?===========================================================================
Update to : 3.0
Advanced engine needed : GZDoom since v4.6.1
Primary purpose : Single play
===========================================================================
Title : Get Out Of The Dark
Filename : GOOTDv3.wad
Release date : 27.03.2023
Author : eLeR Creative
Email Address : [redacted]
Other Files By Author : none
Misc. Author Info : The first outline of this level appeared in about
1996-97. After many years, I returned to this
project to finally complete it on May 25, 2007.
Then, at the end of 2021, I refreshed this map with
the latest port GZDoom capabilities. By adding new
textures, environmental sounds, sprites, lights, I
wanted to give this level a specific dark
atmosphere.
To increase the atmosphere of horror, I recommend
the game with the DarkDoomZ modification.
Mode: Copress; Fog density: 11
https://www.doomworld.com/idgames/graphics/darkdoomz)
However, if you don't like excessive darkness just
play without this modification :)
Description : In the prison, where we have been closed, there is
an earthquake. The hell's domain has begun to
penetrate into our world. From the portals began to
go out demons who have slaughtered personnel and
prisoners. Blood and fire everywhere. Using the
confusion, we killed the guard and try to escape
from here, before darkness swallows us.
Additional Credits to : Sprites:
Crystal Clusters
Code: Captain Toenail
GLDefs: Captain Toenail
Sprites: Captain Toenail
Dead Swamp Trees
Submitted: Gothic
Decorate: Gothic
Sprites: Raven Software
Disciple Statues
Code: Captain Toenail
Sprites: Raven Software
Sprite Edit: Captain Toenail
DWall Torches:
Code: Captain Toenail
GLDefs: Captain Toenail
Sounds: freesound.org (kingsrow, phreaksaccount)
Sprites: Doom
Sprite Edit: Captain Toenail
Glowing Mushrooms
Code: Captain Toenail
GLDefs: Captain Toenail
Sprites: Hexen (uses IWAD sprites)
Sprite Edit: Captain Toenail / eLeR Creative
Mushrooms
Code: Captain Toenail
GLDefs: Captain Toenail
Sprites: Captain Toenail
Idea Base: The Elder Scrolls/ShadowCaster
Seaweed
Code: Captain Toenail
GLDefs: none
Sounds: none
Sprites: Captain Toenail
Sprite Edit: Captain Toenail
Idea Base: none
Swamp Trees
Code: eLeR Creative
Sprites: Ultima Online by Origin Systems
Sprite Edit: eLeR Creative
Swamp Trees with Heads
Code: eLeR Creative
Sprites: Board game Rising Sun by Portal Games
Sprite Edit: eLeR Creative
Fog
Submitted: zrrion the insect
Decorate: Tormentor667, zrrion the insect
GLDefs: None
Sounds: None
Sprites: zrrion the insect
Idea Base: Clouds in TCoTD
Textures:
Swamp
Texture: Kai Hu
Texture edit: eLeR Creative
Cliff Rock
Texture: Textures.com
Texture edit: eLeR Creative
Blood
Texture: KuriKai, Doom High Resolution Texture
Project
Chain Mechanism In The Wall
Texture: Doom II / Heretic
Texture edit: eLeR Creative
eLeR Creative Logo
Texture: eLeR Creative
Cave Skybox
Texure: Martin de Diego
Texture edit: eLeR Creative
Sounds:
dooro2: Raven Software
doorc2: Raven Software
bat1: CD Projekt Red
bat2: CD Projekt Red
bat3: CD Projekt Red
firetor: CD Projekt Red
gas2: CD Projekt Red
gas3: CD Projekt Red
sick7: CD Projekt Red
swamp1: CD Projekt Red
swamp2: CD Projekt Red
swp1: CD Projekt Red
swp2: CD Projekt Red
swp3: CD Projekt Red
swp4: CD Projekt Red
swp5: CD Projekt Red
swp6: CD Projekt Red
treescr2: CD Projekt Red
vizi1: CD Projekt Red
waterd1: CD Projekt Red
waterd2: CD Projekt Red
waterd3: CD Projekt Red
wind2: CD Projekt Red
woodcr2: CD Projekt Red
rat1: CD Projekt Red
rat2: CD Projekt Red
weird2: CD Projekt Red
weird7: CD Projekt Red
weird8: CD Projekt Red
weird9: CD Projekt Red
gateoff : CD Projekt Red
vizi2: CD Projekt Red
vizi3: CD Projekt Red
swt1: CD Projekt Red
GEARS1: CD Projekt Red
GEARS2: CD Projekt Red
lstop: CD Projekt Red
GHOST01 : CD Projekt Red
