Serpent: Resurrection - RPG System

Serpent: Resurrection - RPG System

A standalone version of the RPG system plus weapons, items, armour etc. from Serpent: Resurrection. Compatible with any Hexen wad that has no additional weap...

Filenames
serp-rpg.pk3
Size
6.79 MB
MD5
1b4d931530e47ab78d0a56c49b0f3fda
SHA-1
1141808e0c816c3e837020ea8e244fba63492991
SHA-256
09410bfd95045659160bdc700ddf268c7769eece1570582fa53fc70a4cb8fefa
WAD Type
PK3
IWAD
Hexen
Engines
Lumps
2205
Maps
MAP91, MAP92, MAP93, MAP94, MAP95

Incorrect? Suggest a correction.

Read Me

Updated May 2015 with 3 new characters and various other improvements.
=================================================================================================
Title                   : Serpent: Resurrection - RPG System

Filename                : SERP-RPG.WAD

Author                  : Stephen Clark  (The Ultimate DooMer)

Email Address           : [email protected]

Other WAD's by me       : Operation: Lightning (OP-LITE2.WAD) - 11 Doom 2 levels
			  
			  Fragport (FRAGPORT.WAD) - 32 innovative Doom 2 levels

			  Shadowcaster (SHADOW.WAD) - 9 Heretic levels

			  Licence to Spell DooM (007LTSD.WAD) - 9 Ultimate ZDoom levels

			  Super Sonic DooM (SONIC.WAD) - 35 Sonic-themed ZDoom levels.

			  Serpent: Resurrection (SERPENT.WAD/PK3) - 25 GZHexen levels.

			  I have also contributed to the following community wads:

			  Community Chest - map 01, 20 & the titlepic/level name graphics.
			  Mock 2 - map 39, 40 & the 'you fail it' area in map 41.
			  Community Chest 2 - map 15.
			  ZDaemon CTF Map Pack - map 23 & 29, plus leading/releasing it.
			  ZDaemon CTF B-Sides - map 39.
			  ZDaemon 4-way CTF pack  - map 08, 15, 20 (v5) or
						    map 10 & 15 (v6) plus leading/releasing it.
			  Crazy CTF - map 05 (pack 2) or map 20 (pack 1/2 compilation version).
			  ZDaemon 3-way CTF pack - map 17.
			  ZDaemon 3-way CTF Madness - map 18.
			  Heretic Treasure Chest - E2M5.

Completion Date         : 27th October 2010 (released 15th April 2011 to sync with Serpent update)

Misc. Author Info       : A hardcore Doomer who loves all it's similar
			  games and some others but still thinks Doom is best. 
			  Has decided to make Hexen levels.

Description             : A standalone version of the RPG system plus weapons, items,
			  armour etc. from Serpent: Resurrection. Compatible with
			  any Hexen wad that has no additional weapons/items etc. 
			  (although it wouldn't really work well with less than 3 hubs)

Additional Credits To:    Randy Heit (for ZDoom).

			  Graf Zahl (for GZDoom and the additional coding which made 
				     things like new monsters and weapons possible).

			  Grubber (for creating the unofficial build that kept us all 
				   going with new features while Randy was reworking 
				   the main ZDoom code)
			  Enjay (the flashlight in BGPA led me to discover dynamic
				 lights, which proved revolutionary)
			  DRD Team (for the SVN repository and file hosting server)
			  The creators of all the editors I used to make this happen.
			  The creators of all the resources I used to make this happen.
			  (see serp-rpgc.txt for a full list of resources & authors)

			  Ian Livingstone (for the fantasy gamebook "Legend of Zagor") 
			  Steve Jackson & Ian Livingstone (for "Warlock of Firetop Mountain",
			  without which the former book wouldn't have existed)
			  Joe Dever (for the "Lone Wolf" fantasy gamebooks)
			  Mindscape (for the vintage RPG's "Legend" & "Worlds of Legend")
			  RambOrc, Firebrand and the rest of the Korax Heritage team 
			  (for the Korax Mod)
			  Blizzard (for a certain MMORPG)
			  Epic Megagames (for Unreal)
			  Raven Software (for Heretic & Hexen and their sequels)		  

			  And of course, id software for the greatest game on earth!

