=========================================================================== Archive Maintainer : This version to replace the version on the archives Advanced engine needed : Boom Compatible Ports Primary purpose : Single + coop play =========================================================================== Title : Resurgence (final version) Filename : Resurge.wad Release date : 22-09-2014 ('final final' fix updated on 3-02-2015) Author : Josh Sealy with Guest Mapper Darkwave0000 Email Address : joshzfield2001@hotmail.com Other Files By Author : Speed of Doom, Community Chest 4 (Map11,19,30), Claustrophobia 1024 (Map13,26,28), Back to Saturn X - Episode 2 (Map01,31), NewDoomCommunityProject 2 (Map13,15,27,32), Unholy Realms (Map29), Imperfections Has Its Charm Misc. Author Info : Errrr..... Additional Credits to : dew, Cynical, Ribbiks, Mechadon, forty-two esselfortium, Seele00textonly, PRIMEVAL =========================================================================== * What is included * New levels : 32 Sounds : No Music : Yes Graphics : Yes Dehacked/BEX Patch : Yes Demos : Yes Other : No Other files required : None * Play Information * Game : Doom 2 Map # : 1-32 Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Yes (except Map28-30) * Construction * Base : Mostly new from scratch (Exceptions: finishing off Surge and reusing some areas of Speed of Doom in a map) Build Time : Surge took 1 month, Resurgence took a year (7 months of non-stop work, 5 months hiatus and then a month of intensive sessions.) Editor(s) used : Doombuilder 2, SLADE Known Bugs : Not sure May Not Run With... : Usain Bolt * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this 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 * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ____ ___________ __ ______ _____________ ______________ / __ \/ ____/ ___// / / / __ \/ ____/ ____/ | / / ____/ ____/ / /_/ / __/ \__ \/ / / / /_/ / / __/ __/ / |/ / / / __/ / _, _/ /___ ___/ / /_/ / _, _/ /_/ / /___/ /| / /___/ /___ /_/ |_/_____//____/\____/_/ |_|\____/_____/_/ |_/\____/_____/ By Josh Sealy (aka Joshy) -------------- C O N T E N T: -------------- 1. INTRODUCTION 4. LEVEL INFORMATION 1.1 Compatibility 4.1 Map List 1.2 Resources 4.2 Map Info 1.3 MIDI Music 5. BUGS 2. STORY 6. AUTHOR INFORMATION 3. INSTALLATION 6.1 Mappers 6.2 Credits/Thanks ---------------- [1] INTRODUCTION ---------------- Resurgence is a 32 maps megawad project, an upgrade from the unfinished Surge project. The maps are similar to Speed of Doom, ranging from Scythe/Plutonia-like maps to Speed of Doom to Resurgence-unique. The difficulty is considerably less in places but there are several challenging maps to plow through with the occasional slaughtermaps. (For those who don't like slaughter, avoid Map11,25,27,28,30) Sizes vary greatly (for the sake of variety), ranging from quick paced maps lasting 5 minutes to a long grind that could last even an hour. The project took about a year to complete. Surge was originally a month, and Resurgence took 7 months of non-stop work, 5 months hiatus and then a month of intensive sessions. The Surge maps that has not been heavily modified are Map05,13,14. Although not everyone will like all maps, hopefully this megawad offers several things that can be appreciated and also offers fun and challenges (I am looking at you demo-recording speed- runners...). This WAD is meant to be hard and challenging. Gameplay have been tested thoroughly- it is tough as nails, but fairness is guaranteed. Jump-strafing (run+sidestrafe) is required in several sections of this megawad. [1.1 Compatibility] Resurgence is designed to be BOOM Compatible so it should run on BOOM source ports derivatives at least. It will crash on several maps if you try to run with BOOM or MBF. Glboom or Prboom-plus is recommended. [1.2 Resources] - Textures were taken from: + CC4 Texture Packs + Some textures and colour palette (from 32in24 series) designed by Michael Mancuso (Esselfortium) + All three episode skies made by Brett Harrell (Mechadon) - New graphics were made by: + Brett 