With... : Only for zdoom * Copyright / Permissions * You may use the textures I have created in your wads but you must give credit to the authors in your txt file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * Right here, maybe. Textures Used in this wad were created by: Me (the grass, tree branches, and the electricity beam thing) (I made the ones that look like crap) Kurt Kessler (the lighter colored green trees and shrubs) Redneck Rampage (the darker green plants and trees) Daniel (same textures almost as in the Redneck Rampage thingy) The last two credits came from wads by the same author, Daniel. These were excellent textures and I appreciate him letting me use them. Now feel free to use those textures and give him credit. Enjay (Blood spats, DEHACKED lump, sounds, and inspiration because his maps are cool) Mouse (Monsters, though some have altered behavior from what Mouse intended, I think) Monster Resource Wad Authors Special Note: This map has LARGE and DETAILED outdoor areas. Without a decent computer, your framerate will be crap. It runs a little better in ZdoomGl if you have the right hardware. The engine will have to render a lot of lines, more like a crapload, as well as 100-200 sprites. Expect slow downs, but it should not be too bad. I tried to make some areas blocked off so you won't see everything all the time, but I don't know how well I did it. Reducing screen resolution helps, but I found in ZdoomGL other than screen resolution, the biggest change in frame rate comes from turning off depth fog. It also makes the outdoor areas uniform in lighting, instead of dark patches, furthermore, I added a custom SHADERS lump for some nifty effects. However, it does not do the linehorizons right so the sky will look funny. The most important thing to remember in this map is to explore each area completely. Ammo boxes and shells are hidden in the underbrush, and in corners you would normally pass over. Also look underwater. If you do not do this, you will not have enough ammo to complete the map. Secrets are not neccessary, but do make it easier. Okay, now for the story. There is an island in the ocean with lots of mutated creatures and monsters. Go kill them. There are some new monsters in this wad as well. A stoneimp, imp warlord, snake imp, a bat, and a miniature dragon thingy, a Mechanical Head monster thing, and a new boss. Also, a lot of monsters have translations. Features in this map that I think are cool: Slopes, lots and lots of slopes. You will see right away that I went overboard with slopes. But it creates a better looking outdoor environment. You'll see what I mean right away. New monsters. New monsters are just cool, period. Monster translations. Green imps in a green forest, fun. Things that blow up. Always cool, but it actually has a purpose in this map. Other things, colored lighting, scripting, sounds, sparks, fountains, a waterfall, deep water, deep slime, poly objects, and other stuff. AND NOW THE COOLEST PART: To simulate the time passing, the outdoor part of the map gradually gets darker. It should take a while, but it is to your advantage to kill the monsters before it gets too dark. To appreciate this effect, If you play this map in ZdoomGL, it looks better when the outside light darkens, but again the sky will be messed up. Have fun with it.