===========================================================================
Archive Maintainer :
Update to : ./levels/doom2/Ports/s-u/tdutrcp.zip
Advanced engine needed : MAP01-MAP07 are fully playable with prboom+
MAP31 requires ZDoom or ZDoom-based ports
MAP08 is a Boom-only credit map
Primary purpose : Single play
===========================================================================
Title : The Doom Universe's Total Randomness Community Project
Filename : tdutrcp.wad, tdutrcp.txt (this file), mapinfo.txt (appended to this file)
Release date : July 2012
Version : 1.2
Author : The Doom Universe
Email Address : [redacted]
Other Files By Author : This is the first release by the community
Misc. Author Info : We are a cool community. Visit us!
Website :
http://thedoomuniverse.prophpbb.com
Fanpage :
http://www.facebook.com/thedoomuniverse
Description : Every Doomer has many unfinished maps lying on their
HDDs. We've bugfixed and completed some of those maps,
and thus this project has been born. Because of the
various map themes, it's been called "Total Randomness".
Read the "map descriptions" section below for individual map
info.
Additional Credits to :
Music:
Title is "Title III" from Capcom's Megaman Zero 3 sequenced by Jordan Davenport
Intermission is "Rave On" from Grasshopper Studio's Killer 7 sequenced by Three-Headed-Monkey
MAP01 is "Lemon Chilllllllllllllllll" from 3D Realms's Duke Nukem 3D sequenced by Lee Jackson
MAP02 is Doom 2's text screen music from iD Software's Doom 2 sequenced by Robert Prince
MAP03 is "Adrian's Asleep" from iD Software's Doom 2 sequenced by Robert Prince
MAP04 is System Vice's MAP10 music sequenced by Bob Reganess
MAP05 is "Crush Crawfish" from Capcom's Megaman X3 sequenced by Asheron
MAP06 is "Message for the Archvile" from iD Software's Doom 2 sequenced by Robert Prince
MAP07 is System Vice's MAP08 music sequenced by Bob Reganess
MAP08 is "Subarashiki Shin Sekai (Piano Arrangement)" from Namco's Namco X Capcom sequenced by DZX and MaliceX
Graphics:
iD Software's Doom for graphics used in the INTERPIC and M_DOOM graphics and for textures
iD Software's Doom 2 for textures used in the CREDIT, HELP, and CWILV* graphics and CREDIT* textures
iD Software's Quake 3 for doomguy model used in the TITLEPIC
The Doom Universe site logo for the font used in the M_DOOM graphic
Skulltag team's Skulltag for textures
Team TNT's RETurn RESources for textures
Team TNT's TNT: Evilution for textures
Raven Software's Heretic for textures
Andy Warhol's four-panel Marilyn Monroe painting which was the inpiration for the INTERPIC
Unknown font used in M_DOOM (sorry that I don't remember the font used and cannot find the psd. I just rememeber applying blending options to the UNIVERSE lettering.)
Dwango 12's bronze recolor of Andy Chen and Clude Martins' INVASION series status bar used as the status bar. (I'm not sure who from Dwango 12 recolored it. Dwango 12 appears to have not come with a textfile.)
DooM font for the text used in the CWILV*, TITLEPIC, CREDIT, HELP graphics, and CREDIT* textures (no authorship information listed, but the font can be found at
https://www.fonts4free.net/doom-font.html)
"E X E C U T I O N" team's "E X E C U T I O N" for textures
H. R. Giger's artwork as scanned by Stephen Renton for their ZEUS.WAD for textures
H. R. Giger's artwork as converted by Wraithechilde for use in their Sirens II for textures
Gothic Deathmatch 2 Team's Gothic DeathMatch (II) Graphical Resource PWAD for textures
Community Chest 4 Texture Pack's contributors for textures
Nick Baker's Recoloured Doom and Doom 2 textures v2 for textures
Nick Baker's 5th Episode textures (Doom 2 version) for textures
Textures prefixed with KS_* may be found described in detail in OldResourceCredits.txt of LKTex
Special Thanks:
To Glassyman for initiating the project
To Glassyman and Vilde123 for being the ones that initiated early versions of the textfile (if I'm off I apologize. I don't recall exactly who I inherited
the textfile from before edited it and uploaded it in 2012)
To Nutcracker and Vilde123 for playtesting the wad
To everyone who played and provided feedback on the project in and outside of Doom Universe
iD Software for being the reason any of this weird stuff came to fruition
For further credits on an individual level basis see the appended * Map Descriptions * section below
===========================================================================
* What is included *
New levels : 8 + 1 credit map
Sounds : No
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other : Boom-specific lumps
Other files required : None
* Play Information *
Game : Doom 2
Map # : MAP01-MAP08, MAP31
Single Player : All maps are designed for
Cooperative 2-4 Player : Player starts are there. Untested, but it should work.
