UAC_DEAD patch for ZDoom
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UAC_DEAD patch for ZDoom
Even UAC_DEAD.WAD is a milestone you should'n miss, it uses a feature which was removed in Ultimate Doom, unfortunately. Even worse, there is no source port available, which can play UAC_DEAD correctly without slight modifications. This is a simple wad which just consists of a MAPINFO lump enabling you to play the original UAC_DEAD.WAD in its intended way with Zdoom.
=========================================================================== Archive Maintainer : It's a patch (not a replacement) for UAC_DEAD.ZIP Update to : Advanced engine needed : ZDoom Primary purpose : No levels included =========================================================================== Title : UAC_DEAD patch for ZDoom Filename : UAC_DEAZ.WAD Release date : 13-apr-04 Author : LogicDeLuxe Email Address : <email removed> Other Files By Author : Misc. Author Info : Description : Even UAC_DEAD.WAD is a milestone you should'n miss, it uses a feature which was removed in Ultimate Doom, unfortunately. Even worse, there is no source port available, which can play UAC_DEAD correctly without slight modifications. This is a simple wad which just consists of a MAPINFO lump enabling you to play the original UAC_DEAD.WAD in its intended way with Zdoom. Additional Credits to : Thanks to Leo Martin Lim for making UAC_DEAD.WAD. =========================================================================== * What is included * New levels : None Sounds : No Music : No Graphics : No Dehacked/BEX Patch : No Demos : No Other : MAPINFO lump only Other files required : uac_dead.wad * Play Information * Game : Ultimate DooM How to load this wad : "zdoom -file uac_dead uac_deaz" (include paths if necessary!) You also could merge those wad's into one with an appropriate tool if you prefer. * Construction * Base : from scratch Build Time : shorter than writing this text :-) Editor(s) used : deutex 4.4.0 Known Bugs : None May Not Run With... : Any Port without MAPINFO support. Not tested with GL ports, though keep in mind that rebuilding the BSP would most probably screw the special effects. Other notes : This mapinfo places E1M8 in cluster 4. This is done in order to get rid of the progress map. You have the intermission screen which tells you kills/items/secret percentage now, and the game continues with E4M1 afterwards. And now to the really important part mapinfo does for you in this wad: In vanilla Doom there was an unused feature which was finaly removed in Ultimate Doom. In particular all 666-tagged sectors will be lowered when all Cyberdemons are dead the same way it happens with the Barons of Hell. This feature is reenabled in this mapinfo. * Copyright / Permissions * Do whatever you want with this! It's just done for your convenience. Everyone could write such a mod in no time after reading some Zdoom documentations. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Web sites: FTP sites: