=========================================================================== Update to : vilekeep.wad Advanced engine needed : ZDoom 2.8.1+, GZDoom 1.9.1+ Primary purpose : Single+Coop play =========================================================================== Title : The Vile Keep (version 1.7) Filename : vilekeep.wad Release date : May 11, 2016 Author : Chaosvolt Other Files By Author : TFMod, DRLSpec, Cheeki, MDoomFix, AIDoom, other unreleased projects. Misc. Author Info : Psycho bored dragon. Description : Crossing the sea of flames, you have arrived at the outskirts of a demonic fortress. Along the only approach to the main gate, a small number of peculiar watchtowers stand, and more such structures ward the fortress walls. See below for more information. Additional Credits to : Kallin, Andrew, and Paul Smart for playtesting and feedback. =========================================================================== * What is included * New levels : 1 Sounds : No Music : No Graphics : No Dehacked/BEX Patch : Minor Decorate additions Demos : No Other : No Other files required : None * Play Information * Game : DOOM 2 Map # : Map01 Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : Player starts only Other game styles : None Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : On and off work over the course of 6 days (initial build, NOT counting updates) Editor(s) used : Doom Builder 2, SLADE3 Known Bugs : Older versions of regular ZDoom WOULD fail to render some sky-related trickery, if they were compatible. May Not Run With : Older versions of ZDoom/GZDoom/Zandronum, due to use of features introduced in recent versions. Tested With : ZDoom 2.8.1, GZDoom 1.9.1. =========================================================================== * The Usual Spoilers and Advice * "Oh hey, why am I on fire?" Might as well spoil it here: the entire gimmick of the map involves weaponized archviles, taking cover, and switch hunts. Don't bother shooting the towers. Each one has a switch somewhere nearby that shuts it down. In particular, look for green marble switches. The first switch is the only instance where a tower switch isn't visible as soon as its respective tower is acivated. Hint: There are only two buildings you can reach from the start without getting blasted, and one unlocks the other. If you screw up the "rush across the bridge leading to the main gate" part, a backup switch will be available near the start. This will mainly be useful in co-op. The room just past the main gate requires the other five rooms in the fortress to be completed first, and these can be completed in any order. Co-op should be easier barring player mistakes (hint: rushing ahead and triggering more watchtowers is a Bad Idea) or mis-management of resources. Deathmatch is technically possible, and has a few additions specific to it, but this map was not designed for that. * Version History: * 0.9: Initial upload, found a few things to tweak while it was still in Incoming. 1.0: Some added decor, fixed some sector bugs in the pool room. 1.1: Fixed hard-mode super shotgun and plasma rifle not appearing, made turret attack have a delay when the power is affected by a blue sphere, couple ammo additions, couple texture alignment tweaks. Also made a few deathmatch-only items appear in co-op as well. 1.2: Fixed some monsters that were supposed to ambush, more texture alignment fixes, some brightness fixes. 1.3: Fixed a tower action that wasn't triggering, made the red key easier to grab, removed a bit of excess cover in the garden, fixed some coop-specific problems with the armory, more texture alignment fixes. 1.4: Fixed the armory door being bugged. This was caused my earlier efforts to ensure players in co-op can't get locked out of getting the red key. 1.5: Fixed another bug involving the red key room, where my failure to account for all ways to reach the door allowed for potentially triggering the lockdown AFTER the unlock switch is uncovered and hit. Thanks to PieceofPieSoftware on Youtube for finding the problem. 1.6: Fixed some teleportation failures in the finale. Made the hedge maze less of a cakewalk. Changed the texture in the fort wall to something that isn't ugly zimmer. Added some detail to some blander areas. Made one of the secrets easier to spot. Made a few triggers slower or faster as needed. Moved some decor in the inner sanctum, that previously blocked monsters. Made it so you can't get stuck in the library's secret. 1.7: Cleaned up some more texture alignment, fixed a missing texture in a secret area, fixed an incorrect tag (meant for co-op idiotproofing) causing the first tower to bug out, fixed inconsistent texturing in one area, reduced aggresiveness of towers on hard difficulty. * Copyright / Permissions * Authors MAY 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.gamers.org/pub/idgames/ and mirrors Web sites: FTP sites: