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Port Needed : BOOM Compatible
Type of Play : Single Player
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Title : Hydrosphere
Filename : Hydrosphere.wad
Release : December, 2022
Version : RC4.1
Author : Brian "Bri" Irving
Contact : [redacted]
: @Bri on Doomworld forums
: Bri_01 on discord
Description : The demons, parched from the hot fires of hell,
try to take the UAC Hydrosphere facility for
its supply of cool water.
A series of short tech base/water themed maps.
Gameplay mostly consists of a power trip style
blast-fest.
Levels can be pistol started or played
continuously.
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Wad Details
Game : Doom 2
Number of levels : 6
Custom Textures : Yes
Custom Sprites : Yes
Custom Music : Yes
Custom Sounds : Yes
Advanced Engine needed : BOOM compatible (-complevel 9)
MAPINFO files : Yes
DEHACKED File : Yes
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Gameplay
Type of Play : Single Player (Designed for)
Difficulty settings : Yes
Cooperative : Yes (Included but not thoroughly tested)
Deathmatch : No
Jumping allowed : No
Freelook allowed : Optional
Crouching allowed : No
Mod compatibility : Most mods will work. However, some monster
replacement mods may prevent the boss
action from working on MAP06, preventing
the player from finishing the map.
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Construction
Base : None, built from scratch
Build Time : 3 months
Editors used : Ultimate Doom Builder, Slade 3
Build Format : Boom (-complevel 9)
Tested With : DSDA 0.21.3, GZDoom 4.7.1
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Credits
MIDI Music by : Dragonfly
https://www.dfdoom.com/midi-music/
Music Listing:
Title - "Soaring"
MAP01 - "Acceleration"
MAP02 - "Celestial"
MAP03 - "Tapes Had Side A and Side B So It Makes Sense
the Successor Was Called The CD"
MAP04 - "Sludge"
MAP05 - "Strictly Plate-Tonic Forking"
MAP06 - "Do Not The Horse (Horseless Version)"
Primary textures used : jimmytex.wad
Other textures used : 32in24-15_tex_v2.wad
: rfhelltx.wad
Tree and bush sprites : Jaska
Green Plasma Gun by : xvertigox
Title graphic and
edited UAC textures : Brian Irving
Palette : 32in24-15_tex_v2.wad palette
Sound effects : Doom Eternal, Doom 3
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Changelog
RC4.1
- Changed tree and bush sprites to something more beautiful.
- Added more shotgun ammo to MAP05.
- Changed most tall lifts to fast.
- Some enemy adjustments in MAP05 and MAP06.
- Various texture and quality of life adjustments throughout.
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RC4
- Fixed ZMAPINFO specialaction command for Cyberdemon death, so bars
before exit room will lower (previously wouldn't due to missing speed
parameter).
- Tested easy skill levels more and fixed some missing things.
- Made the Caco, Pinky, Rev fight more interesting in MAP04 by lowering
the floor after pressing the switch.
- Removed a cheap Chaingunner hiding in a crate in MAP06.
- Moved a tree blocking a Mancubus in MAP06.
- Added some crates by the blue key in MAP06 to give some cover from
the Archvile if needed.
- General texture alignment.
- Prevented some areas where you could soft lock.
RC3
- Changed the colour of menu font to better suit the theme.
- Changed the sky to orange on MAP06.
- Added proper exit room to MAP06.
- Removed one Cyberdemon on MAP06 (proved to be too annoying having two).
- Added bossaction (UMAPINFO) and specialaction (ZMAPINFO) for the Cyberdemon
on MAP06 to lower bars to the exit.
- Fixed some flickering trees for software mode.
RC2
- Fixed visual errors for software mode.
- Made the last Cyberdemon fight in MAP06 (The Dam) tougher.
- Made the 'C' in 'Hydro Control' and 'Conduit' on the intermission CWILVXX
screens clearer.
- Fixed blue card switch in MAP06
RC1
- Initial release for testing
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Permissions
* The contents of this wad file may NOT be used as a base for modification or
reuse.
* This file may be distributed electronically in any way, provided this text
file is included, with no modifications.
* Nothing in this file is intended for commercial use.
* I have given credit to the original authors for additional content used in
this file as required.