lake: CD Projekt Red
waterfal: CD Projekt Red
DSSTN01 DSSTN01: Blade of Agony Team
DSSTN02 DSSTN02: Blade of Agony Team
DSSTN03 DSSTN03: Blade of Agony Team
TOMSEC: Core Design
D_IN_CIT: Ed Cripps
===========================================================================
* What is included *
New levels : 2 + 1 secret bonus level
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required : None
* Play Information *
Game : Doom 2
Map # : 01, 02, 31
Single Player : Designed for
Cooperative 2-4 Player : Player starts only
Deathmatch 2-4 Player : Player starts only
Other game styles : None
Difficulty Settings : Yes
* Construction *
Base : New from scratch
Build Time : Total several weeks
Editor(s) used : Edmap, Doom Builder, GZDoom Builder master,
Ultimate Doom Builder
May Not Run With : Ports incompatible with GZdoom and UDMF format.
Tested With : GZDoom since v4.6.1
* Copyright / Permissions *
This work is licensed under the Creative Commons Attribution 4.0
International License. To view a copy of this license, visit
http://creativecommons.org/licenses/by/4.0/
You are free to copy and redistribute the material in any medium or format;
and remix, transform, and build upon the material for any purpose, even
commercially. 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.
* Where to get the file that this text file describes *
The Usual:
ftp://archives.gamers.org/pub/idgames/ and mirrors
Web sites:
https://www.mediafire.com/file/cb38og68rwxtr0d/Get_Out_Of_The_Dark_v2.wad/file
https://www.doomworld.com/forum/topic/107205-get-out-of-the-dark/
* Level description *
The level consists of 9 sub locations:
- beginning (prison)
- communication (system of corridors and rooms connecting individual zones)
- yellow key zone (Rock tower)
- external zone of the yellow key (Riverside)
- blue key zone (Three tower)
- red key zone (Revenant tower)
- external red key zone (Riverside)
- arena (Temple of evil)
- ending (Canyon)
Detailed exploration of the first seven zones will allow you to enter the arena
and then complete the game. The first zone was created to introduce the player
into the right atmosphere: In the prison, where we have been closed, there is
an earthquake. The hell's domain has begun to penetrate into our world.
From the portals began to go out demons who have slaughtered personnel and
prisoners. Blood and fire everywhere. Using the confusion, we killed the guard
and try to escape from here, before darkness swallows us. In this place we are
facing a fight with the basic opponents, with only the basic weapon at our
disposal. After moving to the second zone, there is freedom in the order
of exploration of the next five subregions. The purpose of their crossing
is to recreate a triple-blocked passage to the arena. These zones
are characterized by tight buildings with a lot of enemies and ambushes,
which forces the player to conduct a harassment battle with monsters. They were
designed as a system of fortresses and towers / temples built in a rocky cliff
at the foot of which the river flows. Therefore, the main building blocks
are rocks, brick stones. Among these locations, we can distinguish two set
on the banks of the aforementioned river. It is an open space. A varied terrain
carving (elevations and sinkholes, freestanding rocks). There are numerous dead
trees and sharp rocks on the shore. It is possible to move on the river itself.
The passage through the quay in the red key zone allows an alternative way
to get a red key. Then you go to the arena where a lot of enemies await us.
If you are careful, you can kill monsters in separate groups.
This zone is stylized as the temple of evil. It is dominated by marble
and numerous symbols of hell. Finally, we come to the last zone in which
we leave the temple complex and head towards the canyon.