Names
Super Sonic DooM
Description
A DooM 2 episode with a Sonic influence throughout, courtesy of a brainwave I had during the map drawing phase of Licence to Spell DooM. It has the Sonic layout (zones, acts, bosses) and also has some Sonic features (monitors, springs, water). It also uses the health system seen in map 09 of Fragport (which was also Sonic-inspired) but will still look and play like a normal DooM 2 megawad.
Filenames
sonic.wad
Size
50.03 MB
MD5
1bd1a6d37582b1356b3a021376a3d720
SHA-1
3cb4a28e6b2462d3a4fd1bfcdb16dfa3b7e3a6ac
WAD Type
PWAD
IWAD
DOOM2
Engine
GZDOOM
Lumps
1667
Maps
35
 
MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP07, MAP08, MAP09, MAP10, MAP11, MAP12, MAP13, MAP14, MAP15, MAP16, MAP17, MAP18, MAP19, MAP20, MAP21, MAP22, MAP23, MAP24, MAP25, MAP26, MAP27, MAP28, MAP29, MAP30, MAP31, MAP32, MAP33, MAP34, MAP35
Updated Dec 2014 with lots of bug fixes and improvements of various sizes.
==============================================================================
    Super Sonic DooM - The Story so Far
==============================================================================

The year is 2105.

You are Julian Grant, top secret agent and second only to Jody Russell ('007')
having risen sharply since some heroic performances on the home front during 
Jody's mission to stop the MISSILE organisation three years ago.  Formerly a 
tough space marine in the Fragport garrison, your call sign is 'DamaGe', as you 
do lots of it during missions and love it, too.

At the moment, Jody is on assignment somewhere, so you're the best around.
And over the past few weeks the SSS has been monitoring the Firestorm Aerospace 
Corporation (FAC) and their base on a huge island due to suspicious activities 
(notably the repeated use of a flame-throwing warship on the island) and the 
belief that they have the capability to open some of those annoying entryways 
to the demon world.

But for now it's fairly quiet.  You check your watch and realise it's nearly 
time for the agent based in the biggest forest on the island to make a routine 
transmission from his outpost.  You sit back in your chair, tune in to your 
favourite pirate TV station and wait for the SSS communications centre to relay 
any important information to you...

==============================================================================
Title                   : Super Sonic DooM

Filename                : SONIC.WAD

Author                  : Stephen Clark  (The Ultimate DooMer)

Email Address           : theultimatedoomer@hotmail.com

Other WAD's by me       : Operation: Lightning (OP-LITE2.WAD) - 11 DooM 2 levels
  
  Fragport (FRAGPORT.WAD) - 32 innovative DooM 2 levels

  Shadowcaster (SHADOW.WAD) - 9 Heretic levels

  Licence to Spell DooM (007LTSD.WAD) - 9 Ultimate ZDoom levels

  I have also contributed to the following community wads:

  Community Chest - map 01 & 20, and the off-level graphics.
  Mock 2 - map 39, 40 & the 'you fail it' area in map 41.
  Plutonia II - map 24 (all of), 25 (all except for first area) & 29 
     (final area, some detailing and thing placement/gameplay)
and some testing/tweaking (maps 04-22, 26, 28, 31).
  (unreleased as of yet)
  Community Chest 2 - map 15.
  ZDaemon CTF Map Pack 3 - map 13 (improvements) & map 29 (all of).

Completion Date         : 24th December 2004 (only just in time for Chrimbo...)

Misc. Author Info       : A hardcore DooMer who loves all it's similar
  games (esp. Quake 2, Half-Life and Unreal) but still
  thinks DooM is best.

Description             : A DooM 2 episode with a Sonic influence throughout, courtesy of a 
  brainwave I had during the map drawing phase of Licence to Spell DooM.
  It has the Sonic layout (zones, acts, bosses) and also has some 
  Sonic features (monitors, springs, water).  It also uses the health 
  system seen in map 09 of Fragport (which was also Sonic-inspired) 
  but will still look and play like a normal DooM 2 megawad.

Additional Credits To:    Russ Walsh (for the corrugated metal texture/flats).

  Nick Baker (for the GRAY6 and WARNING graphics).

  Josh Fallon (for the night sky).

  Jean-Serge Gagnon (for the forest portion of the skys).

  Espi (for the GRASS3,4,5 flats and the 2 larger green trees).

  Leo Martin Lim (for the excellent shuttle seen in the intro).

  Björn Ostmann (for the window textures seen in the city maps).

