Breach

Breach

Sprawling techbase medley with surreal interludes in hell. Assume the usual twaddle about teleportation research gone awry.

Filenames
breach.wad
Size
16.30 MB
MD5
225c8e69ddcb780e77a53799bfda4bfa
SHA-1
6fe2f0b25b17f75f432fe43c61940adb632be32b
SHA-256
c0fe511218aeff860843a625806de825e40a6bdca4e045da941ea6cffa01924a
WAD Type
PWAD
IWAD
Doom II
Engines
Boom, Doom II
Lumps
29
Maps
MAP01

Incorrect? Suggest a correction.

Read Me

===========================================================================
Advanced engine needed  : Strong limit-removing (>32k seg limit)
Primary purpose         : Single player
===========================================================================
Title                   : Breach
Filename                : breach.wad
Release date            : 2017-12-29
Author                  : Viggles
Email Address           : [redacted]
Other Files By Author   : Brigandine (2017 Cacoward winner) and a handful
                          of enthusiastically bad deathmatch wads from the
                          early 90s.
                          
Misc. Author Info       : I’m an iOS developer for a living and make
                          Boxer (http://boxerapp.com), a DOSBox emulator
                          port for OS X. This was my first Doom map in
                          about 20 years.

Description             : Sprawling techbase medley with surreal interludes
                          in hell. Assume the usual twaddle about
                          teleportation research gone awry.

                          This was an exercise in using the original Doom 2
                          textures and specials to build something very
                          modern: with intricate spaces, long vistas and a
                          bunch of half-assed environmental storytelling.
                          Inspired by No Rest for the Living, Visions of
                          Eternity, Vaporware Demo and Metroid Prime.

                          (This represents about half of the map I had
                          planned before I hit the seg limit; I may finish
                          the second half at some point before the Earth
                          finally plunges into the Sun.)

Additional Credits      : Music by Conelrad: http://conelrad.co.uk
                          Jani Saarijärvi for playtesting and invaluable
                          design advice.
                          The Doomworld forums for playtesting and vital
                          criticism.
                          My wife, for her unending patience.

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

New levels              : 1
Sounds                  : No
Music                   : Yes (OGG format)
Graphics                : 99% vanilla plus a couple of all-black textures
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : No
Other files required    : None


* Play Information *

Game                    : DOOM2
Map #                   : MAP01
Single Player           : Designed for
Cooperative 2-4 Player  : Player starts only
Deathmatch 2-4 Player   : No
Other game styles       : No
Difficulty Settings     : Yes
Play Notes              : Moderate difficulty and designed for rambo-style
                          play, so don't be shy. Mouselook not required.
                          Jumping disabled in ZDoom ports to prevent some
                          sequence-breaking. (Sorry!)

                          100% completionists: there are several areas
                          you cannot return to after leaving them. These
                          areas contain no items however, and any monsters
                          you encounter within them will always get killed
                          or follow you out.


* Construction *

Base                    : New from scratch
Build Time              : About 5 months spread over 1.5 years.
Editor(s) used          : Doombuilder 2, GZDoomBuilder 2.3, Slade 3
Known Bugs              : Slow loading and poor performance in Doomsday.
                          A few slime trails here and there.
May Not Run With        : Vanilla/Chocolate Doom, insufficiently
                          limit-removing ports.
Tested With             : ZDoom 2.7.1, GZDoom 1.9.1, Zandronum 3.0alpha,
                          Doom Retro 2.5, PrBoom+ 2.5.1.5,
                          Eternity 3.34.37, Doomsday 1.15.0



* 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 *

Web sites:
http://washboardabs.net/doom/breach/breach-latest.zip


===========================================================================
* Version History *

idgames release (2017-12-29):
- Music by Conelrad: http://conelrad.co.uk
- New titlepic.
- Obsessive-compulsive texture realignment.
- Tidied up fussy architecture.
- Made automap more readable.

beta4 (2015-12-28):
- Tweaked some encounters to increase challenge.
- Reduced health, armor and ammo on UV.
- Tore out some geometry for better mobility.
- Reworked an annoying do-or-die jump in Hell.
- Made elevators less glitchable.
- Fixed overloud moving sectors.
- Switched around a couple of secrets.
- Sundry fit-and-finish improvements.

beta3 (2015-01-26):
- Redesigned many encounters to make them more interesting and challenging.
- Added more ammo back in to compensate for higher UV/HMP difficulty.
- Revised central chamber to improve mobility and guide the player better.
- Made rocket launcher pickup more obvious.
- Switched from ZDBSP to ZenNode to fix egregious slime trails in PrBoom+.
- Reduced bumpiness of piston room floor.
- Cosmetic fixes and detailing improvements.

beta2 (2015-01-15):
- Fixed broken elevators, exit door and berserk trap in PrBoom+.
- Fixed floating things and misaligned textures in PrBoom+.
- Fixed soul sphere secret in PrBoom+ and Eternity.
- Fixed pickups and decorations that had incorrect difficulty levels.
- Fixed a few slime trails.
- Prevented lost souls from triggering player teleport trap.
- Corrected music and level name in PrBoom+.
- Reduced health and ammo on UV.
- Tweaked encounter balance a little.

