Sprawling techbase medley with surreal interludes in hell. Assume the usual twaddle about teleportation research gone awry.
Boom, Doom II
Incorrect? Suggest a correction.
=========================================================================== 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+ 126.96.36.199, 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