Jägermörder 02 : Terra Nova
Jägermörder 02 : Terra Nova
You have been transported to a Mars laboratory to eradicate the hellspawn threat. The fourth rock from the Sun had been terraformed decades earlier to provide an isolated environment for classified experiments. It is your task to destroy every lifeform on the premises and get off the planet.
=========================================================================== Advanced engine needed : ZDOOM or Prboom-Plus, but please, no jumping! Primary purpose : Single Player =========================================================================== Title : Jägermörder 02 : Terra Nova Filename : dmdjm02.zip - dmdjm02.wad, dmdjm02.txt Date Finished : July 18th, 2005 Author : Derek MacDonald aka Afterglow Web Page : http://www.doomworld.com/afterglow/ Email Address : email@example.com Other Files By Author : - Jägermörder01 - dmdjm01.wad - The Seventh 07 - prwrsv07.wad - SacrificeDM - dmdsacdm.wad - Lamentations - dmdlamdm.wad - Deadly Simplified - dmd07dm.wad Contributions to: - SlaughterDM - sldm.wad - Gothic99 - gothic99.wad - SurgeDM2 - surge2.wad - The Darkening E2 - darken2.wad - Hell Revealed II - hr2.wad - Skull Tag - http://www.skulltag.com/ Misc. Author Info : I'm Canadian, eh? Description : You have been transported to a Mars laboratory to eradicate the hellspawn threat. The fourth rock from the Sun had been terraformed decades earlier to provide an isolated environment for classified experiments. It is your task to destroy every lifeform on the premises and get off the planet. Additional Credits to : - Lee Szymanski, Bill "Bloodshedder" Koch, Jonathan Rimmer, Jonathan Dowland, and "Scuba Steve" Browning for playtesting. - Matt Dixon for creating the cramped hallway just beyond the red/blue key access barriers. - mewse Revision History : v1.0 released on July 18th, 2005 - initial public release v1.1 released on December 31st, 2005 - Fixed a Boom linedef pass-thru flag problem with the exit platform that prevented the map from being finishable with PrBoom-Plus (Thanks Grazza for pointing that out). - Fixed texture misalignments. - Slightly cleaned up automap. - Removed some cell ammo near the maps' end. - Rebuilt nodes using Zednode 1.2.1. =========================================================================== * Play Information * Map # : MAP02 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes, but this mode hasn't been tested. Difficulty Settings : Yes New Sounds : No New Music : Yes, Requiem MAP15 by [Jeremy Doyle|Mark Klem] New Graphics : Yes Demos Replaced : None * Construction * Base : New level from scratch Build Time : Started in 1999. Yeah. Editor(s) used : DCK 3.62, Doom Builder 1.66, Wintex 5.0 Known Bugs : Won't run in most Boom ports due to the Doom's SEGS and SIDEDEF limit of 32,768 limit. The SEGS count for this map is 42,574. Oops. May Not Run With... : doom2.exe, boom.exe, eternity.exe, legacy.exe * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. 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 this WAD * ftp://archives.3dgamers.com/pub/idgames/ and mirrors http://doomworld.com/afterglow/