=================================================================================================
This is a standalone version of the RPG system from Serpent: Resurrection - if you've played this
adventure, the changes are listed below:

Players now start with 5 jump boots as extra items, this is to account for the lower jump height 
that the player has with less dexterity. 
(as some of the required jumps might not be doable without boots)

Weapons and mana spawn in pairs, but give half the amount they used to. Kraters of might have a 
fair chance of being replaced by a mana battery of each type. The seeker wand is not present.

The new armour types share spawns with the existing ones, using a random spawner type setup with
an equal chance of appearing. Each group contains 2 armour types, based on what each of the 
original 4 classes can wear.
The dragonskin bracers have been replaced with a spawner that gives the 3 armour types that all
classes can wear. (except the physadept)

Many items now share spawns, using a random spawner type setup with an equal chance of appearing.
These all replace existing items in Hexen, and the item set is the same as Serpent (minus the
potions of water breathing and fire protection, which are still in the game but won't be spawned
in this way). The potion of life, timebomb and poison vial only have a chance of spawning due to 
the differences in abundance and item capacity (and power for the damage-dealing items) between 
Serpent and the original Hexen.

The summoned chaos serpent and elemental spirits will no longer travel into other maps with you.

Shopping is now handled by a Hearthstone item - this is given to you at the start and never runs
out, although it can only be used once every 30 minutes. It teleports you to the shopping map,
which also has a holy temple. Exiting the map will return you to the map you were previously on.

The chaos serpent's attacks now match those of the summoned serpent and scale with your level,
but the melee attack is retained.

The player bosses' attacks have been changed from weapon 2/3/5/6 to weapon 4/7, to bring things
closer to the original game. The assassin player boss also appears in the game, thanks to ACS.

The heresiarch has retained his 4 additional projectile attacks, but no mini-games like Serpent.
He also has slightly less health, while Korax has twice as much as in Serpent.
=================================================================================================

*Playing Instructions*

This zip should contain the following files:

  SERP-RPG.PK3 - The mod.
  SERP-RPG.BAT - Batch file for playing with Hexen.
  SERP-RPG-DK.BAT - Batch file for playing with Deathkings.
  SERP-RPGC.TXT - The credits file.
  SERP-RPGH.TXT - The hints/tips file.
  SERP-RPG.TXT - This file.

To play :  Click on either .bat file. Once loaded for the first time you need to define keys
	   for weapons, role-playing functions and any item/mana/magic hotkeys you want.

	   If you don't wish to define new keys for role-playing functions, an alternative way to
	   use the menu is to use the 'show scoreboard' key instead.

	   If you wish to compare the characters in terms of strengths and weaknesses (to help 
	   decide who to play), the "character info" menu option will give you an idea.

=================================================================================================
* Play Information *

Game Version Required  : Hexen (v1.1) running with GZDoom 1.6.00 (r1418). This version has been 
			 tried and tested, newer versions will probably work fine but occasionally
			 something might break. (if all else fails, use 1.6.00 as a fallback)
			 Both OpenGL rendering and dynamic lights must be enabled in order for 
			 everything to work properly, along with freelook, jumping and crouching.

			 It will probably run fine with ZDoom 2.6.0 (r3730) as it's the matching
			 ZDoom version, but some items/weapons won't look right and 
			 the torch won't work at all. (due to missing dynamic lights).

			 If you do decide to run this mod with ZDoom, you can type "give toorch2" 
			 in the console whenever you get one, as this will give you a torch that's
			 like the regular Hexen one. (scroll to the end of your inventory to use it)

Episode and Level #    : None, although there is one new map for the shops.

Single Player          : Yes - Built for it.

Cooperative	       : No - scripting is too complex.

Deathmatch             : No - ditto.

