===========================================================================
Update to : swake.zip
Advanced engine needed : Limit-removing, scrolling dolls (see below)
Primary purpose : Single play
===========================================================================
Title : Serpent's Wake ver. 1.1
Filename : swake.zip
Release date : 5/26/2020
Author : hervoheebo
Email Address : [redacted]
Other Files By Author : The Journey, Deimos Deja Vu
Description : Choose your path in the Serpent's Wake,
an all-new HERETIC adventure with three variations
of each map.
Featuring the QUEST SYSTEM: each skill level
represents a different way of playing each map.
Monsters, items, progression, geometry and more
change from quest to quest, so don't think yourself
a master of a given map once you've beaten it --
that was just one variation out of three!
This journey's setting is a fantasy world torn
apart by the Riders' invasion, its remnants
floating in the primeval void.
Blasted wastes, ruined villages and mysterious
woods are just some of the fantastic locales you'll
encounter during this expansive adventure, so dust
off your Elvenwand and Tome of Power!
IMPORTANT NOTES: Extensive use is made of scripts
made with voodoo dolls on conveyor belts, so
this should be played with a port that fully
supports Heretic, is limit removing and supports
aforementioned voodoo doll behavior. From testing,
it seems that only ZDoom, and by extension GZDoom
and possibly other forks, will work in practice,
since they're the only ones I could find
that meet these three requirements.
In addition, scroller speed should be the same as
in the original game. Maps are tested with the
latest versions of ZDoom and GZDoom as of writing.
Improper scroller speed will mess up the timing
of scripts. A good benchmark is the big door in
E3M3: if the light is synced with the door
opening, scroller speed is good. Enable the
compatibility option to set Raven scroller
speeds to original if there are problems.
If this option isn't present in your ZDoom, you
will need to use a more recent version.
The intended skill levels to use are:
Yellowbellies-r-us (Quest A)
Bringest them oneth (Quest B)
Thou art a smite-meister (Quest C)
The different Quests are intended to be similar
to each other in difficulty and can be played in
any order. "Thou needeth a wet-nurse" and
"Black plague possesses thee" can also be
selected, but their associated special rules
will only apply to Quests A and C.
There is a MAPINFO file inside the WAD, in ZDoom
format, that is used to change the level names.
If this is giving you problems, try deleting the
MAPINFO lump from the WAD: open it up in SLADE
or other WAD editor, find the lump called MAPINFO
and delete it. Then, save the file and try again.
In any case, due to technical limitations, the
ending text is unchanged from the original.
Please look up the included supplementary text
file for more setting & story information.
Multiplayer note: Cooperative and Deathmatch
starts are included but untested. No guarantees
on how the game plays in multiplayer.
VERSION 1.1:
Listed release date is for version 1.1.
The original release date was December 7th
2019.
-How to tell which version I have?
In the lower right corner of the title screen
is space for a version number. If it's blank,
you have the original release (1.0).
Update Notes:
1.1:
General
-Incorrect music credit corrected in SWAKEMAP.txt
(Human 4 changed to Human 3)
-Textures ROCKTOPG, ROCKVINE and ROKVINEB changed
so the underlying rock texture is based on the
new BRWNRCKS
E3M1 The Portal
-Changed a few lines to use the changed ROCKTOPG
texture
E3M3 The Crypt
-Exit changed: switch opens a door which lets a
doll scroll to an exit line, another doll dies on
quest B to make this a death exit so that the
player's inventory is cleared for the next map
(Death exit's side effects can be circumvented
by becoming invulnerable beforehand!)
E3M4 Wilderness
-Greater Runes in the key palace changed to C only,
from A or B or C
-Duplicate player 2 starts changed to players 3
and 4 starts
-Secret exit room's teleporter access delayed a bit
-Secret exit island's floor raised 8 units so that
you can't walk back up after stepping out
E3M6 Menhir Lands
-Music changed: 3 iterations each loop with
differences for each one
-Some texture/flat changes
-A: 2 tomes of power removed, 1 wand crystal added,
more monsters added to yellow key trap, with
the Gargoyles changed to Fire Gargoyles since
their area can't be entered or left anymore
(see below)
-Red-blue fork room: thin slice of roof corrected.
Missing texture added. Torch corrected (C)
-Decorative stalactites near the end that were
mistakenly flagged for C only have been enabled
for all quests
-Ledge near the five standing stones (sector 21)
changes to impassable lines so the player can't
be flung to the inescapable decorative area
E3M7 Fortress of Arrogance
-Music changed: 3 iterations each loop with
differences for each one
-A couple of non-slippery pieces of ice in the
upper area made slippery
E3M8 Zodiac Hold
-Quest B: door cycle changed:
unchanged:
A: close South open North, close East open South,
close West open East, close North open West
old:
B: close North open South, close West open East,
close East open West, close South open North
new:
B: close East open South, close West open East,
close North open West, close South open North
unchanged:
C: close West open East, close North open West,
close South open North, close East open South
Additional Credits to : JCD, Keyboard_Doomer, Marcaek, Hisymak
===========================================================================
* What is included *
New levels : 9
Sounds : No
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other : Embedded MAPINFO in ZDoom format, swakemap.txt
Other files required : None
* Play Information *
Game : Heretic
Map # : E3M1-E3M9
Single Player : Designed for
Cooperative 2-4 Player : Player starts only
Deathmatch 2-4 Player : Player starts only
Other game styles : None
Difficulty Settings : Yes
* Construction *
Base : New from scratch
Build Time : Long
Editor(s) used : Doom Builder 2, SLADE, GIMP, Anvil Studio
Known Bugs : -In mods that change pickup items, incorrect
behavior on picking up multiple health/ammo
items can result in a big stack of Crystal Vials
being all drunk immediately, resulting in the
relevant map (E3M9 or E3M5) becoming virtually
unbeatable.
-Decreased performance in E3M4 and E3M9.
-There are many places with intentionally blank
textures to create special effects, but if you
think a particular spot looks bad, feel free to
report it as a bug!
Technical limitations:
-In certain spots on certain quests, using an empty
space may give a key requirement message even
though no door is visible. If a door is giving the
message for the wrong key, try moving closer.
-You don't actually fall into the void should you
step off the edge, instead it acts like a damaging
floor. (Tip: use a Chaos Device to escape.)
-Some big things (dead trees) are ruled outside of
the player's line of sight prematurely causing
their graphics to disappear too early when turning
away from them.
May Not Run With : Vavoom, Doomsday, Doom Legacy
Tested With : ZDoom 2.8.1, GZDoom 4.2.4
* Copyright / Permissions *
This work is licensed under the Creative Commons
Attribution-NonCommercial-ShareAlike 4.0 International License. To view a
copy of this license, visit
http://creativecommons.org/licenses/by-nc-sa/4.0/
You are free to copy and redistribute the material in any medium or format;
and remix, transform, and build upon the material. 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 must distribute your contributions under the same license as
the original.
* Where to get the file that this text file describes *
The Usual:
ftp://archives.gamers.org/pub/idgames/ and mirrors
Web sites: doomworld.com/idgames