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Names
Threshold of Pain SE
Description
Threshold of Pain is a ZDoom episode which attempts to recreate the look and feel of Midway's famous PSX conversion of Doom whilst maintaining the core elements of the PC versions and a level of difficulty PC players would expect. PSX Doom fans will know that ToP gets its name from the final level of PSX Ultimate Doom. Like many others, my first proper Doom experience was on the Playstation, so when fenderc01 released the PSX TC last year I was excited to get to play these levels again, only this time with PC controls! Whilst he did an amazing job, I found it to be way too easy, even on UV setting. This was not fender's fault, merely a testament to the compromises Midway had to make in bringing such a game to a console. ToP attempts to redress the balance whilst maintaining the brooding atmosphere that Midway brought to the game. It is NOT a PSX TC - many features which were missing from the Playstation remain, so expect to encounter the Archvile! In light of the soon-to-be-released Threshold II, this "Special Edition" features graphical enhancements only made possible by recent advances in the GZDoom engine that Threshold II uses, all with the goal of giving the game a more accurate PSX look and feel, and also to aid consistency between the two mods. Also features a swathe of bugfixes that never made the cut the first time around! New features include: Tons of coloured lighting, but nothing too garish. The infamous PSX burning sky, given a ZDoom makeover. PSX/N64 audio. New Weapons - the Minigun and the Unmaker. The PSX Final Doom SSG. A new powerup - the Doomsphere. New monsters - the nightmare class monsters from PSX Doom and Doom64, a handful from the Realm667 Bestiary and ZDCMP, plus a new final boss... A few other PSX/N64-style gameplay tweaks.
Filenames
scl_tops.wad
Size
54.17 MB
MD5
750a2676390168ac25f6b7874ce4efb8
SHA-1
c14590efcbf1749e00df215af48e75a124ecfc3d
WAD Type
PWAD
IWAD
DOOM2
Engine
GZDOOM, ZANDRONUM, ZDOOM
Lumps
2714
Maps
12
 
MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP07, MAP08, MAP09, MAP10, MAP11, MAP12
===========================================================================
Archive Maintainer      :
Update to               :
Advanced engine needed  : ZDoom (GZDoom/Skulltag recommended)
Primary purpose         : Solo play
===========================================================================
Title                   : DOOM: Threshold Of Pain - Special Edition
Filename                : scl_tops.wad
Release date            : 18th May 2014
Author                  : John Gourley AKA scalliano
Email Address           : scalliano@hotmail.com
Other Files By Author   : The 667 Shuffle, Jaguar Doom TC, 32x Doom TC
Misc. Author Info       : Also makes music under the alias "JG"

Description             : Threshold of Pain is a ZDoom episode which
  attempts to recreate the look and feel of
  Midway's famous PSX conversion of Doom whilst
  maintaining the core elements of the PC
  versions and a level of difficulty PC players
  would expect.

  PSX Doom fans will know that ToP gets its name
  from the final level of PSX Ultimate Doom. Like
  many others, my first proper Doom experience
  was on the Playstation, so when fenderc01
  released the PSX TC last year I was excited to
  get to play these levels again, only this time
  with PC controls! Whilst he did an amazing job,
  I found it to be way too easy, even on UV
  setting. This was not fender's fault, merely a
  testament to the compromises Midway had to
  make in bringing such a game to a console.

  ToP attempts to redress the balance whilst
  maintaining the brooding atmosphere that Midway
  brought to the game. It is NOT a PSX TC - many
  features which were missing from the Playstation
  remain, so expect to encounter the Archvile!

  In light of the soon-to-be-released Threshold II,
  this "Special Edition" features graphical
  enhancements only made possible by recent
  advances in the GZDoom engine that Threshold II
  uses, all with the goal of giving the game a more
  accurate PSX look and feel, and also to aid
  consistency between the two mods. Also features
  a swathe of bugfixes that never made the cut the
  first time around!

  New features include:

  Tons of coloured lighting, but nothing too
  garish.

  The infamous PSX burning sky, given a ZDoom
  makeover.

  PSX/N64 audio.

  New Weapons - the Minigun and the Unmaker.

  The PSX Final Doom SSG.

  A new powerup - the Doomsphere. 

  New monsters - the nightmare class monsters
  from PSX Doom and Doom64, a handful from the
  Realm667 Bestiary and ZDCMP, plus a new final
  boss...

  A few other PSX/N64-style gameplay tweaks.

The Story: After saving humanity from the threat of 
  extinction more times than you could remember and
  establishing yourself as the only one to call
  upon when the UAC screwed things up again, it was
  only a matter of time before things got personal.

  The UAC's newest and best-equipped facility,
  stationed in a secluded mountain range on Triton,
  Neptune's primary satellite, had only gone 
  operational six months ago. The new UAC bigwigs
  had declared that all security issues had been
  addressed so that the dimensional portal 
  research could be recommenced, and that nothing
  would go wrong this time. The facility was only 
  accessible from the air and was heavily guarded
  by marines with the heaviest artillery the UAC
  could provide, so they could at least give the
  impression that they had it all under control.

  Last night all transmissions from Triton ceased.

