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Archive Maintainer      : This should replace the existing file
Update to               : levels/doom2/Ports/s-u/scl_top.zip
Advanced engine needed  : ZDoom (GZDoom/Skulltag recommended)
Primary purpose         : Solo play
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Title                   : DOOM: Threshold Of Pain
Filename                : scl_top.wad
Release date            : 10th September 2010
Author                  : John Gourley AKA scalliano
Email Address           : [email protected]
Other Files By Author   : The 667 Shuffle, Jaguar Doom TC, 32x Doom TC
Misc. Author Info       : Also makes music under the alias "JG"

Description             : Threshold of Pain is a ZDoom episode which
                         attempts to recreate the look and feel of
                         Midway's famous PSX conversion of Doom whilst
                         maintaining the core elements of the PC
                         versions and a level of difficulty PC players
                         would expect.

                         PSX Doom fans will know that ToP gets its name
                         from the final level of PSX Ultimate Doom. Like
                         many others, my first proper Doom experience
                         was on the Playstation, so when fenderc01
                         released the PSX TC last year I was excited to
                         get to play these levels again, only this time
                         with PC controls! Whilst he did an amazing job,
                         I found it to be way too easy, even on UV
                         setting. This was not fender's fault, merely a
                         testament to the compromises Midway had to
                         make in bringing such a game to a console.

                         ToP attempts to redress the balance whilst
                         maintaining the brooding atmosphere that Midway
                         brought to the game. It is NOT a PSX TC - many
                         features which were missing from the Playstation
                         remain, so expect to encounter the Archvile!

                         This is my first real attempt at a releasable
                         WAD, so I wasn't too concerned with highly
                         detailed levels, more on decent gameplay,
                         set pieces, and a few puzzles. That said, I
                         have tried to make them look halfway-decent,
                         despite the coloured lights :P

                         New features include:

                         Tons of coloured lighting, but nothing too
                         garish.

                         The infamous PSX burning sky, given a ZDoom
                         makeover.

                         PSX/N64 audio.

                         New Weapons - the Minigun and the Unmaker.

                         The PSX Final Doom SSG.

                         A new powerup - the Doomsphere.

                         New monsters - the nightmare class monsters
                         from PSX Doom and Doom64, a handful from the
                         Realm667 Bestiary and ZDCMP, plus a new final
                         boss...

                         A few other PSX/N64-style gameplay tweaks.

The Story               : After saving humanity from the threat of
                         extinction more times than you could remember and
                         establishing yourself as the only one to call
                         upon when the UAC screwed things up again, it was
                         only a matter of time before things got personal.

                         The UAC's newest and best-equipped facility,
                         stationed in a secluded mountain range on Triton,
                         Neptune's primary satellite, had only gone
                         operational six months ago. The new UAC bigwigs
                         had declared that all security issues had been
                         addressed so that the dimensional portal
                         research could be recommenced, and that nothing
                         would go wrong this time. The facility was only
                         accessible from the air and was heavily guarded
                         by marines with the heaviest artillery the UAC
                         could provide, so they could at least give the
                         impression that they had it all under control.

                         Last night all transmissions from Triton ceased.

                         The breifing was all too familiar to you now.
                         The final few broadcasts were of the sounds you'd
                         become accustomed to; screams, growls, tearing of
                         flesh, gunfire, more screams, and so on.

                         Only this time, there was something else. Just
                         before the end of the last broadcast, there was a
                         voice. It did not sound human, but you could
                         hear it clearly.

                         It was calling your name.

                         Seems like they want you dead. As if you didn't
                         know that already. And you're not the type to
                         back down from a challenge ...

                         Marine Command has sent you up there to clear out
                         the facility. You're being dropped into the
                         surrounding mountains to secure the perimeter and
                         get inside. Once inside ... you know the rest ...

Additional Credits to   : Id Software for the Doom 1 textures

                         Midway for the PSX Doom textures

                         Universal Studios for the title screen and menu

                         Aubrey Hodges for the PSX/N64 music and SFX

                         Kaiser for sussing out how to get at the PSX
                         resources in the first place

                         fenderc01 for the original fire sky and making
                         the PSX TC a reality

                         Raz for the PSX Final Doom-style SSG

                         SkullTag for the Minigun and the Doomsphere

                         Eriance for the Doomsphere sprites

                         AgentSpork, Carnevil and Ghastly Dragon for the
                         Hectebus

                         Vader and Bouncy for the Lord of Heresy

                         Ixnatifual for his modified DECORATE code for
                         the Lord of Heresy

                         Nanami, Keksdose, Espi (RIP) and Ebola for the
                         Afrit

                         Vader, Ghastly_dragon and Keksdose for the
                         Bruiser Demon

                         Chris Neilson and DoomKn1ght for the Nightmare
                         Spectre

                         Tormentor667, Daniel and Nanami for the purple
                         fireball sprites (Phase Imp)

                         Tormentor667, CaptainToenail, Ghastly_dragon,
                         Bouncy and Dreadopp for the Plasma Zombie

                         Tormentor667 for the UTnT cloud textures

                         Bouncy and Graf Zahl for the Chainsaw Zombie and
                         Nightmare Cacodemon

                         Eriance and Ghastly_dragon for the Guardian Cube

                         Xim, TheDarkArchon and Scuba Steve for the
                         Unmaker

                         Xim for the Unmaker Zombie

                         ItsNatureToDie for the centred Unmaker sprites

                         NiGHTMARE for the other (non-PSX) textures

                         JoeyTD and HellCatX for the Doomguy death sprites

                         Kaiser and Agent Spork for the Doom64-style
                         monster-fade code

                         Dutch Devil for the sprite set used by the
                         Protodemon (DECORATE code and projectile sprites
                         by myself)

                         JG/CyberJG based on the Unmaker Marine by Xim,
                         the Source Guardian by Tormentor667 and Moloch
                         by ProjectAngel (DECORATE code and sprite edits
                         by myself)

                         And indeed everyone who helped me sort out the
                         various bugs that helped get the mod to this
                         stage. Your input was invaluable.

===========================================================================
* What is included *

New levels              : 12
New Sounds              : Yes
New Music               : Yes (see below)
New Graphics            : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : No
Other files required    : No


* Play Information *

Game                    : DOOM2
Map #                   : Map01 through MAP12
Single Player           : Designed for
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Other game styles       : No
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch
Build Time              : Just over a year, on and off
Editor(s) used          : Doom Builder, Deutex, XWE, PSP5
Known Bugs              : None (yet)
May Not Run With        : Anything that isn't ZDoom or GZDoom.
Tested With             : ZDoom 2.3.1.1480, GZDoom 1.2.1.309


* Copyright / Permissions *

Authors MAY use the contents of this file as a base for
modification or reuse.  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
Web sites:
FTP sites:

KNOWN ISSUES

Coloured lighting is crap in software mode, but hey, what can you do?

There are a few texture alignment errors in software mode. I'm at a
loss as to what's causing them as they show up fine in GZDoom...

Wad file structure is a bit haphazard (I've kind of been adding stuff
as I go), but it works :)