'Mechadon' Harrell : Fonts, Status bar, Titlepic Intermission pic, Credits, Bossback (Titlepic and interpic source images made by Joshy but made even more awesomer by Mechadon) Editors used: GIMP, Photoshop, XWE, SLumpEd, and Imagetool [1.3 Midi Music] Music in Resurgence was mostly composed by: Stuart Rynn (aka stewboy, forty-two): Map09,10,12,15,16,17,18,19,20,21,22,26,29,31 John Weekley (aka PRIMEVAL): Map06,07,13,30 Introduction- "Demon Surge" Intermission- "A Victory Earned" Read Message- "Demon Resurged" ** You may use these Midi tracks provided that you give credit to the composer and the project 'Resurgence'. ** All other music are from other sources such as Heretic, Doom, and vgmusic (Check map info for more details) --------- [2] STORY --------- Story? What story? Hell decided to come back resurging from the darkness without end just to annoy you for the second time. Waking up from the most nourishing sleep, you mutter 'Oh, not again! Where's my shotgun and vaseline?' ---------------- [3] INSTALLATION ---------------- Simply either drag drop resurgence.wad onto a source port executable (i.e. Zdoom or Prboom). Alternatively you can type into the command line: " boom -iwad doom2.wad -file resurgence.wad " If you aren't using boom, replace boom with the name of your source port of choice. --------------------- [4] LEVEL INFORMATION --------------------- [4.1 Map List] MAP01: Awakening MAP02: Hell's Lamentation MAP03: Cave of the Lost Souls MAP04: A Fistful of Imps MAP05: Sinister MAP06: Fortress MAP07: Gauntlet MAP08: Obsidian Hotbed MAP09: Scorching Savanna MAP10: The Courtyard MAP11: Twi-Lite Massacre MAP12: Homecoming MAP13: Assault MAP14: Hyper-Spelunking MAP15: Nukage Bay MAP16: Close Quarters MAP17: Underground Barrage MAP18: Excavation Project MAP19: Quadrilateral Rampage MAP20: Waves of Darkness MAP21: Ravages of Time MAP22: Mt. Katoomba MAP23: Claret Tides MAP24: Nuclear Winter MAP25: Technoprison II MAP26: The Library MAP27: Where the Poison Ivies Grow Wild MAP28: Breaking Point MAP29: The Quiet Before the Storm MAP30: Eternal Redemption MAP31: Festering Wicked Helix Sectors MAP32: Poison Oak [4.2 Map Info] -=-=-=--=-=|Map01|=-=-=--=-=- Level name : Awakening Difficulty : Easy Music track : 'Tower of Fire' by Jimmy Paddock (from Plutonia Midi pack) Bugs : Inspiration : Scythish Map01s. Authors comments : First map I made when restarting Surge. Quick and Simple. -=-=-=--=-=|Map02|=-=-=--=-=- Level name : Hell's Lamentation Difficulty : Medium Music track : 'Trainwreck (with solo)' by Jimmy Paddock. Bugs : Inspiration : Surge. Scythe 2 Map01 (YK room homage) Authors comments : Map02 of Surge remade. -=-=-=--=-=|Map03|=-=-=--=-=- Level name : Cave of the Lost Souls Difficulty : Medium Music track : CBLOOD7 [Blood] Bugs : Inspiration : Surge (inspired heavily by Pcorf's vulcana) Authors comments : Map03 of Surge remade. -=-=-=--=-=|Map04|=-=-=--=-=- Level name : A Fistful of Imps Difficulty : Medium Music track : 'Fire Hive' by Jimmy Paddock (from Plutonia Midi pack) Bugs : Inspiration : Surge Authors comments : This is a combination of Surge's Map04 and 05. -=-=-=--=-=|Map05|=-=-=--=-=- Level name : Sinister Difficulty : Medium Music track : 'Suspense' from Doom E1M5 Bugs : Inspiration : Surge Authors comments : This is probably one of the few Surge maps that is virtually unchanged. -=-=-=--=-=|Map06|=-=-=--=-=- Level name : Fortress Difficulty : Medium/Hard Music track : 'Behind the Mask' by John 'PRIMEVAL' Weekley (project original) Bugs : Inspiration : Surge Authors comments : Map06 of Surge remade. -=-=-=--=-=|Map07|=-=-=--=-=- Level name : Gauntlet Difficulty : Medium/Hard Music track : 'Chikka Boom DOOM' by John 'PRIMEVAL' Weekley (project original) Bugs : Inspiration : Not to recreate SoD map07. Authors comments : -=-=-=--=-=|Map08|=-=-=--=-=- Level name : Obsidian Hotbed Difficulty : Medium/Hard Music track : From Heretic, E2M3 - The River Of Fire Bugs : Inspiration : Surge Authors comments : Map10 of Surge remade. -=-=-=--=-=|Map09|=-=-=--=-=- Level name : Scorching Savanna Difficulty : Medium/Hard