Names
Abandoned Misery
Description
This map was included in my huge project 'TGRDM3'(Morgenstern) that originally started back in 2007, but I finally decided to kill the project on the 26 October 2014. The development time was going to take several more years to complete, and making maps that uses 3D Objects - heavily - on a 2.5 game engine is overly complicated along with its limitations. Abandoned Misery was originally half-way designed back in 2010, but later completely redesigned in 2013 (which is the version released). I honestly believe that this is the first - real successful Deathmatch map I have ever created in my entire history of Doom modding. Call me bias, but I have rejected approximately 37 maps that I have created for the TGRDM3 project, but this map is one of the survivors in the new stock set. I hope others enjoy this map and possibly use it for other projects.
Filenames
amisery.pk3
Size
5.62 MB
MD5
9160086254eea947d1ddb4024e98d47a
SHA-1
a14c169cbc37b773d36350baadfd2c9ab555601f
WAD Type
PK3
IWAD
DOOM2
Engine
GZDOOM
Maps
1
 
MAP01
===========================================================================
Archive Maintainer      : Would you kindly replace 'amisery.zip' from 
                            [ levels/doom2/deathmatch/Ports/a-c/amisery.zip ]
                            with this file.  Thank you!
Advanced engine needed  : GZDoom 2.0 (Recommended)
Primary purpose         : Deathmatch
===========================================================================
Title                   : Abandoned Misery
Filename                : AMisery.pk3
Release date            : 31 December 2014
Author                  : Nicholas "Tiger" Gautier
Email Address           : SibTiger_and_Life@Hotmail.com
Other Files By Author   : TGRDM1
                          TGRDM2
                          TGRCP1
                          STFBall2
Misc. Author Info       : I love Siberian Tigers :)

Description             : This map was included in my huge project
                           'TGRDM3'(Morgenstern) that originally started
                           back in 2007, but I finally decided to kill the
                           project on the 26 October 2014.  The development
                           time was going to take several more years to
                           complete, and making maps that uses 3D Objects -
                           heavily - on a 2.5 game engine is overly
                           complicated along with its limitations. 
                           Abandoned Misery was originally half-way designed
                           back in 2010, but later completely redesigned in
                           2013 (which is the version released).  I honestly
                           believe that this is the first - real successful
                           Deathmatch map I have ever created in my entire
                           history of Doom modding.  Call me bias, but I
                           have rejected approximately 37 maps that I have
                           created for the TGRDM3 project, but this map is
                           one of the survivors in the new stock set.  I
                           hope others enjoy this map and possibly use it
                           for other projects.
                           
                           Revision Update (31 December. 2014):
                            This is a revision update from the last known release.
                            Updates:
                                Added Fog using resources within the Realm667 site.
                                Added Sector Fog
                                Added Rain using resources within the Realm667 site.
                                Added splashes using Enjay's "Splashes" resource mod file.
                                Added one ogg music file from 'Shane Strife'. (see \Documents\Credits.txt for more details)
                                General map fixes and updates
                                    For example; the glass ceilings where not set properly with the currently used sky.
                                        Some instant death sectors where not set properly.
                                        Texture alignment
                           
                           Performance Notes:
                                This map might be rather resource and rendering
                                intensive on various systems abroad.  Here is a
                                few Console Variables that could help a bit by
                                disabling some special features based on the
                                GZDoom engine:
                                        Line Mirrors --> R_DrawMirrors
                                        Sector Reflections --> GL_Plane_Reflection
                                        Dynamic Lights --> GL_Lights

Additional Credits to   : Affliction - Created a python script which helped
                            to identify duplicated images.
                            http://pastebin.com/4Tv1mfxj
                          Mazter - Assisted and shared a tool that
                            compresses images using 'Image Catalyst'
                          Qent - Helping me with testing on the Zandronum
                            engine.
                          Tribeam - For being Tribeam
                          Edward850 - Helped me fix a really odd bug in the
                            map, and ideas on presentation.
                          Eruanna - Giving me a forum section from the DRD Team
                            site for the TGRDM3 project.
                            project.
                          MaxED - Making Doom Builder 2 even better with
                            GZDoom Builder editor.  If it wasn't for GZDoom
                            Builder, editing would feel like a horror'ish
                            nightmare with managing over 600 3D Objects in
                            one map and having to deal with (G)ZDoom specific
                            features at the same time.
                          CodeImp - Making Doom Builder 2 and what started
                            it all (at least for me) Doom Builder.
                          Graf Zahl - Continuing work on the GZDoom engine.
                          Zandronum Dev. Team - Continuing work on making
                            SkullTag better and with a new vision.
                          DeathZ0r - Made a tutorial back in 2004 in
                            regards to making Deathmatch maps; a copy of the
                            tutorial can be found in the provided link:
                            http://zandronum.com/forum/showthread.php?tid=5182&pid=76221#pid76221
                          Enjay - Updated and yet made publicly available for everyone
                            to use, Splashes.
                            http://forum.zdoom.org/viewtopic.php?p=670357#p670357
                          Tormentor667 (and Realm667 contributors) - Created
                            and made publicly available for everyone to use,
                            Fog and rain special effects.
                            http://www.realm667.com/
                          Shane Strife - Created and made publicly available for
                            everyone to use, Doom 2 'High Definition' (NOT REMIXED) music.
                            http://forum.zdoom.org/viewtopic.php?p=472461#p472461
                                NOTE: Property of the contents belong to the respected
                                    creators and maintainers.  Original music by id Software.
                                    (see \Documents\Credits.txt for more details)
                          ID Software - Do I need to add a description for
                            the obvious? ;)
                          
                          And all the authors of the textures I used for
                           making this map; though, since I had a huge 
                           texture database, I placed all the documentation
                           in the /documents/ section within the .pk3 archive.
                           Please view that directory for more information.
===========================================================================
* What is included *

New levels              : 1
Sounds                  : No
Music                   : No
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : No
Other files required    : Recommended but not required, Ghastly_dragon's Marine Skins
                           for Zandronum users -- ZDoom support requires a bit more work
                           http://forum.zdoom.org/viewtopic.php?p=469284#p469284


* Play Information *

Game                    : Doom 2
Map #                   : MAP01
Single Player           : Player starts only
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : Designed for
Other game styles       : None
Difficulty Settings     : Not implemented


* Construction *

Base                    : New from scratch
Editor(s) used          : GZDoom Builder, Notepad++, and various other
                          tools
Known Bugs              : One of the mirrors does produce a HOM due to not
                           having a larger rendering void, this effect
                           probably wont be easily noticeable.
                          
                          If using the Zandronum engine, there is going to
                           be a lot of rendering issues and UDMF conflicts:
                           Geometry intermittently vanishes, textures are
                           not scaled, textures are misaligned, and the old
                           GZDoom OpenGL engine that Zandronum uses - will
                           lag intensively on a lot of areas on this map.
                           Hopefully later versions of Zandronum will
                           correct this [current Zandronum Official Build as
                           of today: 1.3]
                          In addition, Zandronum does not yet support ZMAPINFO.
                           the next release should meet the bare minimum support.
May Not Run With...     : ZDoom's software rendering engine, this is due to
                           the sloped 3D Objects.  But,  this is only a
                           visual issue, the map will still work as expected
                           regardless.


* 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

MAP01

DM Spawns
25
Co-op Spawns
1
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Creative Commons License