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.
=========================================================================== 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