STRIFE DOOM (Version 1)
StrifeDoom is set in the days before the well known "strife" occurred in the small township of Tarnhill between "The Order, a well-e...
======================================================================= Title : STRIFE DOOM (Version 1) Filename : StrifeD1.zip (StrifeD1.deh StrifeD1.wad) Author : Sparky of KISS Software Email Address : <email removed> Misc. Author Info : Electronics Engineer Description : StrifeDoom is set in the days before the well known "strife" occurred in the small township of Tarnhill between "The Order, a well-equipped religious dictatorship, and The Front, the rag tag resistance movement". Tarnhill has been overrun by the hell-spawn of Doom and most of the citizens have either been killed or are hiding in caves in the surrounding hills. Some of the peasants have been labotomized and these "former humans" do the menial work of merchants in taverns, gun shops, etc. The UAC has been called in to clean up Tarnhill before the citizens take matters into their own hands and form a resistance movement themselves. You and up to 4 of your marine buddies have been transported to The Tarnhill Commons in the center of the town. When you originally joined the UAC nearly 7 years ago you left behind your true love, Blackbird. Last you heard, she'd moved to Tarnhill and was living a peaceful life in this quiet little town. Is she still alive? Will she be pleased to see you after all this time? Save the town and find out... Additional Credits to : Velocity Inc. and Rogue Entertainment for Strife (especially level designers Jim Molinets and Tim Willits, and artists Rich Fleider and Steven Maines). id Software for Doom2 and the Doom engine which made Strife possible. Paul Steed of id Software for the "Quake III Arena Doom Guy" I used on the titlepic. All the people still making Doom levels, source ports, editors and utilities nearly 7 years down the track. André Majorel & Olivier Montanuy for DeuTex. Antony J. Burden and Simon Oke for DETH. My wife for putting up with my Doom obsession Flames to : Putz (Jason Shearer) of Doom Epidemic (formerly Doomed Milennium) for being such an arsehole - next time I'm in the USA a dare you to call my wife a bitch to my face! ======================================================================= * NOTES * Strife was more of a RPG (Role-Playing Game) adventure than a FPS (First Person Shooter). Hence, many of the elements which made Strife such a great game have not been implemented in StrifeDoom - a complex and evolving storyline, interaction with other characters, shops to buy weapons and ammo, an inventory of items to collect and use, increasing endurance/skill as you play the game, etc. Strife was a hub-based game in which you could wander randomly between the levels, so the Strife world was huge. StrifeDoom however is level based like Doom - find keys, open doors, kill everything, exit the map, play the next map, etc. The level supplied with StrifeDoom (The Tarnhill Commons) is the central hub area from Strife, hence it contains many "dead ends" which previously lead to other areas in the Strife world. These "dead ends" now just contain switches, powerups, and posters to "Buy Strife" to remind you what you're missing with the real game. If you love Doom (which is a safe bet if you're still playing it after all these years) then you'll love Strife! Hunt it down at second-hand shops, or annoy Rogue (publisher) and Electronic Arts (distributor) enough and they may even tell you where you can buy it. That reminds me, if anyone from Rogue Entertainment is reading this - please spend 5 minutes of your time to phone the ex-owners of Velocity Inc. for permission to release the source code. After all, if Strife was "a co-development partnership" then surely you have some copyright rights ???? Perhaps you could release it under the GPL like Doom and Quake and still retain the rights. Strife in high resolution or OpenGL .... I'd like to see that !!! * Play Information * Game : DOOM II Source Port : Will NOT work with 'Plain Vanilla' Doom II. Tested okay with the following Source Ports: Boom v2.02 PRboom v2.02 Legacy (DOS) v1.28 Legacy (Win32) v1.28 ZDoom (DOS) v1.17c ZDoom (Win32) v1.22 Marine's Best Friend (MBF) v2.03 Smack My Marine Up (SMMU) v3.21 I've added menu graphics in Strife-style text and some other port-specific graphics, but the level itself DOES NOT contain ANY port- specific features (new line defs, etc.) so the gameplay is IDENTICAL with ALL the above mentioned Source Ports (except minor monster AI behaviour with some Ports). The 'mouse-look' feature of Legacy, ZDoom and SMMU is HIGHLY recommended but not necessary. The 'jumping' feature of several Ports makes no difference to StrifeDoom's gameplay and does NOT need to be disabled. The following command-line can be used to run StrifeDoom with most of the Source Ports: XXXX.exe -deh strifed1 -file strifed1 Legacy requires the dot extension: XXXX -deh strifed1.deh -file strifed1.wad XXXX -file strifed1.deh strifed1.wad PRboom can't remember your favourite video resolution: prboom -width 640 -height 400 -deh strifed1 -file strifed1 Episode and Level # : MAP01 - "The Tarnhill Commons" Single Player : Yes Cooperative 2-4 Player : Yes (but untested) Deathmatch 2-4 Player : No (it would suck!) Difficulty Settings : Yes New Sounds : Yes - 30 from Strife including ambient sounds New Graphics : Yes - mostly from Strife but I also made many myself. New Music : Yes - from Strife Demos Replaced : None Will not work with : 'Plain Vanilla' Doom II due to Visplane Overflow Errors. Vavoom v1.0 - StrifeD1.deh crashes the game. Source Ports which don't support DeHackEd patches - DosDoom v0.653b, MidDoom v0.03, PDoom v0.1, Doom4Windows v1.0, Doom95 v3.0, DoomATB v1.10, DoomPlus v0.6, IASdoom, WDMP v0.9, Win32Doom, WinDoom v0.96a, etc. * Construction * Base : The central hub (MAP02) from Strife (Velocity Inc. and Rogue Entertainment). Editor(s) used : DeHackEd v3.1, Lumpy v1.01, Deth v4.24, BSP v2.3x, DeuTex v4.40, WinTex v4.3, Paint Shop Pro. Build Time : about 3 months of steady, part-time work! Hundreds of hours! Known Bugs : The ambient sounds permeate through the level with some of the Source Ports (eg. PRboom). Some of the menu options are vertically offset because the Strife text is larger than the Doom text. I've come up with the best compromise of offsets for all the Source Ports listed above. Legacy v1.28 - the Peasant's dead body is transparent; can only get 80% secrets (4/5) The Peasants' punches are not harmful. The windows in The Tavern are not breakable and can be shot through - beware of Cacodemons shooting at you from outside (Hint: you may want to kill them first before you go into the Tavern). Not actually a bug, but anyone who knows Strife will notice that I've replaced the Merchants with Peasants - I did this because the Merchant in Strife can't be killed so it has no death frames. The Peasant not only has death frames, but it also has the coolest exploding frames! * Copyright / Permissions * Authors MAY NOT use this level as a base to build additional levels (use the original Strife MAP02 instead). You are however encouraged to make your own levels for use with StrifeDoom: - email me for a list of the new sprites and object numbers used in StrifeDoom. - use map01 for your new map - load your new map AFTER loading StrifeDoom, for example: zdoom -deh strifed1.deh -file strifed1.wad mylevel.wad You MAY distribute this WAD, provided you include this file, with no modifications. Also, I STRONGLY recommend that if you charge money for StrifeDoom (Commercial CD, etc.) you contact Rogue Entertainment first and ask for permission, as they are the copyright holders of Strife, the original level, and much of the graphics in StrifeDoom (even though Velocity Inc. went broke and Rogue Entertainment no longer sell or support Strife). * Where to get this WAD * It will be on Walnut Creek (and it's mirrors) probably in the following location: ftp://ftp.cdrom.com/pub/idgames/levels/doom2/Ports/s-u/strifed1.zip