Deathmatch 2-4 Player : Same as above
Other game styles : None
Difficulty Settings : Yes!!! Play it on UV!
* Construction *
Base : New from scratch
Build Time : Various. Read the info file
Editor(s) used : Several. Read the info file
Known Bugs : None that we know of. Read the info file
May Not Run With... : Vanilla, MAP31 doesn't run with non-ZDoom ports
Tested with : ZDoom 2.6.0, prboom+
===========================================================================
* Change log *
===========================================================================
Version 1.0, released July 6, 2012
Initial release
Version 1.1, released July 14, 2012
Bug fixes:
Map 04:
* Added some multiplayer specific decorations to replace some that would otherwise be missing.
Map 05:
* Made the map more multiplayer friendly by making a telefrag death trap have damaging floors.
Map 07:
* Fixed an issue that allowed most of the map to be completed without activating the monster spawners
Version 1.2
Bug fixes:
Map 06:
* Fixed a mistag which prevented some monsters from teleporting.
* Fixed a bug in which the player could fall and get stuck in a pit right before the red key.
* Fixed a bug which left some monsters outside of the game area.
* Moved a teleport spawn so that the player won't get clustered by monsters.
* Added a few monster teleports before the exit.
===========================================================================
* Map Descriptions *
===========================================================================
-=-=-=--=-=|Map01|=-=-=--=-=-
Level name : Green Nightmare
Author(s) : daimon/+dai+
Credits : Music is "Lemon Chilllllllllllllllll" by Lee Jackson, from e4m5 of Duke Nukem 3D
Build time : Unknown
Editor(s) used : Doom Builder
Bugs : None
Description : Alright, just our classic episode 4 map with bricks, marbles, wood and rocks...
originally this was intended to be an episode for Ultimate Doom, but at the end that project goes into nothing... until now.
-=-=-=--=-=|Map02|=-=-=--=-=-
Level name : LIS
Author(s) : CKeen
Credits : None
Build time : Unknown
Editor(s) used : Doom Builder
Bugs : Some textures might not be aligned correctly
Description : Originally made for Vanilla Ultimate Doom, bugfixed and ported to
Doom 2 by Glassyman.
-=-=-=--=-=|Map03|=-=-=--=-=-
Level name : 1994 Castle
Author(s) : Glassyman
Credits : 1994 wads. They are so cool!!!
Build time : Can't remember
Editor(s) used : Doom Builder 1 & 2
Bugs : None
Description : Originally made for Vanilla Doom in early 2007, intended to be
the sequel to 1994 Base (1994base.wad). Later ported to Doom 2
with some changes. Inspired by 1994 wads (hence the name).
-=-=-=--=-=|Map04|=-=-=--=-=-
Level name : Emoticon Symphony
Author(s) : lupinx-Kassman
Credits : Bob Reganess for the music (System Vices map 10) and inspiration
Build time : Unknown
Editor(s) used : Doom Builder
Bugs : None
Description : Wonder whats on the other side of the rabbit hole? A strange dark blue void in which peculiar faces watch your every step.
This was originally going to be map 05 for eabase.wad, in which I had wanted to make a map inspired by Bob Reganess's strange wads.
Eventually I changed my mind and made "mutilation fountain" instead, which was more non-linear and had a brown gothic theme. Still, I didn't want this map to go to waste, so thankfully, it found a home here. The gazebo structure encountered after the first teleport is a reference to the gazebo structure in Bob Reganess's aboo4.wad MAP03.
-=-=-=--=-=|Map05|=-=-=--=-=-
Level name : Submerged Hallways
Author(s) : daimon/+dai+
Credits : Music is "Crush Crawfish" by Capcom, from the crush crawfish stage of Megaman X3, sequenced by Asheron, Heretic and Eternal Resource Project for the textures
Build time : Unknown
Editor(s) used : Doom Builder
Bugs : None
Description : After that weird place, you return back to home just for seeing the demons left open the valves and let flooded away the marines hq, in the meanwhile the monsters also opened the gates of hell and turns your hyper-technological marines command control into their sick hellish place full of demonic crap...