beta1 (2015-01-14):
- First release

Maps

Breach

Breach (MAP01)

Deathmatch Spawns
0
Co-op Spawns
4

Graphics

Lumps

Name
SHA1
MD5
Size
GAMEINFO
d663b6db39099bee99a2647e38aa678af63caae8
4725dd586dc5e557e62b7c38bb580332
16 bytes
MAPINFO
26894f38170b54418c0f610e625825b4deab516e
266f40da8b90fd18ccf11600a841f7b3
144 bytes
RMAPINFO
bd68dbeb993fa20c70de4bdc3c3626e2406d4249
0a51565154c118dc42b8e20553af86bc
76 bytes
ZMAPINFO
0662dc42194606c341cc37d229566c80bd483491
21fe29e78e7e6e51b1fd5f9a3b240bde
192 bytes
EMAPINFO
fd3f8bbc561ff1a3e3d33c6467f8088bbdfb5908
17d44aa9ded63b87a307e4c70ef50521
82 bytes
DD_DEFNS
315199d520b38a3a2efcb4f5f06127048f756d3d
bb0af7f836c8dc0ae6cb27f922c84bb3
143 bytes
DEHACKED
4436af44560abfedaa4fecf7dc1ee8823f3b9821
02016d5cedc989a689ea4d78a422cedd
272 bytes
ANIMDEFS
254abbf0b4641777391abbbfa1c2e6db37590b3b
005d5ad50bac9905a3a581abc98b6dd7
194 bytes
TITLEPIC
415ad237ac778f4f151eacc4976fb8f06500319f
da2a4ae1f955e63281bea44e280360d2
66.57 KB
TEXTURE2
462486166a909beefe2bb8e439377beb9e46795e
2a37284fb80968d8145886950a5fd73c
40 bytes
PNAMES
159e3ab407356b937ddaf8b26bbc6e367cd6cb19
fd1bc48318ad3f48ff01a963295ea86d
3.68 KB
PP_START
da39a3ee5e6b4b0d3255bfef95601890afd80709
d41d8cd98f00b204e9800998ecf8427e
0 bytes
VOID
3e32a86d610529454ed11b2247991bd75a63f978
ad71bda94a5b9cdc77bcb3b2a722420e
2.15 KB
PP_END
da39a3ee5e6b4b0d3255bfef95601890afd80709
d41d8cd98f00b204e9800998ecf8427e
0 bytes
FF_START
da39a3ee5e6b4b0d3255bfef95601890afd80709
d41d8cd98f00b204e9800998ecf8427e
0 bytes
VOIDFLAT
1ceaf73df40e531df3bfb26b4fb7cd95fb7bff1d
620f0b67a91f7f74151bc5be745b7110
4.00 KB
FF_END
da39a3ee5e6b4b0d3255bfef95601890afd80709
d41d8cd98f00b204e9800998ecf8427e
0 bytes
MAP01
da39a3ee5e6b4b0d3255bfef95601890afd80709
d41d8cd98f00b204e9800998ecf8427e
0 bytes
THINGS
e1ba585551780e911a732a74aaa606fc1df38d66
5a12a5c1eb87d0b312cc744ce5118792
7.74 KB
LINEDEFS
73d0b85c3d121721f7650647961ea7ac77451f65
314d55a2979d62d4b976af7c4c56da14
393.42 KB
SIDEDEFS
35a2c4738c944f5cd6cae71ec5b81a5ca69f6198
603bf0e4ac20c635c292a1d7b3be30d6
1.49 MB
VERTEXES
8fbc658a6dbc08f1829f9b6b1c926c275474cbec
34aebd8707c62c59884af5936df1eb60
109.56 KB
SEGS
8fe4ecfede57fc06de7ff821c3acc42f34f8dc25
f2158ddad3c8af5e6901a407a1f026cf
710.09 KB
SSECTORS
4c0bd4000516bad8a1727fb008206af145ee6d30
3899a27067a6636157bdb0564769b958
85.68 KB
NODES
a30630d6d91cc7fea5abcd01074eb02fd12890db
d18d1d1d41169a56c3dcdc45b2de8729
599.73 KB
SECTORS
d0b5dc54aa18c62fbec78998624cba816000d6eb
a382e026fa27a7fa500c77b2bf910287
149.88 KB
REJECT
93f849c6bed6c51ee083cfd0bcd16f55e494d430
7a805ab45a3dd5cd2a7848a425b560c4
4.15 MB
BLOCKMAP
961d9d6af2f4fb00ec79b519bdcabfc9b8b9e857
d056407c156a6594ba4f72d9d74319bd
90.95 KB
D_ROMERO
efb925d0118156c457d0f128c5dba77638b1df36
f42a25a8e1ef50962ca360f490060409
8.48 MB