Music track : '(42.mid) - The Face of Wrath' by Stuart Rynn (project original) Bugs : Inspiration : I don't know. Authors comments : This was actually originally designed for Back to Saturn X. Naturally, as it was not exactly up to par with the other maps, it was rejected. After retexturing and redesigning several areas due to Boom's flexibility, it fits nicely in Resurgence. Thanks to esselfortium and Seele00textonly for the level name suggestion :P -=-=-=--=-=|Map10|=-=-=--=-=- Level name : The Courtyard Difficulty : Medium/Hard Music track : 'Deep Forest' by Stuart Rynn (from Speed of Doom) Bugs : Inspiration : Not sure. Authors comments : -=-=-=--=-=|Map11|=-=-=--=-=- Level name : Twi-lite Massacre Difficulty : Medium/Hard Music track : 'Waltz of the Demons' from Doom E2M7 Bugs : Inspiration : Speed of Doom Map28 Authors comments : Since Darkwave0000 isn't making half the maps here, I thought I'd attempt to make up for that with some Darkwave0000-styled maps. This is one of them, hoping it's not too much of a ripoff. -=-=-=--=-=|Map12|=-=-=--=-=- Level name : Homecoming Difficulty : Medium Music track : 'Ghost Town' by Stuart Rynn (project original) Bugs : Inspiration : Surge and a bit of Alien Vendetta. Authors comments : Map11 and 12 of Surge integrated. -=-=-=--=-=|Map13|=-=-=--=-=- Level name : Assault Difficulty : Medium Music track : 'Dead and Gone' by John 'PRIMEVAL' Weekley (project original) Bugs : Inspiration : Surge Authors comments : Like Map05, this one is virtually unchanged from Surge. -=-=-=--=-=|Map14|=-=-=--=-=- Level name : Hyper-Spelunking Difficulty : Medium/Hard Music track : 'Abuse06' from Abuse Soundtrack by Robert Prince Bugs : Inspiration : Surge Authors comments : Virtually unchanged from Surge as well. -=-=-=--=-=|Map15|=-=-=--=-=- Level name : Nukage Bay Difficulty : Medium/Hard Music track : 'Coldwires' by Stuart Rynn (from Speed of Doom) Bugs : Inspiration : Surge Authors comments : Map15 of Surge slightly remade, mostly in the gameplay department. -=-=-=--=-=|Map16|=-=-=--=-=- Level name : Close Quarters Difficulty : Medium/Hard Music track : '(53.mid) - Corner Club' by Stuart Rynn (project original) Bugs : Inspiration : Surge Authors comments : Map16 and 17 of Surge combined. Thankfully they fit together like a puzzle. -=-=-=--=-=|Map17|=-=-=--=-=- Level name : Underground Barrage Difficulty : Hard Music track : '(39.mid) - Basement' by Stuart Rynn (project original) Bugs : Inspiration : Surge Authors comments : -=-=-=--=-=|Map18|=-=-=--=-=- Level name : Excavation Project Difficulty : Hard Music track : '(44.mid) - Nightfall' by Stuart Rynn (project original) Bugs : Inspiration : Darkwave0000's magnificent cavern maps. Authors comments : I'm quite proud of this map, was hoping it'd be a compact sized map but the map kept begging for more attention and care, and it ended up a lot bigger than I intended. -=-=-=--=-=|Map19|=-=-=--=-=- Level name : Quadrilateral Rampage Difficulty : Hard Music track : 'Drilling by Night' by Stuart Rynn (from Back to Saturn X Episode 1, map03) Bugs : Inspiration : Sandboxy maps, playing Unholy Realms (by Snakes) made me think about creating a sandbox map for a change. Also, SoD map11. Authors comments : -=-=-=--=-=|Map20|=-=-=--=-=- Level name : Waves of Darkness Difficulty : Hard Music track : '(29.mid) - Heartbeat' by Stuart Rynn (project original) Bugs : Inspiration : Map02 and 04 of Speed of Doom Authors comments : -=-=-=--=-=|Map21|=-=-=--=-=- Level name : Ravages of Time Difficulty : Medium/Hard Music track : '(35.mid) - Daybreak' by Stuart Rynn (project original) Bugs : Inspiration : Trying to create a Tyson map that was not as difficult as Speed of Doom Map21 that didn't involve punching mancubuses. Authors comments : This should hopefully be a better tyson map than Speed of Doom Map21 was. I know the map21 tyson idea is overused but it is a very useful way of ensuring variety, especially when Map17-20 is quite ammo/monster heavy. Also, don't worry if you don't have ammo when you face the afrit, this is intentional and there's a perfectly