Your mission is to defeat the evil forces and go back to hell again to ask who should pay between administering the Marines or you think accountants hell ... and above all, why the UAC has chosen to build the command on the very top of the mountain most of the world cup... (eeww google translate for life yay!)
All right, this is a huge, fancy mix of various maps lying on my old, defunct PC, and there was some stuff from:
- The ultimate Doom episode 4, I planned to do, here's a part of planned e4m2
- 2 Doom2 demo maps for testing Legacy Engine, here merged in one map (actually, it's the most part of the map)
- One level from an abandoned Ultimate Doom project megawad dated 2006 and called "Doom Reprised". Most levels have been ripped off and find their own home in various other projects I've done (Hell Underneath, Bleha 2 updated version episode 5, Earth Base MAP09, Doom 2 Unleashed MAP31, OLD HELL SCRAPER) chopped and mixed with original stuff, and this level (e2m7) follows the fate of the other maps of that project... Anyway, it's that lift maze after the teleport in the cell...
-=-=-=--=-=|Map06|=-=-=--=-=-
Level name : Land of Confusion
Author(s) : Mr. XC
Credits : None
Build time : One month
Editor(s) used : Doom Builder 2 and XWE
Bugs : Our heavy playtesting fixed all
Description : The map has been built with difficutly settings. Use them.
It is possible to complete the map without any secret found.
There is enough ammo (even for UV, yes).
The map has been designed coop-friendly, up to 4 players.
None will get stuck nor the level cannot be completed in case someone does something stupid (IE: dying in the wrong place). Cooperative mode guarantees extra monsters. Teamwork is the key to succeed. This is the first map I've ever built, I hope you like it.
-=-=-=--=-=|Map07|=-=-=--=-=-
Level name : The Keeper of Nightmares
Author(s) : lupinx-Kassman
Credits : Bob Reganess for the music (System Vices map 08), gothictx, cc4-tex, E X E C U T I O N, sirenszd, ZEUS1.WAD, and H.R. Giger for the new resources
Build time : Unknown
Editor(s) used : Doom Builder
Bugs : None
Description : Here it is, the source of this adventure's problem. If you wish to put an end to these nightmares, you will have to destroy their keeper.
While creating my two cc4 maps, I took all of the scrapped areas and put them into a wad called cc4_scrap.wad, usually because the area did not fit the theme of my cc4 maps. Of the areas I scrapped however, I took a liking to this one, and decided to make an icon of sin map out of it for this wad.
-=-=-=--=-=|Map08|=-=-=--=-=-
Level name : Credit Map
Author(s) : lupinx-Kassman
Credits : "Subarashiki Shin Sekai (Piano Arrangement)" from Namco's Namco X Capcom sequenced by DZX and MaliceX, and iD Software's Doom 2 for textures used in the CREDIT* textures, and of course everyone who participated in the project
Build time : Unknown
Editor(s) used : Doom Builder
Bugs : None
Description : A map that is only naturally reachable in non-zdoom ports. Just serves as a way to cap off the episode with credits.
-=-=-=--=-=|Map31|=-=-=--=-=-
Level name : The Bore
Author(s) : Glassyman
Credits : Poetry
Build time : A few hours
Editor(s) used : Doom Builder 1 & 2, SLADE
Bugs : None
Description : Originally made for a community jokewad which suddenly died.
It's a jokemap, do not take it seriously. You have been warned.
===========================================================================
* Copyright / Permissions *
===========================================================================
Authors may NOT 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:
http://thedoomuniverse.prophpbb.com
http://www.facebook.com/thedoomuniverse
===========================================================================
* Disclaimers *
===========================================================================
NOTE: GOTHICTX.txt requests that the below disclaimer not be modified, but cdrom.com isn't around anymore.
Replace the links in the disclaimer with the following respectively:
https://www.doomworld.com/idgames/levels/doom2/deathmatch/megawads/gothicdm
https://www.doomworld.com/idgames/levels/doom2/deathmatch/megawads/gothic2
* DISCLAIMER *
This PWAD contains select texture(s) and flat(s) that can originally be found
in GothicDM or Gothic2. Credit and thanks go out to the artist(s) of said
flat(s) and texture(s) and also to the rest of the Gothic Crew (1997/98). The
ORIGINAL GothicDM(2).ZIP can be found at CDROM.COM. Each said PKZIP archive
contains thirty-two professional quality levels and music.
http://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothicdm.zip
http://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothic2.zip