===========================================================================
(Doom 2 Minor Sprite Fix Recommended)
===========================================================================
Version : Final Release
Advanced engine needed : Doom2.exe or compatible
Primary purpose : Single / Coop
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Title : Hellcinerator
Filename : hellcinerator.wad, hellcinerator_ws.wad
Release date : 08/30/2022
Author : Arsinikk
Email Address : [redacted]
Other Files By Author : - 100 Line Massacre (with NinjaDelphox)
- Purple Rain
- Slotter
Misc. Author Info : Arsinikk is an expert at petting llamas.
Description : Hellcinerator is a large singleplayer / multiplayer
map that is a teaser for the upcoming MBF21 megawad
Corruption by NinjaDelphox and friends. I have
contributed a bit to this megawad when it comes to
the DehackEd and the Palette/Colourmap, and this map
is meant to showcase many of the exclusive MBF21 /
DEHEXTRA (and even some fancy Boom) features that
can be used in Doom Mapping.
A much older version of this map was originally
submitted to decino's Round 4 submissions. And so
this map has some references made for decino.
This is my first ever BOOM map, and I can say that I
have pushed some of BOOM?s mechanics pretty far. The
map has more than 1000 sector tags with more than 600
voodoo dolls, and so it would be amiss to say that
this map isn?t but complex. Unfortunately, some of the
map?s effects may lag older computers, and so I suggest
DSDA Doom for the smoothest experience.
The map itself should take around 30-90 minutes to finish,
depending if you are going for the secret exit or not. It
includes some slaughter-ish fights, but I don?t think I
would call the entire map full-on slaughter.
All difficulties have been implemented.
"Vile Cruelty" (UV Plus) is also available with
additional monsters and items for those who
would like an extra challenge.
You can access "Vile Cruelty" in DSDA Doom and Woof-based
ports with the argument "-coop_spawns". Use "-solo-net" for
Eternity and PrBoom Plus. ZDoom ports have an option added
to the Skill selection menu (note that older ZDoom versions
may not have the recent enough code to do the new skill
correctly).
--- How to launch --- :
For source ports:
use hellcinerator.wad (-complevel 21).
hellcinerator_ws.wad is optional for ports that support
widescreen graphics.
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* Credits *
Mapping : Arsinikk
Playtesting : Arsinikk
NinjaDelphox
Vphurple Izumi
Luleta
Jimmy
DavidN
Maribo
Blip
Zolgia108
ryiron
Azerty
ScrappyMcDoogerton
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* Additional Credits *
Music: - TITLE: "Metroid Prime 2 Title" - Metroid Prime 2
- MAP15: "Into the Hellfire" - Arsinikk
- BOSS: ?Into Arsinikk?s City? - Arsinikk
- INTERMISSION: "Passing Into the Night" - Castlevania: Order of Ecclesia
- READ ME: ?Dracula's Theme? - Castlevania: Harmony of Dissonance
Graphic credits: - TITLEPIC, INTERPIC, and M_DOOM by Arsinikk
- STBAR by Evilneck and Arsinikk
- STBAR numbers by Arsinikk
- Other graphics by NinjaDelphox, Evilneck and Arsinikk
- Tweaked palette \ colourmap by Arsinikk
Coding credits: - All MAPINFO and DehackEd by Arsinikk and NinjaDelphox
- Decorate, ACS, and port specific code by Arsinikk
Texture credits: - Most textures / flats are recolours of existing Doom, Plutonia
and TNT textures / flats done by Arsinikk and NinjaDelphox
- Unused Doom textures and flats by id Software
- Brand new textures by Arsinikk, Evilneck and NinjaDelphox
- Exclusive Hellcinerator textures by Arsinikk
Sprite credits: - Shotgun and SSG sprites from Doom Minor Sprite Fix
- Double Chainsaw sprites by Arsinikk
- decino sprites by Arsinikk
- Green Demon sprites from Realm667
- Other sprite recolours by NinjaDelphox, Arsinikk and Evilneck
Sound credits: - Many new monster SFX from Realm 667 or Metroid Prime 2 / 3.
- decino sound bytes taken from videos from decino?s YouTube Channel
- Double Chainsaw SFX by Arsinikk
- Arachnotron SFX by Christopher Golden (Doom Zero)
- Plasma SFX from Mega Man X4 - 6
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* What is included *
New levels : 1
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : Yes
Demos : No
Other : No
Other files required : No
* Play Information *
Game : Doom 2
Map # : MAP15
Single Player : Designed for
Cooperative 2-4 Player : Designed for
Deathmatch 2-4 Player : Possible?
Other game styles : No
Other mods : No
Difficulty Settings : Yes
* Construction *
Base : New from scratch
Build Time : Nine months.
Editor(s) used : Ultimate Doom Builder, Slade3, Adobe Photoshop,
WhackEd4, Dehacked, eevee Doom Text Generator
Known Bugs : - In DSDA Doom, if you have mouselook on and are
running in OpenGL mode, in places where there
are multiple different skies, the skies will
glitch back and forth between multiple skies.
If you turn off mouselook, the sky glitching
goes away.
- GZDoom Hardware and true colour rendering modes
ignore the custom colourmap in the library section
(software works correctly).
- There is a part of the map where a ceiling raises
which will lag GZDoom heavily in Hardware mode for
around 5-10 seconds (and I have a good graphics card).
A quick fix is to temporarily switch to the software/
true colour renderer until the ceiling has finished
raising or look away from the centre of the arena
[ be sure to watch out ;) ]
Tested With : GZDoom (4.7.0 or later), DSDA Doom, PrBoom Plus (UMAPINFO),
Woof, Eternity Engine 4.03 devbuild, etc.
Requires MBF21 support.
* Copyright / Permissions *
Authors MAY use the contents of this file as a base for modification or
reuse as long as they ask the author. 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