===========================================================================
Advanced engine needed : MBF21 (see Tested With)
Primary purpose : Single play
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Title : Nine Circles
Filename : NineCircles.zip
Release date : 2022-04-30
Author : DoomyDoom
Email Address : [redacted]
Other Files By Author : None
Misc. Author Info : This is my first proper contribution to the amazing Doom community
Description : Nine Circles is an MBF21 map originally made for and played in
decino's Viewer Submissions Round 4 (
https://www.decino.nl/viewer-submissions).
I used this as an opportunity to learn some mapping, primary with
focus on combat design. The gimmick of the level was to take a
preexisting geometry inspired by a certain well-known room and
attempt to create a variety of new combat scenarios (9 in total).
Additional Credits to : Textures:
OTEX by Ola Bjorling (ukiro) -
https://doom.ukiro.com/about-otex/
Music:
Uneven Structures by AD_79 -
https://www.doomworld.com/vb/thread/106316
Converted Doom 3 plasma sound:
pilfered from sd20x7.wad by Ribbiks -
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/sd20x7
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* What is included *
New levels : 1
Sounds : No
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : Yes
Demos : No
Other : No
* Play Information *
Game : DOOM2
Map # : MAP09 (UMAPINFO magics will take you there from New Game)
Single Player : Designed for
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : No
Other game styles : None
Difficulty Settings : Yes, nonstandard - same monster placement, but more goodies on lower levels
Gameplay changes : Improved pistol. Not that you'll use it much.
Chaingun fires faster. Chaingun-tapping is still possible.
Barons now toss a mancubus-looking projectile which deals [8-64 + 1-20 splash over 130 range] damage.
Barons can infight HKs.
New custom monster - Shadow Vile. An invisible (spectral blur) and invulnerable 500 HP Arch-Vile
which does not attack. When resurrecting, briefly becomes visible and vulnerable.
Recommended settings : No jumping, no crouching no mouselook, infinite actor height.
I don't force any settings via any wad lumps, but combat design was explicitly done for vanilla mechanics.
Camping and sniping across the room is intentionally restricted by arena size, especially since improved
chaingun is pretty good at it. Mouse aim will invalidate a lot of intended challenge.
* Construction *
Base : New from scratch
Build Time : ~5 weeks base (Nov-Dec 2021) + on and off bugfixes/partial remake after submission round
Editor(s) used : Ultimate Doom Builder, Slade, WhackEd4, DoomTools
Tested With : dsda-doom 0.24+, Woof! 9.0, Doom Retro 4.5, Eternity 4.03 (dev builds), GZDoom 4.8 (dev builds)
Issues with : GZDoom 4.7.1, Odamex 10.1, DelphiDoom 2.0.7.735
Does Not Run With : anything that doesn't support mbf21
Known Bugs : On GZDoom 4.7.1, Shadow Viles do not properly change between blurred and visible states when resurrecting,
they are always blurry. Reported and fixed in 4.8 dev builds as of this writing.
Odamex 10.1 does not correctly restore height of monsters upon resurrection via MBF21 stuff. Reported and fixed for next release.
DelphiDoom 2.0.7.735 does not render Voodoo Dolls visible, which removes a visible indicator for which button will work next in room #3.
* Copyright / Permissions *
This work is licensed under the Creative Commons
Attribution-NonCommercial-NoDerivatives 4.0 International License. To view a
copy of this license, visit
http://creativecommons.org/licenses/by-nc-nd/4.0/
You are free to copy and redistribute the material in any medium or format.
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. If you remix,
transform, or build upon the material, you may not distribute the modified
material.
* Where to get the file that this text file describes *
The Usual:
ftp://archives.gamers.org/pub/idgames/ and mirrors