  Fredrik Johansson (for the GRAY3 and SUPPORT5 graphics).

  Nigel Rowand (for the marine skin that formed the base of my
mercenary sprites)

  John Weeks, Paul Lapensee, Katsumi No, MPS, Mike, W1P3OUT XL, 
  Joe Cortez, Monster Iestyn and Fredrik Johansson (for the 
  excellent midi music).

  Cyb, LilWhiteMouse, Ty Halderman, Randy Heit and others 
  (for help on scripting).

  Enjay (for help on BEX stuff).

  Graf Zahl, NiGHTMARE and Little Faith for beta testing and feedback.

  Randy Heit (for ZDoom).

  Graf Zahl (for the additional coding which made things like 
     new monsters possible.  I already had these in 
     the project using the old BEX method, but Graf's 
     new DECORATE method made things a lot easier and 
     in most cases, better as well).

  The creators of all the editors I used to make this happen.  

  Sega for the excellent Sonic games, which this project was 
  inspired by.  

  And of course, id software for the greatest game on earth!

==============================================================================
*Playing Instructions*

This zip should contain the following files:

  SONIC.WAD - The megawad.
  SONIC.BAT - Batch file for playing the megawad.
  SONIC.TXT - This file.
  ENEMY.TXT - Details of the enemies.
  _INTRO.ACS - Scripting for the intro.
 _SCORES.ACS - Scripting for the scoring and timing stuff.
  _TRANS.ACS - Scripting for the colour translations.
_WEAPONS.ACS - Scripting for the weapons/ammo plus misc stuff.

To play :  Click on sonic.bat

NOTE: This wad has a rather lengthy scripted intro. You can skip the main part
of it at any time by following the instructions on-screen when you start the game.
The game will autosave at regular intervals during the intro, and also at the end.

Even if you don't like long cutscenes, it is recommended that you watch the intro 
when you play the wad for the first time, as it contains important information on 
some of the enemy characters as well as the story in general, and also the other 
cutscenes will not make sense if you haven't seen the intro at least once.

You will need 50 megs of hard drive space to play Super Sonic DooM.

==============================================================================
* Play Information *

Game Version Required  : DooM 2 (v1.9), running with ZDoom (2.6 and up) or 
 GZDoom (1.6 and up). Newer ones will probably be fine
 but if something breaks, use the above version.
 Also, make sure that you have wallrunning turned off, 
 or map 17 will not work at all.

Episode and Level #    : Map 01-35 (yes, a mega-megawad!)

Single Player          : Yes - Built for it!

Cooperative            : No  - the layouts and scripting are not co-op friendly.

Deathmatch             : No  - the layouts and scripting are not DM friendly.

Difficulty Settings    : Yes - of course.

New Sounds             : Yes - Sonic sounds plus sounds from my other wads. 
       Some of these are used as ambient sounds.

New Graphics           : Yes - Lots!

New Sprites       : Yes - Lots!

New Game Text       : Yes - BEX patch and mapinfo lump are inside the wad.

New Music              : Yes - Sonic tunes! - downloaded from www.vgmusic.com 
 (game midi site) and www.espiokaos.com (John Week's site)

Demos Replaced         : None - ZDoom doesn't like them.
------------------------------------------------------------------------------
* Construction *

Base                   : My creative mind (And lots of inspiration from a wide
    variety of sources)

Editor(s) used         : WadAuthor, WinTex, DeHackEd, DeePsea, XWE, ZDBSP, 
 Paint, PSP, MD2 Viewer, AudioRack, Audio Recorder, 
 OggDrop XPd (Ogg Vorbis), FLAC, MooD, Doom Builder.

Build Time       : 2 years (but with some periods of downtime)

Known Bugs             : One or two intro cameras don't go at the right height.

 Minor HOM during the map 12 boss, but it's unavoidable 
 and doesn't really affect anything anyway.

 The final skybox portal on top of the mountain in map 12
 doesn't display the view back in. (GZDoom only)

 For some reason the railgun cone doesn't always appear 
 when fired in map 20.

==============================================================================
     Super Sonic DooM - Special Features
==============================================================================

Zones: There are 15 zones, each with 2 acts (maps) in them. 
  Most of these are small/medium, with a few large ones,
  and there are no intermission screens between them.
  There are also 5 hidden bonus stages, at suitable intervals.
  And a 'special' secret in each zone without a bonus stage.

Bosses: In true Sonic fashion, each act has a boss at the end of it.
  The act 1 bosses will be tough monster-based challenges, and 
  the act 2 bosses will be more Sonic-like, and you will have 
  to shoot a target 8 times to defeat them.