Difficulty Settings    : Yes - they will work differently though due to the RPG system. Instead
			       of the number of monsters changing between skill levels, the
			       following happens:

			      ---------------------------------------------------------------------
			      | Skill	| Monster    | Aggression | Perceived | Ammo per | Damage |
			      | Setting	| Speed	     |  	  | Attack    | Pickup   | Taken  |
			      |		| 	     |            | Distance  | (sm/lg)  |	  |
			      ---------------------------------------------------------------------
			      | Tourist | Slow	     | Low     	  |  1x       | 16/90    | 25%    |
			      | Easy	| Normal     | Low     	  |  2x       | 13/75    | 50%    |
			      | Normal 	| Normal     | Medium  	  |  8x       | 10/60    | 75%    |
			      | Hard	| Normal     | High    	  | 16x       | 15/45    | 100%   |
			      | Heroic	| Fast	     | High    	  | 16x       | 15/45    | 100%   |
			      ---------------------------------------------------------------------

				Monster speed covers movement and attack speed (ranged & melee)
				but not projectile speed. (those don't change)
				NOTE: The "fast monsters" setting is not used on Heroic (meaning no 
				constant projectile streams), and the speed changes are nowhere near
				as high as Doom's demons. It should turn out more balanced this way.

				Aggression covers missile attack chance. (roughly 30/40/50% but
				ZDoom's current implementation renders it very unpredictable)

			        Perceived attack distance is the factor that a monster's perceived 
				distance when deciding whether or not to shoot is reduced by. The 
				closer it thinks it is to you, the more likely it'll attack (allegedly).

				Ammo per pickup is self-explanatory, sm/lg refers to mana crystals 
				and mana batteries respectively.

				Damage taken covers all damage from all sources, and is applied
				after any other damage taken modifiers.

New Sounds             : Yes

New Sprites	       : Yes

New Graphics           : Yes

New Monsters	       : No - although the default Hexen monsters have retained their behaviour
			      changes from Serpent. The only exception is the chaos serpents,
			      who both behave like the summoned one in terms of attack choices.

New Weapons	       : Yes - 3 new weapons for each character, utilising 2 new mana types.
			       There is also one replacement for an existing weapon, plus two
			       others have slightly different behaviour.

New Music              : No

Demos Replaced         : None

-------------------------------------------------------------------------------------------------
* Construction *

Base                   : My creative mind (And lots of inspiration from a wide variety of sources)

Editor(s) used         : WadAuthor, WinTex, DeHackEd, DeePsea, XWE, ZDBSP, MSPaint, 
			 Paint Shop Pro 5, GoldWave, Doom Builder, SLumpEd, SpriteMaker

Build Time	       : 1 month (to extract it from Serpent and rework it to fit any wad etc.)

Known Bugs             : The class menu doesn't show properly, due to there being 7 classes now.
			 To see the portraits (which contain all the stats for each class now), 
			 go to the "character info" section of the menu.

Will Not Run With      : Any source port other than ZDoom/GZDoom.

=================================================================================================
				Special Features
=================================================================================================

This adventure is totally unique to any other Hexen adventure, in the fact that it has a full 
RPG-system like those seen in table-top or computer-based fantasy role-playing games.  
This, along with other features is explained below.

-------------------------------------------------------------------------------------------------
				Characters
-------------------------------------------------------------------------------------------------

The 3 vanilla characters are a lot more different here than they are in normal Hexen, thanks 
to the RPG system. There's also 4 other characters, all with different features and playstyles.
So choose carefully before you begin, a profile of each character is below:

Baratus - Trained in the fighting arts, you are immensly tough and strong. You can use any type
	  of weapon without mana and wear any type of armour, and can push your body to great 
	  speeds and heights. You know very little in the ways of magic though, and your weapons 
	  will burn mana very quickly. But in truth you don't care about it - magic is the affair 
	  of book-reading milksops! You prefer a good clean fight and fear nothing and no-one.

Parias - Deeply religious, your training has developed a close alliance with your god and you are
	 able to harness that power to great ends. You can get special features out of weapons, 
	 as well as a reasonable ability to use magic. While not as fast or as strong as a 
	 trained warrior, you are still a match for many and can wear most types of armour.  
	 You're also perhaps the most versatile of any type of adventurer.

Nerina - Skilled in the shadowy side of combat, you are not afraid to get dirty and do whatever
	 is required for the hit. Speed, poisons, ranged weapons, all these you can use to kill
	 without reply. Straight fighting is not your style, though your nimbleness can still be 
	 useful in such a scenario. Your knowledge of magic is limited, but you still use it as
	 part of your toolbox when required. You can't wear heavy armour, but you prefer to be 
	 fast and avoid hits instead. Either way, you're one tough gal that's hard to beat.
	 	 