simple way of bypassing the afrit. -=-=-=--=-=|Map22|=-=-=--=-=- Level name : Mt. Katoomba Difficulty : Hard Music track : 'Jail Break' by Stuart Rynn (from Speed of Doom) Bugs : Inspiration : The beautiful Australian landscape- The Blue Mountains! Authors comments : Definitely a moment where I get out of my comfort zone. -=-=-=--=-=|Map23|=-=-=--=-=- Level name : Claret Tides Difficulty : Medium/Hard Music track : 'Within Reach' by Jimmy Paddock (from Back to Saturn X Episode 1, map24) Bugs : Inspiration : Alien Vendetta's Map05 and PRCP Map16. Authors comments : -=-=-=--=-=|Map24|=-=-=--=-=- Level name : Nuclear Winter Difficulty : Medium/Hard Music track : 'Icicles' by Jimmy Paddock (from Community Chest 4) Bugs : Inspiration : Scythe 2 Map30,32 and Eternal's Memorial. Authors comments : I figured it'd be nice to revisit some Speed of Doom maps with a thematic change and to add to the feel of Resurgence as a spiritual sequel to Speed of Doom. -=-=-=--=-=|Map25|=-=-=--=-=- Level name : Technoprison II Difficulty : Hard Music track : 'Technoprisoners' by Jimmy Paddock (from Community Chest 4) Bugs : Inspiration : CC4's Map19 (the first Technoprison) Authors comments : -=-=-=--=-=|Map26|=-=-=--=-=- Level name : The Library Difficulty : Hard Music track : 'Death's Toll' by Stuart Rynn (from Plutonia Midi pack) Bugs : Inspiration : I don't know actually. Maybe a little bit of Skillsaw's Vanguard. Authors comments : -=-=-=--=-=|Map27|=-=-=--=-=- Level name : Where the Poison Ivies Grow Wild Difficulty : Very Hard Music track : 'Great Hall' by Jimmy Paddock (from Community Chest 4) Bugs : Inspiration : Poison Ivy theme with a hint of Skillsaw and Mechadon architecture. Authors comments : -=-=-=--=-=|Map28|=-=-=--=-=- Level name : Breaking Point Difficulty : Very Hard Music track : 'Escape the Island' (Resident Evil Code: Veronica X) arranged by Phillip Haynes (vgmusic.com) Bugs : Inspiration : Death-Destiny's hardcore maps and some of darkreaver's screenshots. Authors comments : -=-=-=--=-=|Map29|=-=-=--=-=- Level name : The Quiet Before the Storm Difficulty : Hard Music track : 'Jade Empire' by Stuart Rynn (from Plutonia Midi pack) Bugs : Inspiration : Resisting the temptation to make another slaughtermap and to create something more Plutonia-ish, particularly Map08. Authors comments : -=-=-=--=-=|Map30|=-=-=--=-=- Level name : Eternal Redemption Difficulty : Very Hard Music track : 'The Resurgence' by John 'PRIMEVAL' Weekley (project original) Bugs : Inspiration : Attempting to combine Speed of Doom Map31 and 32. A Techy Pyramidy landscape riddled with pure mindless slaughter. Authors comments : There was an initial version of this map, but it sucked massively, so I remade it saving the good bits and decided to keep it simple, and the result was a lot better. Thanks to Ribbiks for suggesting the initial version was a huge steaming pile of excrement and for the level ending suggestions too. It's not exactly a polished map but the version as it is is waaaaay better than the initial one, just be grateful for that. :P -=-=-=--=-=|Map31|=-=-=--=-=- Level name : Festering Wicked Helix Sectors Difficulty : Hard Music track : '(46.mid) - Day of Mourning' by Stuart Rynn (project original) Bugs : Inspiration : Author I imitated Authors comments : This was originally designed for the Secret Santa Imitation project runned by Snakes. See if you can work out who I imitated here! The answer plus the post mortem of the mapping process and result is on the bottom of this txtfile. -=-=-=--=-=|Map32|=-=-=--=-=- Level name : Poison Oak Guest Mapper : Darkwave0000 Difficulty : Very Hard Music track : 'Vinefort' by Jimmy Paddock Bugs : Inspiration : Speed of Doom MAP23, "Poison Ivy II" Authors comments : A map which has SoD MAP23 as inspiration. Hopefully it is entertaining! -------- [5] BUGS -------- -------- [6] AUTHOR INFORMATION -------- Author : Josh Sealy Also known as : Joshy Email address : joshzfield2001@hotmail.com Webpage : n/a Other files by me : Speed of Doom, Community Chest 4 (Map11,19,30), Claustrophobia 1024 (Map13,26,28), Back