Springs: Also in true Sonic fashion, there are springs in all the maps.
  Just walk into them (wall-mounted) or onto them (floor-based) 
  and fly through the air!  There are two types of spring - the
  yellow ones are weaker, and the red ones are stronger.

Monitors: These act like those in the Sonic games - jump on them and 
  you'll get a reward.  There are seven types of monitor:
  Health (10%), Armour (10%), Invisibility, (60 sec), Invincibility 
  (20 sec), Radiation suit/rebreather (60 sec), Extra Life (200% both) 
  and the good old Speed boots (30 sec).  Occasionally a monitor will 
  be needed for a puzzle or secret, but it's usually easy to tell when.

Moving Platforms: Another Sonic feature, these are groups of 4 metal plates that 
  move together.  When travelling on these, you must move with the 
  platform (very important!) as they will not carry you themselves.
  Also, try not to get in the way of them, as it will mess up their
  formation and make it impossible to travel on them!

Score: There is a proper scoring system here - points are awarded for 
  killing monsters, finding secrets, getting 100% kills and 
  100% secrets in a map, and a time bonus in each map, based on the 
  time taken to reach the map's exit.  (except in the last zone, 
  where points are scored for killing only)

    Note: Points will not be awarded for killing lost souls spawned by pain 
  elementals and monsters spawned by the boss spawners.

  For a full list of scores (excluding bonus stages), see scores.txt.

Time: A Sonic-esque timer will also be in use on each map.  Don't worry, 
  you won't die after a certain number of minutes, but the quicker 
  you complete a map, the more points you'll get on the time bonus.

    Note: ZDoom's automap timer is useless here, as it measures the total 
  game time not the individual map times. Only valid at the end.

Health: The health system is a little different here.  It is found in 
  rings (1%), health monitors (10%), golden potions (50%), 
  berserk packs (100%) and extra life monitors (200%).
  All can take it above 100% (except the berserk).

Armour: The armour system is similar.  It is found in helmets (1%), 
  armour monitors (10%), red armour suits (50%), green armour 
  suits (100%) and extra life monitors (200%).
  Helmets and monitors can take it above 100%, armour suits cannot.

New Weapons: There is one new weapon - a railgun.  This is selected by pressing 8, 
  and fires a single, accurate shot with lots of power and a long range.
  The weapon is right handed (not centred like the other weapons), 
  comes with it's own laser sight and uses up 10 cells per shot.
  None of the existing weapons have been replaced (innovation++) but as
  a result, the rocket launcher behaves a little differently when fired.

New Enemies: There are over 50 different enemies in Super Sonic DooM - the details 
  are in enemy.txt. (tons of new ones plus tweaks to some original ones)

Breakable Consoles: Many of the consoles, computers, monitors, displays etc.
  can be smashed with one shot.  Just for fun.
  (this also applies to the detailed wall lights found in some zones)

Security Cameras: These are banks of large monitors on the walls.  To operate them, 
  simply walk up to them and press 'use'. To stop viewing, simply 
  move away from them.  Unlike consoles, cameras are unbreakable.
  These are found in the more industrial/tech zones.

Static Guns: These are heavy guns mounted on the ground, and can be operated by 
  yourself - simply press the firing switch.  They can fire a variety
  of different projectiles at different rates, depending on the gun.
  Some of them can be aimed as well... (these will have glassy panels on 
  each side of the trigger, simply push them to move the barrel that way)

Projectile Launchers: These exist all over the place, and simply fire projectiles at 
  regular intervals.  The projectiles and their directions vary.

Mines: These are static hazards that will explode when you touch them, and 
  are found in some of the more heavily-protected areas.

Barrels: There are now 6 different types of barrels.  The two lighter-coloured 
  metal barrels are destructable, and all types of barrel are pushable.

Keys: Six different coloured keycards instead of three.

ZDoom Features: Everything under the sun (or thereabouts), including fully scripted 
  intro and victory/credit sequences!

------------------------------------------------------------------------------

* Copyright / Permissions *
  
Authors may NOT use any of these levels as a base for modification or re-use.
The only exception is for fixing any bugs that appear with newer ZDoom versions, 
in which case let me know and/or send over any patches etc. so I can add them in.

Authors MAY use the resources (including the scripts) in your own wads as long 
as you give the relevant author(s) credit in your text file.

You may distribute this wad as long as you include this text file and the 
other files intact.