Daedolon - No bard will ever sing epic tales of your prowess with weapons, but what does that 
	   matter? You are a master of magic - you can command spells to avoid, confuse, weaken 
	   or defeat enemies, and can use magical weapons like no warrior ever could. However, 
	   as your training comprised mostly of poring over dusty tomes and experimenting, you 
	   are physically weak, slow on your feet and can wear little armour due to your slender 
	   form. But you have many tricks up your sleeve to ensure you won't die easily.

Corvus - You are a member of the Sidhe, a race of elvish mystics who once guarded items of power.
	 Displaced by the Serpent Riders and branded a heretic, you had to flee your homeland.
	 As a hardy adventurer, you are pretty much a jack-of-all-trades and can show some degree 
	 of proficiency at anything you try - except for magic, which you are naturally good at.
	 You've heard tales of an unknown great adventurer and certainly aspire to his feats,
	 if not his mysterious disappearance.

Doshin - You are a physical adept from a distant land, who has spent years training in the art of 
	 unarmed combat. But you were also taught how to augment it with ancient magic, and as a 
	 result you are also effective at range. You recieved little training in arcane magic, 
	 however you were taught how to boost your techniques with it. Your training has given 
	 you an immense resilience to pain and damage, but you refuse to wear armour of any kind 
	 due to the effect it has on your techniques. A quick, tough and efficient killer.

Gurrag - You are a mediator between the very elements themselves. Your spiritual attumenent allows 
	 you to call upon the four elements for any purpose - whether it be enhancing a weapon with 
	 elemental force, smiting enemies from afar with concentrated power or summoning spirits to 
	 aid you in combat. This attunement to natural forces, means that you won't use magic from 
	 man-made sources. You're also not too fast or strong, but you can wear a lot of armour and 
	 are also more resistant than most. Elemental forces are powerful, and you wield them well.


-------------------------------------------------------------------------------------------------
				Attributes
-------------------------------------------------------------------------------------------------

When you start the game, press jump to roll your attributes.  If you don't like them, you can 
re-roll by pressing jump again, and press crouch to finish and start the game.  But be warned: 
the numbers are all tied together, so you won't be able to roll a superhero.

The attributes are:

Health -       This determines how much health you have.
Strength -     This determines the power of your melee weapon (and fighter weapons without mana).
Dexterity -    This determines how fast you can move, and how high you can jump.
Constitution - This determines your resilience to damage. Each point reduces the damage you take.
Wisdom -       This determines how much mana you can hold of each type.
Sorcery -      This determines how good you are at spellcasting. It's the number of magic points 
	       you start the game with, and if you are Daedolon (the mage) it also affects the 
	       rate at which your magic points regenerate over time.

These attributes will have an upper limit, which varies depending on character.

Attributes can be improved every time you gain a level (see below) except health, which 
improves automatically with level.

-------------------------------------------------------------------------------------------------
				The Attribute Menu
-------------------------------------------------------------------------------------------------

This is an interactive menu that displays your current level, EXP, the amount needed to gain 
another level and your attributes. You can access this at any time during the game, but it is 
recommended that you find a safe spot first (even though it won't impair vision too much).

To operate the menu, you will need to define 3-4 extra keys (go to the key config in options 
and the extra keys will be there). One is needed to toggle the menu on and off, one or two 
to move the cursor (only one is needed though) and one to increase each attribute when you 
gain a level. The weapon keys also need to be defined, along with any hotkeys you want.

If you don't wish to define new keys for the menu, an alternative way to activate it is to press
the show scoreboard key. This will allow you to operate the menu using forward/backward/fire keys 
instead of defining new ones, but will prevent all player actions while the menu is active.

Once you've gained a level, you will see a number of "skill points" at the bottom of the menu.  
These are what you use to increase your attributes. Move the cursor to the relevant attribute 
and press the raise key, and one of these points will be transferred. Be warned that this process 
can't be undone (except with a savegame), so make sure you have the cursor on the right attribute!

-------------------------------------------------------------------------------------------------
				Experience
-------------------------------------------------------------------------------------------------

Every time you kill a monster, you will gain experience points (EXP). When you reach a certain
amount of EXP, you will gain a level of skill/experience. This will enable you to increase your
attributes and do better things.