  The breifing was all too familiar to you now.
  The final few broadcasts were of the sounds you'd
  become accustomed to; screams, growls, tearing of
  flesh, gunfire, more screams, and so on.

  Only this time, there was something else. Just 
  before the end of the last broadcast, there was a
  voice. It did not sound human, but you could
  hear it clearly.

  It was calling your name.

  Seems like they want you dead. As if you didn't
  know that already. And you're not the type to
  back down from a challenge ...

  Marine Command has sent you up there to clear out
  the facility. You're being dropped into the
  surrounding mountains to secure the perimeter and
  get inside. Once inside ... you know the rest ...

Additional Credits to   : Id Software for the Doom 1 textures 

  Midway for the PSX Doom textures

  Universal Studios for the title screen and menu

  Aubrey Hodges for the PSX/N64 audio

  Kaiser for sussing out how to get at the PSX 
  resources in the first place

  fenderc01 for the original fire sky and making
  the PSX TC a reality

  Raz for the PSX Final Doom-style SSG

  lafoxxx for his remastered PSX audio

                          SkullTag for the Minigun and the Doomsphere

  Eriance for the Doomsphere sprites

  AgentSpork, Carnevil and Ghastly Dragon for the
  Hectebus

  Vader and Bouncy for the Lord of Heresy

  Ixnatifual for his modified DECORATE code for
  the Lord of Heresy

                          Nanami, Keksdose, Espi (RIP) and Ebola for the
  Afrit

                          Vader, Ghastly_dragon and Keksdose for the
                          Bruiser Demon

  Chris Neilson, DoomKn1ght and lafoxxx for the
  Nightmare Spectre

  Captain Toenail for the purple fireball sprites

  Tormentor667, CaptainToenail, Ghastly_dragon,
  Bouncy and Dreadopp for the Plasma Zombie

  Tormentor667 for the UTnT cloud textures

  Bouncy and Graf Zahl for the Chainsaw Zombie and
  Nightmare Cacodemon

  Eriance and Ghastly_dragon for the Guardian Cube

  Xim, TheDarkArchon and Scuba Steve for the
  Unmaker

  Xim for the Unmaker Zombie

  ItsNatureToDie for the centred Unmaker sprites

  NiGHTMARE for the other (non-PSX) textures

  JoeyTD and HellCatX for the Doomguy death sprites

  Kaiser and Agent Spork for the Doom64-style
  monster-fade code

  Dutch Devil for the sprite set used by the 
  Protodemon (DECORATE code and projectile sprites
  by myself)

  JG/CyberJG based on the Unmaker Marine by Xim,
  the Source Guardian by Tormentor667 and Moloch
  by ProjectAngel (DECORATE code and sprite edits
  by myself)

  Ed The Bat for his assistance in abandoning the
  old KEYCONF format for the new weapons

  CaptainToenail, Gez, Super Jamie, Vermil and ALMN
  for their bug spotting. 

===========================================================================
* What is included *

New levels              : 12
New Sounds              : Yes
New Music               : Yes (see below)
New Graphics            : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : No
Other files required    : No


* Play Information *

Game                    : DOOM2
Map #                   : Map01 through MAP12
Single Player           : Designed for
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Other game styles       : No
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch
Build Time              : Just over a year, on and off
Editor(s) used          : Doom Builder, Deutex, XWE, PSP5
Known Bugs              : None (yet)
May Not Run With        : Anything that isn't ZDoom or GZDoom.
Tested With             : ZDoom 2.3.1.1480, GZDoom 1.2.1.309


* 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
Web sites:
FTP sites:

KNOWN ISSUES

Coloured lighting is crap in software mode, but hey, what can you do?

There are a few texture alignment errors in software mode. I'm at a
loss as to what's causing them as they show up fine in GZDoom...

Wad file structure is a bit haphazard (I've kind of been adding stuff
as I go), but it works :)
MAP01

Drop Zone (MAP01)

DM Spawns
0
Co-op Spawns
2
Par Time
05:00
MAP02

Loading Bay (MAP02)

DM Spawns
0
Co-op Spawns
1
Par Time
20:00
MAP03

Recycling Plant (MAP03)

DM Spawns
0
Co-op Spawns
2
Par Time
25:00
MAP04

Caverns (MAP04)

DM Spawns
0
Co-op Spawns
1
Par Time
20:00
MAP05

Triton Lab (MAP05)

DM Spawns
0
Co-op Spawns
1
Par Time
25:00
MAP06

Triton Anomaly (MAP06)

DM Spawns
0
Co-op Spawns
1
Par Time
25:00
MAP07

Bedlam (MAP07)

DM Spawns
0
Co-op Spawns
1
Par Time
35:00
MAP08

Exquisite Torture (MAP08)

DM Spawns
0
Co-op Spawns
1
Par Time
25:00
MAP09

Realm of the Iconoclast (MAP09)

DM Spawns
0
Co-op Spawns
1
Par Time
00:00
MAP10

The Praetorium (MAP10)

DM Spawns
0
Co-op Spawns
1
Par Time
03:00
MAP11

Frantic (MAP11)

DM Spawns
0
Co-op Spawns
1
Par Time
05:00
MAP12

Vinyl Resting Place (MAP12)

DM Spawns
0
Co-op Spawns
1
Par Time
05:00
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