------------------------------------------------------------------------------

* Where to get this WAD *

ftp://archives.gamers.org/pub/idgames/themes/sonic/ (and mirrors)

My DooM 2 wads are at:  /pub/idgames/levels/doom2/Ports/m-o/op-lite2.zip
  and:    "     "      "      "     "  /megawads/fragport.zip
My Heretic wad is at:     "     "      "   /heretic/s-u/shadow.zip
and Quake 2 skys at:      "     "   /graphics/q2skys-1.zip and q2skys-2.zip

Licence to Spell DooM is at: /pub/idgames/levels/doom/Ports/0-9/007ltsd.zip

ZDoom is at http://www.zdoom.org
2.6      at http://zdoom.org/files/zdoom/2.6/zdoom-2.6.0.zip
Latest   at http://devbuilds.drdteam.org/zdoom/

GZDoom is at http://www.osnanet.de/c.oelckers/gzdoom/
1.6       at http://www.osnanet.de/c.oelckers/gzdoom/download/gzdoom-bin-1-6-00.zip
Latest    at http://devbuilds.drdteam.org/gzdoom/

================================================================================
Remember, remember that DooM lives FOREVER!
================================================================================

sunset island zone - act 1 (MAP01)

DM Spawns
0
Co-op Spawns
29

sunset island zone - act 2 (MAP02)

DM Spawns
0
Co-op Spawns
2

sunset forest zone - act 1 (MAP03)

DM Spawns
0
Co-op Spawns
1

sunset forest zone - act 2 (MAP04)

DM Spawns
0
Co-op Spawns
2

skull temple zone - act 1 (MAP05)

DM Spawns
0
Co-op Spawns
4

skull temple zone - act 2 (MAP06)

DM Spawns
0
Co-op Spawns
1

nightmare zone - act 1 (MAP07)

DM Spawns
0
Co-op Spawns
2

nightmare zone - act 2 (MAP08)

DM Spawns
0
Co-op Spawns
1

forest fortress zone - act 1 (MAP09)

DM Spawns
0
Co-op Spawns
1

forest fortress zone - act 2 (MAP10)

DM Spawns
0
Co-op Spawns
2

active volcano zone - act 1 (MAP11)

DM Spawns
0
Co-op Spawns
1

active volcano zone - act 2 (MAP12)

DM Spawns
0
Co-op Spawns
1

ocean city zone - act 1 (MAP13)

DM Spawns
0
Co-op Spawns
12

ocean city zone - act 2 (MAP14)

DM Spawns
0
Co-op Spawns
1

crystal palace zone - act 1 (MAP15)

DM Spawns
0
Co-op Spawns
3

crystal palace zone - act 2 (MAP16)

DM Spawns
0
Co-op Spawns
2

nautical mines zone - act 1 (MAP17)

DM Spawns
0
Co-op Spawns
1

nautical mines zone - act 2 (MAP18)

DM Spawns
0
Co-op Spawns
2

steel works zone - act 1 (MAP19)

DM Spawns
0
Co-op Spawns
1

steel works zone - act 2 (MAP20)

DM Spawns
0
Co-op Spawns
4

industrial zone - act 1 (MAP21)

DM Spawns
0
Co-op Spawns
1

industrial zone - act 2 (MAP22)

DM Spawns
0
Co-op Spawns
1

sky city zone - act 1 (MAP23)

DM Spawns
0
Co-op Spawns
2

sky city zone - act 2 (MAP24)

DM Spawns
0
Co-op Spawns
1

space chase zone - act 1 (MAP25)

DM Spawns
0
Co-op Spawns
3

space chase zone - act 2 (MAP26)

DM Spawns
0
Co-op Spawns
2

doom star zone - act 1 (MAP27)

DM Spawns
0
Co-op Spawns
2

doom star zone - act 2 (MAP28)

DM Spawns
0
Co-op Spawns
2

final battle zone - act 1 (MAP29)

DM Spawns
0
Co-op Spawns
1

final battle zone - act 2 (MAP30)

DM Spawns
0
Co-op Spawns
12

bonus stage 1 (MAP31)

DM Spawns
0
Co-op Spawns
1

bonus stage 2 (MAP32)

DM Spawns
0
Co-op Spawns
1

bonus stage 3 (MAP33)

DM Spawns
0
Co-op Spawns
1

bonus stage 4 (MAP34)

DM Spawns
0
Co-op Spawns
1

bonus stage 5 (MAP35)

DM Spawns
0
Co-op Spawns
1
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