-------------------------------------------------------------------------------------------------
				The Monetary System
-------------------------------------------------------------------------------------------------

Money comes in the form of Gold Pieces. These can be found anywhere on the island, and can also 
be found on the bodies of slain enemies (depending on type). 

To reach the Trader's Valley, use your Hearthstone item - but remember that you can only use it
once every 30 minutes. There are various types of shop in the valley, each dealing in a different 
commodity: armour, artefacts and magic-related items.
Each can buy and sell various things, press the relevant switches to do so.

There is also a Holy Temple, which can restore health and magic points through monetary donations.

When you're done shopping, the portal will take you back to the start of the map you came from.

-------------------------------------------------------------------------------------------------
				The Magic System
-------------------------------------------------------------------------------------------------

In addition to the new weapons and artefacts (see below), there are also a number of spells that 
can be used to aid your quest. These come in the form of scrolls, which allow the user to cast a 
given spell once. Each spell will use up a number of Magic points, and once it has been cast, 
the user won't be able to cast that spell again for a minute. Spells that have a duration will 
work across maps. Magic points can be restored by using Magic Rings or visiting a Holy Temple.
They also regenerate over time if you are Daedolon, the rate depends on your Sorcery attribute.

Note that most characters won't be able to cast every spell, due to upper limits on their 
Sorcery attributes. Daedolon knows the first 2 spells off by heart, therefore does not need 
a scroll to cast them. He can still pick up scrolls for those spells, but he can't use them.
If you are playing as Daedolon, the first 2 spells will appear in your inventory as the 
corresponding scroll with an infinity symbol on it. There's also no need to bind an
additional key to use it, the same key will work for both normal and infinite versions.

The spells (together with costs and scroll colours) are listed below:

Power		: This will improve the effect of your melee weapon(s) for 20 seconds.
(cost: 2)	  All of them will hit ghostly enemies and have a longer range, in addition:
(blue)	  	  Baratus' melee weapons will strike faster. (non-mana versions only)
		  Parias' mace will fire 3 short-range spiked balls.
		  Nerina's dagger will produce a cone of short-range magical slash attacks.
		  Daedolon's staff will fire a blue magical bolt.
		  Corvus' spear will hit harder with an icy touch.
		  Doshin's fists will hit harder, and all of his ranged techniques will
		  be three times more effective. (ie. all his weapons can use the spell)

Protection	: This will render you invincible for 20 seconds. 'Nuff said.
(cost: 5)
(tan)

Fear		: This will cause enemies to run away in fear for 20 seconds. They will still
(cost: 6)	  attack if possible, but are less likely to do so during this time.
(black)		  However, if you get too close to them they will become paralysed with fear and
		  will be unable to move or attack for 10 seconds, this can only affect them once
		  during the spell. Does not affect bosses.

Shrapnel	: This defensive spell will create a continuous ring of short-range crystalline
(cost: 8)	  shards around you for 20 seconds, guaranteed to inflict continuous pain as well
(dark red)	  as damage to any monsters that come close to you during this time.

Summon		: This will summon a ghostly chaos serpent in front of you, who will fight on your 
(cost: 10)	  side until it dies. Like other monsters, it's health increases as you level up
(grey)		  but it also gains new abilities. It's always stronger than normal serpents, and
		  it's ghostly nature also means it's immune to melee attacks and some projectiles.

		  NOTE: if you're facing too close to a wall or solid object when casting, the 
		  serpent will not appear at all. Plus there can only be one serpent active at 
		  any one time - if you try to cast another, the existing one will die first.

Inferno		: This offensive spell will send out a ring of short-range fireballs from your 
(cost: 12)	  location, incinerating anything in their path. Anything that lives through it 
(bright red)	  will be thrown backwards into the air too.

Penetrate	: This launches a magical ray once per second for 20 seconds. They are powerful  
(cost: 15)	  enough to kill many normal monsters and seriously damage anything tougher. 
(purple)	  Not only that, they will rip through any number of monsters in their path.

TimeStop	: This advanced spell will stop the flow of time, freezing everything but you  
(cost: 16)	  to the spot - including any shots fired during the spell. It lasts for 
(brown)		  20 seconds but a lot can be done in that time. Does not affect bosses.

