Quantum Strike
"Quantum Strike" is a set of 3 colourful Boom-format maps designed to be played from a Pistol Start. Gameplay is purely action-based with very high monster d...
Filenames
qstrike.wad
Size
6.58 MB
MD5
a31d847d698e3b5d2c6a5888ca1526d6
SHA-1
0eb64e63a6c61faa15643b4f6753c6d6a4a8eb30
SHA-256
dcc8608c65da8158eeb86735d369cf425012c68a5c94cfbe67c246ddef0144b2
WAD Type
PWAD
IWAD
Doom II
Engines
Boom
Lumps
629
Maps
MAP01, MAP02, MAP03, MAP04
Read Me
=========================================================================== Advanced engine needed : Boom-Compatible Primary purpose : Single player =========================================================================== Title : Quantum Strike Filename : QStrike.wad Release date : 16/01/2017 Author : Spectre01 (rileymartin) Email Address : [redacted] Misc. Author Info : Non-hardcore guy trying to make hardcore maps. Other Files By Author : dmp2016.wad map19 Description : "Quantum Strike" is a set of 3 colourful Boom-format maps designed to be played from a Pistol Start. Gameplay is purely action-based with very high monster density. UV is meant to challenge "good at Doom" individuals and masochists that don't mind dying repeatedly. HMP should be slightly more reasonable and HNTR more laid back. =========================================================================== * What is included * New levels : 3 + short bonus map04 Sounds : No Music : Yes Graphics : Title + Interpic Dehacked/BEX Patch : Yes Demos : No Other : Afrit mini-boss replacing the Commander Keen. * Play Information * Game : DOOM2 Map # : MAP01 - MAP04 Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : No Difficulty Settings : Yes, use them! * Construction * Base : New from scratch Build Time : ~6 months, mostly off. Editor(s) used : GZDB, Slade3, WhackEd4 Known Bugs : Send me a detailed PM if you find any! May Not Run With : Any ports that don't support modern Boom-format stuff. Tested With : PR/GLBoom+ 2.5.1.4, ZDoom 2.8.1, GZDoom 2.2.0, Zandronum 3.0, QZDoom q1.1.0rc1 Other : GL port recommended. Mouselook is recommended with infinite height off but not required. * Copyright / Permissions * Authors may NOT 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.gamers.org/pub/idgames/ and mirrors =========================================================================== =========================================================================== ////////////////////////////// /////// MAP LIST: //////// ////////////////////////////// =========================================================================== ------------------------------ | Map01: Reality Unwoven | ------------------------------ Difficulty: Hard (Aggressive play leads to swift death.) Music: "Alley Bats" by Paul Corfiatis Blue high-techbase inspired by e2m4 and other maps using blue computer textures. One of my first maps that started with the simple idea of a long hallway segmented by blast doors leading up to a larger arena. Two detours/objectives were then added. Gameplay focuses on claustrophobic fights that greatly restrict player movement. The first part was originally too map01-ish and easy compared to the upper arena encounter, so meaner monsters and traps were added. HNTR is what original UV was like. Midi was changed towards the end when I got sick of listening to "Blue" while testing. 'idmusd 04' for the "authentic" experience. ;) ------------------------------ | Map02: Viridian Shift | ------------------------------ Difficulty: Hard (Viles everywhere!) Music: "Industrial" by Simon Judd Green, deteriorating high-techbase with more red hellish stuff creeping through the cracks and circular architecture. Larger open areas but filled with more enemies to make up for that. Two chaotic slaughter-ish encounters after a few early skirmishes. Ending fight is more challenging without infinite height due to more mobile flying enemies. A teleporter to a previous location opens up after killing all the Afrits. ---------------------------------- | Map03: Quantum Strike 99x9 | ---------------------------------- Difficulty: Harder (Can you handle 53 Cyberdemons?!) Music: "Stars" by Stuart Rynn I wanted to make a large outdoor map floating in a blue sky. Five (or six?) challenging setpiece encounters in colour/shape-themed areas. Very high monster count and plenty of BFG action. May fall into the "slaughter" category. -------------------------- | Map04: qs_iceworld | -------------------------- Difficulty: Easy Music: "Blue" by Eiffel 65 An homage to a popular Counter-Strike map called fy_iceworld and excuse to try out some snow textures. Short "thanks for playing"/ending bonus. Got some Afrits staying warm near burning barrels. Additional Music : Title: "Satellite One" by Purple Motion Map Ending: "Act 12 Battle Scene" from Gundam F-91 Additional Credits to : rdwpa and Killer5 for playtesting and feedback. The authors of cc4-tex resource pack. Joshy's Resurgence for Afrit dehacked base and scifista42 for dehacked support. Everyone on the Editing Forum for technical advice! id software for Doom.




