Type of Play : Single Player (Designed for)
Difficulty settings : Yes
Cooperative : No
Deathmatch : No
Jumping allowed : No
Freelook allowed : Optional but not intended
Crouching allowed : No
--------------------------------------------------------------------------------
Construction
Base : None, built from scratch
Editors used : Ultimate Doom Builder, Slade 3
Build Format : Doom 2 (-complevel 2)
Tested With : DSDA 0.28.2, Woof-15.0.1
Sky textures originally by Chainie, altered for use in this wad.
Sprites:
Trees/foliage : Jaska
Rocket Launcher,
Chaingun : From Doomkid's 1ManV3.wad. Edited for this
wad by Brian Irving
Pistol, Shotgun,
SSG, Plasma
and BFG alternates : Brian Irving
Other sprites : Unknown where they are from. Please message me
if you recognise them.
Graphics:
HUD : Ludi, with font by Essel
M_DOOM, TITLEPIC,
INTERPIC, CREDIT : Brian Irving
ENDOOM : Peccatum Mihzamiz
- Changed colour of pistol, shotgun, SSG weapon fire sprites
to suit the colour theming
- Added different Chaingun sprites
- MAP08: Made it harder for UV
- MAP09: Couple more rocket boxes for the yellow key area
- MAP11: Added Cyber and BFG for the end on UV
- MAP14: Added block monster lines to the Barons on the lifts
- MAP15: Made the BFG a non secret
Previous versions:
RC3
- Added new HUD graphics
- MAP05: Fixed clipping sprites
- MAP06: Prevented being able to Archvile jump to the exit
- MAP09: Prevented a strafe jump which could skip to the blue key early
- MAP09: Fixed clipping trees
- Some texture alignment
- Removed DSPSTOP Playstation sound effect
- Added intermission texts to the wad
RC2
- Fixed some teleport objects not being active in all difficulties
throughout the wad.
- MAP05: Fixed the Red Key not being active in easy difficulties.
- Adjusted random floating things throughout.
- MAP10: Fixed a skippable linedef action.
- Updated the CREDIT graphic and credits in the README file