Hellstorm	: This will call a storm of magical rain from above, showering a wide area
(cost: 18)	  continuously for 20 seconds. (regardless of any walls or objects in the way)
(yellow)

Annhilation	: This deadly spell will unleash a blast of energy powerful enough to light 
(cost: 20)	  up the sky and annhilate everything in sight. It does become ineffective
(green)		  at a certain range though.

If you are playing as Gurrag, you can't use spells at all - instead, you get 4 enhanced attacks 
for your melee weapon (use alt-fire to switch between them) and each of the 4 basic weapons has the 
power to summon an elemental spirit - this follows the same rules as the summoned chaos serpent, 
but only lasts for 2 mins (press alt-fire to do this). Each pair of abilities (they correspond to  
one of the four elements) are obtained when you find the relevant basic weapon.

-------------------------------------------------------------------------------------------------
				Artefacts
-------------------------------------------------------------------------------------------------

There are many artefacts, these are described below:

Health		: This comes in two forms, the Crystal Vial (10) and the Potion of Life (25),
		  the latter of which is a purple potion that can be carried until needed.

Armour		: There are eight types, some of which cannot be worn by certain classes.
		  Hexen's weird armour system has also been replaced with a more Doom-like one.
		  (but will have a traditional RPG-like display similar to Hexen)

Mana		: This comes in four colours and two sizes - mana crystals and mana batteries
		  (amount given depends on skill level), the latter of which is a light brown
		  cube that can be carried until needed.

Krater of Might	: This rare and powerful item restores all of your mana to maximum levels.

Magic Scrolls	: These will allow you to cast one spell, one time and will use up a number of 
		  Magic points. Comes in 10 different varieties, see the above section.

Magic Ring	: These will restore a Magic point. (two if you are Daedolon)

Potion of Fire 
Protection	: This is a red potion will enable you to walk through lava for 30 seconds.

Potion of 
Excellence	: This is a golden potion that will bestow you with excellence, granting you
		  a skill point. Naturally these are hard to come by, and can't be traded.

Speed Boots	: These will allow you to run at great speeds for 20 seconds.

Jump Boots	: These will allow you to jump to great heights for 20 seconds.

Torch		: This illuminates your immediate surroundings for 60 seconds.

Disc of
Repulsion	: This will reflect incoming projectiles if used at the right time, 
		  and can also be used to thrust nearby enemies away from you.

Poison Vial	: This version of the flechette is now available for all classes. Drop it and
		  it releases a nastier-than-before poison cloud for about 20 seconds.
		  Nerina also uses these to poison her dagger, although they are used up very
		  slowly in this manner.

Timebomb of
the Ancients	: This old favourite returns, and is even more powerful. Drop it on the ground
		  and run away before it detonates.

Porkalator	: This fires 5 projectiles in a spread pattern, any monster hit will turn into
		  a pig for about 45 seconds. Does not work on bosses.

Force Stone	: This will create a solid pillar of force in front of you for 60 seconds. The 
		  force pillar will block all enemies and most attacks just like a real pillar.

Siren Orb	: This will emit a red light over a small area for 30 seconds. All enemies who
		  step in this light will be forced to attack the orb. Does not work on bosses.

There are also some artefacts that are not present in this RPG mod: they are the Icon of the 
Defender, Mystic Urn, Banishment Device, Chaos Device, Dragonskin Bracers and Dark Servant.
The other two versions of the flechette no longer exist, and all items with a duration will 
work across maps.

The player can only carry up to 5 of each item, with the exception of the the Magic Ring (15), 
Potion of Life (15) and the Disc of Repulsion (15).

All of the items have a fixed position in the inventory and will remain even if you have none of
that item (the exceptions to this are puzzle items and golden potions, plus scrolls for infinite
spells if you are Sallazar). This is to make keeping track of items a lot simpler.

Each character starts with some items too - Baratus starts with some armour, Parias with some
health potions, Nerina with some poison vials, Daedolon with some magic rings, Corvus with some 
timebombs, Doshin with a power scroll and Gurrag with a blue and green mana battery.
In addition, everyone starts with some gold, jump boots (which you're advised to keep due to the 
reduced jump height based on dexterity) and a Hearthstone (which never runs out).

