=========================================================================== Advanced engine needed : Designed for vanilla executable Primary purpose : Single play =========================================================================== Title : Credits Filename : cred.zip Release date : 28.06.2024 Author : Ludicrous_peridot Email Address : [redacted] Other Files By Author : LUDICROUS.WAD and some others Description : Installation: Note: deusf.exe, dehacked.exe, dehacked.ini not included deusf.exe -main doom2.wad -append cred.wad dehacked.exe -reload -load demo.deh doomhack.exe -file cred.wad -warp 30 The main bit here is the customized credits roll that looks nothing like the conventional credits roll. A (hypothetic) megawad should end with a bang, images of devastated landmarks across the globe shown to I AM's Times being a worthy choice, but I ended up with something more in agreement with Zeitgeist - plain transition of Cannon Fodder 2 opening credits. Credits roll takes over the Zombieman thing, effectively replacing it and steals frames from blue respawn fog (replaced with green fog frames), and couple of other items (gore, health and armor bonuses). D_EVIL is silenced so that the proper ending tune can be heard at the expense of music in MAP31. Credits screens are limited to 2 + 12 frames in total, but I feel this is sufficient for saying "Thank you" to the all involved and the player. To test the credits roll, as well as the behavior of the altered actors, I have set up a replacement for MAP30. This got augmented with some notable and less notable additions which I am listing below. ==Starting inventory for the map A player pawn is on the map, that picks up armor, weapons, ammo and keys, ensuring player starts with the expected arsenal, or carries over inventory from the previous map. This is triggered by a very fast fully invisible monster in the semi-open closet - call him a gremlin (well, similar to the ones that keeps mechanical watches going). ==Cannon towers Icon of Sin's skull box launchers have been repurposed into periodically periodically artillery (they still fire skull boxes, not, e.g., the missiles player or Cyberdemon fire). Firing starts the moment player is spotted which is normally when player fires any weapon for the first time. Skull boxes have been modified to clip against walls, and targets for them have been set up behind a non-passable wall to prevent any monsters from spawning. Moving the targets around the map controls where the boxes fly to. ==Perpetual torture chamber A few low tier enemies are trapped under permanent fire from the four cannon towers, so that their walk, pain and dying frames can be examined. Their respawn frames can also be examined thanks to another gremlin (from the same species as the one in the opening room) look and chase frames of which are exactly those of an Arch-Vile. The monsters are trapped behind a transparent wall and get alerted to the player the moment they first fire their weapon in the level. ==The less notable additions: * skies flipped to city-scape from hell-scape * alternatively named background patch for the ending credits * ominous entrance with a bunch of low tier enemies to check the attacking frames (also some pick ups to check their frames, and architecture sight to entertain the player) * extra flat used specifically for text intermission at the end * medusa and hall of mirrors glitches combined for outlandish hellish vistas in the final room, that also leaves player helpless in a E1M8-stlye ending sector Feel free to modify and use in any way fit for learning or in your mods/wads. Additional Credits to : The map uses a music track by Bobby Prince (not from Doom) and (apparently) music and images from Sensible Software's 1994 game Cannon Fodder II. This WAD is not in any way endorsed by the ROYAL BRITISH LEGION. =========================================================================== * What is included * New levels : 1 Sounds : No Music : Yes Graphics : Yes Dehacked/BEX Patch : Yes Demos : No Other : No Other files required : None * Play Information * Game : Doom 2 Map # : 30 Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Not implemented * Construction * Base : New from scratch Build Time : 1 week Editor(s) used : Slade May Not Run With : Anything but vanilla Doom 2 Tested With : Vanilla Doom 2 * Copyright / Permissions * This work is licensed under the Creative Commons Attribution-NonCommercial 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc/4.0/ You are free to copy and redistribute the material in any medium or format; and remix, transform, and build upon the material. If you do so, you must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. You may not use the material for commercial purposes. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors