=========================================================================== Archive Maintainer : Update to : /pub/idgames/levels/doom2/Ports/p-r/phocas2.zip Advanced engine needed : GZdoom Primary purpose : Singleplayer =========================================================================== Title : Phocas Island 2 --Note: file version is shown on the top line of the DECORATE entry-- Filename : Phocas2.wad Release date : Author : Chopkinsca Email Address : chopkinsca@yahoo.com Other Files By Author : Phocas Island, CC2 map32, LLPYB.wad, sprmonst.wad Misc. Author Info : Description : First off, this mod isn't doom. So don't expect it to play like doom. Some of you will like the playstyle, some of you will hate it. A different kind of experience, focused more on puzzles and individual encounters. It is a remake of the first Phocas Island. I decided to do a remake because I felt the first one was lacking in areas and was rushed towards the end. It features large multi-path levels, with lots of scripting, not even one original monster (although some are only slightly modified from the original). You start off in an intro level which is where you'll choose the settings you want to play with. Be sure to check the info switch, and if you can read the message on the wall then your screen is brighter than the intended brightness. Having monster spawning on adds a whole new level of difficulty to the maps and may not be suitable for the first playthrough. Beyond that, the 3 skill settings are self explanitory. Walk a bit passed the number to get an explaination. Walk into the darkness to select that skill. Be sure to bind the extra keys. Using the functions in the intro level will tell you what they do, except the grass effect. The grass toggle will turn on/off the grass effect which will slow down older computers. On one map (map01: retreat) this will instead toggle the trees. If you come across a rather large area without trees, then they are turned off from using the grass effect toggle. You may need a decent computer to run this. I tried to keep a high frame rate, but some areas I couldn't help it. General tips: -Keep your eyes open. It's easy to miss an important cave/path if you are running around aimlessly. -pay attention to your surroundings. Especially in boss fights you need to know where you can duck behind a rock for cover. -In boss fights, keep moving. Most bosses have attacks that rely on you staying still. Moving around a lot will help you avoid these attacks. -Once you have a weapon that requires ammo, the ammo will regenerate over time, as long as you are moving. -If it looks strange, try the 'use' key on it. -You're first goal should be to find a weapon. -You have the choice of having extra monster spawning in as you play. This isn't recomended for the first play through. It is meant for giving more challenge after you are more familiar with the maps. -There are two endings. The second, more hidden ending gives you more challenges along the way and is worth looking for. -Candles are your source of health Additional Credits to : The authors of Zdoom/Gzdoom which made this possible ID software for making a game still worth playing 13 years later Adam "Jute Gyte" Kalmbach for the awesome music Jan Engelhardt and Kyle "Skunk" Guthrie for playtesting Chalupamonk for the skybox from The Wadfather: http://wadfather.planethalflife.gamespy.com/new/ Extra sounds from: http://www.findsounds.com/ =========================================================================== * What is included * New levels : 6 (not including intro level) Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : Extensive scripting/decorate Other files required : None 6/7 isn't bad. * Play Information * Game : DOOM2 Map # : MAP20 Single Player : Designed for Cooperative 2-4 Player : No way Deathmatch 2-4 Player : Don't even bother trying Other game styles : No Difficulty Settings : Yes, each skill varies in more than just monster you'll fight *Additional Play Information* * Construction * Base : All original work (except most sprites, and a few graphics from Hexen) Build Time : Year and a half Editor(s) used : DoomBuilder, XWE, Photoshop, audacity Known Bugs : If you don't use the alternate hud or old-school doom hud, you won't have an ammo display May Not Run With... : Anything besides the intended port (GZdoom). * Copyright / Permissions * Feel free to use any of my textures/graphics in your own levels, although I doubt anyone would want to anyway. If for some reason you want to use something, let me know. Feel free to share this wad with as many people as you like. * Where to get the file that this text file describes * If you are reading this, then you know where to get it.