-------------------------------------------------------------------------------------------------
				New Weapons
-------------------------------------------------------------------------------------------------

There are 3 new weapons for each character, utilising 2 new mana types (red and yellow). 
The 5th weapon will use yellow mana, the 6th weapon will use red mana, and the 7th weapon uses 
both red and yellow mana. This last weapon is in 3 separate pieces, find all to use it.

There is also 1 replacement - the mage's sapphire wand has been replaced with a strong wooden 
staff. This is to bring him into line with the other characters by having a melee weapon, which 
the RPG system requires.

Finally there are 3 alterations - the fighter's fist will throw all 3 punches without connecting, 
the fighter's hammer always fires a shot (even when too close to something) and the cleric's
serpent staff no longer drains life in melee range. (for technical reasons as well as balance)

Some characters have special features with weapons, these will be explained in-game.

-------------------------------------------------------------------------------------------------

* Copyright / Permissions *
  
Authors may NOT use the maps as a base for modification or re-use.  The only exception is for 
fixing any bugs that appear with newer GZDoom versions, in which case let me know and/or send
over any patches etc. so I can add them in.

Authors MAY use the resources in your own wads as long as you give the relevant author(s) credit
in your text file. (see serp-rpgc.txt for a full list of who made what)

You may distribute the project as long as you include this text file and the other files intact.

-------------------------------------------------------------------------------------------------

* Where to get this WAD *

ftp://archives.gamers.org/pub/idgames/levels/hexen/s-u/ (and mirrors, better to use those)

My Doom 2 wads are at:  /pub/idgames/levels/doom2/m-o/op-lite2.zip
		  and:    "     "      "      "  /megawads/fragport.zip
My Heretic wad is at:     "     "      "   /heretic/s-u/shadow.zip
and Quake 2 skys at:      "     "   /graphics/q2skys-1.zip and q2skys-2.zip

Licence to Spell Doom is at: /pub/idgames/levels/doom/Ports/0-9/007ltsd.zip

Super Sonic Doom is at: /pub/idgames/levels/doom2/Ports/megawads/sonic.zip

Serpent: Resurrection is at: /pub/idgames/levels/hexen/s-u/serpent.zip

The standalone Serpent weapons mod is at: /pub/idgames/levels/hexen/s-u/serp-wpn.zip

GZDoom is at http://www.osnanet.de/c.oelckers/gzdoom/
1.6.00 is at http://www.osnanet.de/c.oelckers/gzdoom/download/gzdoom-bin-1-6-00.zip
       or at http://sourceforge.net/projects/zdoom/files/gzdoom/1.6.00/
Latest versions are at http://http://devbuilds.drdteam.org/gzdoom/

(if you're reading this a long time into the future and these sites no longer exist,
just google for the wads and/or ZDoom/GZDoom downloads)

=================================================================================================
Remember, remember that Doom lives FOREVER!
=================================================================================================

Maps

trader's valley

trader's valley (MAP91)

Deathmatch Spawns
-1
Co-op Spawns
-1
trader's valley

trader's valley (MAP92)

Deathmatch Spawns
-1
Co-op Spawns
-1
trader's valley

trader's valley (MAP93)

Deathmatch Spawns
-1
Co-op Spawns
-1
trader's valley

trader's valley (MAP94)

Deathmatch Spawns
-1
Co-op Spawns
-1
trader's valley

trader's valley (MAP95)