to Saturn X - Episode 2 (Map01,31), NewDoomCommunityProject 2 (Map13,15,27,32), Unholy Realms (Map29), Imperfections Has Its Charm Personal thanks : To everyone who's helped me, and the Doom community. I hope it stays on dooming! To all my dear friends (Dylan, Poreia, Olwyne) and my family for tolerating my nasty doom habit. Guest Mapper : Darkwave0000 Also known as : Darkwave or Darky Email address : Darkwave0000@aim.com [6.2 Credits/Thanks] Testers: - Boris 'dew' Klimes - Cynical - Ribbiks - Michael 'esselfortium' Mancuso - Seele00TextOnly Musicians: - Stuart 'forty-two' Rynn - John 'PRIMEVAL' Weekley Graphics: - Brett 'Mechadon' Harrell - Michael 'esselfortium' Mancuso Many immeasurable thanks to those credited for their contribution and support to/for the project. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Answer to Map31 Imitation + Post Mortem] Joshy's postmortem of imitating Xaser: Map name: Festering Wicked Helix Sectors What can I say... Xaser is a very unique mapper, and from what I see, he seems to never experience a shortage of original, innovative, and unorthodox ideas that ranges from intricate or simple vanilla maps to zdoom maps brimming with awesome features within. Considering that he is very talented in many aspects of doom mapping, I figured that the starting point is to be selective with certain maps, just to ensure minimal confusion in knowing what to imitate. So, by being selective, I could truly pick out the styles inherent in the few maps, and just follow/imitate the ongoing traits I found. The Xaser maps I used as references were the two PRCP maps (Helix, and Wicked Garden), the 'Sector' map in some Zdoom community project, and 'Underneath a Festering Moon' in BTSX Episode 2. What particularly stood out for me in these maps were the consistent unorthodox shapes of architectures and sectors: quite often, you do not really see a lot of symmetry. More so, there are plenty, plenty of height differences visible within his fondness of stairs and towering architectures. As I thought it'd be foolish to completely imitate his maps (or maybe that was a way of excusing myself from the hard work), I decided to map in a way that it'd come as 'what would happen if Joshy and Xaser maps make babbies?', and to try to avoid my usual mapping tricks as much as I can. Whenever I ran into mapping blockage, I just did what I would have done in a typical mapping session. The overall layout is similar to Wicked Garden- there are two main plutonia-like layouts: one with blood, and the other one drained of blood, with a more ominous feel. The player travels to the other layout via some sort of time-travelling teleport as was the case in Wicked Garden. The giant tower was inspired from Helix and Underneath a Festering Moon: That the player could see the tower at the start, but reaches it eventually. The helix-like structure is an obvious inspiration, albeit it spirals downwards compared to the upwards-spiral in the original Helix tower. Sector gave me the idea of a sudden shift in structure and architecture when the player goes into a sector, and after activating the switch, the tower and the helix emerges from the ground, with monsters teleporting all over the shop. Some other Xaserish features are the big height differences, difficult monster encounters that encourages responsible ammo usage for the most part, some abstract architectures, and some unorthodox lightings, such as the Wicked Garden-like caves (that was a blatant rip-off by the way, apologies for that). Mapping format is in Boom obviously because I hate worrying about visplanes and HOMs, more particularly so when you're trying to imitate a freak mapper. Overall, I am quite pleased with the result. It may not be 100% genuine Xaser (or as good as his maps in general), but I think it's a pretty cool map on its own. It was a good experience having to map differently out of my comfort zone. It has taught me to manipulate different shaped sectors perhaps more efficiently and creatively, and to be able to create non-symmetric layouts with more flexibility.