The City of The Damned : Apocalypse
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The City of The Damned : Apocalypse
The successor of "The City of The Damned", a ZDoom map featuring resources from the Monolith game "Blood", this time featuring dynamic lights and other nifty sourceport additions in GZDoom. Expect a moody, dark and scary city filled with zombies, cultists and evil demons.
=========================================================================== Title : The City of The Damned : Apocalypse Version: v1.21 SE Filename : tcotd2.pk3 Date Finished : November, 1st 2007 Version v1.1: November, 2nd 2007 Version v1.12: November, 9th 2007 (GZDoom Hotfix) Version v1.2 ME: December, 20th 2008 Version v1.21 ME: May, 18th 2011 (Widescreen fixes) Author : Daniel "Tormentor667" Gimmer Web Page : http://www.realm667.com/ http://www.tormentor667.de/ Previous Work: The Ultimate Torment & Torture Original Torment & Torture Series X-Mas Deathmatch Map01 Remixes Compilation The City of the Damned Sapphire - Orbital Research Knee-Deep in ZDoom (KDiZD) Ultimate Torment & Torture : Invasion Community Chest 3 Contribution (1x) ZPack Contributions (3x) Sabbat Martyr II Contributions (2x) Look also for: The soon to be released... Netherworld : A Cursed Legacy X-Mas Deathmatch 2 Perforated Entrails : Renaissance Stronghold (working title) Sapphire 2 Email Address : firstname.lastname@example.org Description : The successor of "The City of The Damned", a ZDoom map featuring resources from the Monolith game "Blood", this time featuring dynamic lights and other nifty sourceport additions in GZDoom. Expect a moody, dark and scary city filled with zombies, cultists and evil demons. Important Info: If you get stuck while reading one of the messages and notes lying around, use the defined key for killing the message screen. Default is "K". Weapon Info: Some weapons have alternate fire that may help you against special demons and enemies, so use'em! GZDoom Settings: Lightning Mode MUST be "Doom" style Gamma Correction & Ambient Light if the map is too dark with your monitor, simply adjust the gamma settings or the ambient light level settings. It's impossible to take care on every single person if you only use light values below 100 so I fully leave it up to, just make sure that it is not too bright ;) Credits & Special Thx : id Software for Doom Monolith for Blood Textures, sprites, music & sounds Graf Zahl for GZDoom Capcom for Resident Evil Ingame music & sounds Konami for Silent Hill Bethesda Softworks for Daggerfall Some sprites for ingame decoration Neoworm/Wildweasel Fence texture in outdoor areas Cutmanmike for help with acs & pushable actors Enjay Some Dark Project textures from his "Thief" GZDoom effort SnowKate Technical ACS Assistence Mechadon for the ingame smallfont and bigfont Shtbag555 for web decorations´ Scuba Steve for the dead scientist sprites & some useful tipps on how to enhance the gameplay Eriance for Apprentice, Death Incarnate, Hell Hound, Nightmare, Vulgar, Wraith, Cultist Neoworm for Ethereal Soul & the dual pistol code and sprites Vader for Soul Harvester, Shadow DBThanatos & Jimmy91 for Thamuz KeksDose for all the new actor GLDEFS again as well as testing and development feedback. TheDarkArchon, HotWax & Graf Zahl for help and tricks with the custom weapons code. Zippy for special help and fixes with the custom weapons code. Nash for Nash Gore effects Chaoscentral for the script that forces OpenGL ZBlood for several Blood resources I was too lazy for ripping myself Hotwax for help with sound for pushable objects WildWeasel for a little sprite out of his WWHC-DIAZ weapon mod (pistol ammo) and help with the CustomPunch melee sound. Neoworm & Eriance for the flying pitchfork sprites Enjay & Gez for help with monster infighting & random script help Risen & Graf Zahl for random script help Skippy for correct english grammar and improving the text files all over the place Jekyll Grim Payne for helping me to improve the special editon by adding numerous gameplay fixes and tips Everyone else I forgot and who helped me in the public beta test phase. Thx guys, you made this so much better! =========================================================================== * Play Information * Maps : 01 (MAP01) Source Port: GZDoom Single Player : Yes Cooperative 2-8 Player : No Deathmatch 2-8 Player : No Difficulty Settings : Yes New Sounds : Yes New Music : Yes New Graphics : Yes * Construction * Base : From Scratch Build Time : From September 29th till November 1st approx. 1 month Editor(s) used : Adobe Photoshop, DoomBuilder, ACC, WinTex, XWE, DecX, SlumpEd Known Bugs : Read "GZDoom Settings" (top) * Other Information * Where to Get: http://www.realm667.com/ http://www.doomworld.com/idgames/ Copy Information: You may use material from this project for your own projects as long as you credit the respective creators You may upload this file somewhere else as long as this file stays included as it is You may base projects on this resources and setting