Deathmatch Spawns
-1
Co-op Spawns
-1

Lumps

Name
SHA1
MD5
Size
ANIMDEFS
83e43c36bcdeca03e986c943fe4ad8654751af83
6d8482b60591cad5875743339fbb3fcf
297 bytes
DECORATE
1e870510bacb3b718f2d512707a6ad99c81dc53c
9a409ec3411fe74b716d35cf75b5595a
222 bytes
FONTDEFS
5b31b3b42231f37c8331240e4b89c46b7f4f3ecc
e365b185bbf59b30f3ea64c7adfab57d
514 bytes
HEXNDEFS
3facec73fe42da555a1bf7ae20d19a7ed938da9e
1a87016f3b8a95a1525530cce3e8c153
85.89 KB
KEYCONF
2c6834553a14c75bf34644ec1fc4bb9ac024d4b7
3673c5d8f04919e514097710324255c0
3.22 KB
LANGUAGE
eef0f62a2fae8e3c32e4dd7793372def6f17ab00
59c2aa45412dfd4728399ef956500c23
919 bytes
LOCKDEFS
8a8519ec9e2fdac20927acfd71a59b55edc4f922
cfed8db05cff94127926b5df1a3c4259
1.47 KB
MAPINFO
e5c8e6c7d92c1710ece03031dbd77bbab1887b45
c3f4b9fa0fb808928a456b0c9256f6b4
4.14 KB
MENUDEF
aafd234dce0a00c526c466329f365a02f96f6ba4
023fae7f05b5dff44a805b631ce96da6
399 bytes
SBARINFO
9a4cf426b74832fe054f3cda7d7c3e8bca7de1e5
ddbf0097510d462c88b484e4566931db
3.27 KB
SNDINFO
3e70bf11ec7f45957b18a0a5853a2ab883a7346b
c61fb8c2f00177c5e8857ff3cc185fab
14.91 KB
SNDSEQ
4058c3ca90525a6e196fe46893a105d1499f7380
561320f528dd791f0d492094144cff00
289 bytes
TEXTURES
e6ef06cca026ddff438ec9bd38e487a1b2fbc67f
2129f1fc1257db47697400d351739295
4.57 KB
decorate/ITEMS
defafaec2cbf62ae143c84c183207079e54e156f
72e63fe800ded76bbb281d2311cddcd6
51.09 KB
decorate/LIFE
82d36f814b5c818fba92cfebce1cfbe5cd9901e2
863343704b15169d6a07949a2715fd1d
154.48 KB
decorate/LIFE-F
190d977eaca1bf150058fb3152fa4fb6c1f22ef8
6ad73548cfa3c7c61233a99000d48126
58.07 KB
decorate/LIFE-S
1edf9826d019e1489168b501efffaa50157a666a
b9154709c0b69cc7fda8506c5671f026
58.72 KB
decorate/PROJ
9be1b7ba3fecf0aab12d2875beae3c49c073c340
f5cbb62e0788b07f909667aeb6c17f17
81.80 KB
decorate/SCENERY
bd4efce082d4cfc6d0fca25ac65d6499f95dd185
81014356f0ec20b8e0fcfb12bb85fc8c
5.55 KB
decorate/SPECIAL
0a2dfff0f8090a6804fc14908f01718b0f587a41
3ca48823c0c63435ccd80f08b14d4bf4
7.55 KB
decorate/WEAPONS
36a5234666934cffc56a2d78e9e757e431c781ea
0d97c408cdff66c967d46890f0e02df4
154.08 KB
flats/BLACK
1ceaf73df40e531df3bfb26b4fb7cd95fb7bff1d
620f0b67a91f7f74151bc5be745b7110
4.00 KB
flats/CARPET3
29de145d012a28be49db0f945f0ef32e3c76fa69
b3a4e71a96229fbfd0437f182965d51a
4.00 KB
flats/FLAT512
abdee8d95a301be42c8a9e99c8bb9a89b604ba80
6ba7e9c90ce81c705ecbd8e7e3930977
4.00 KB
flats/FLOOR10
a52a4bebc1798eff72ab2a273fb57824af5c8e5a
28ad0aecd5a66e9ce76ab1ef6cd655d9
4.00 KB
flats/FLOOR30
7845c83150c07c7ebd12e22a4261fac72e591a9e
91468d8f31ffd68c322c98b0001324a8
4.00 KB
flats/MARBLE09
9dd96aab6e07eabee2ae5f1ef7ee8c33354908d9
4641f9166eb528814da8103b573c1a51
4.00 KB
flats/MOSS4
b1529d58aa3aadeaab6efea237dafc43eaddb1e7
c8a628c978037f1d487db242cc29a930
4.00 KB
flats/MOSS4B
ac2f45f2b7162a0e47bbf4110f19a7daddebdc2d
b0579c14a1b25374c27deed1463c4c60
4.00 KB
flats/MOSS5
c69daf98f3a5308c7db24897d7d2cfd0ac3132da
4e4ac75241dcbe2a3215527ea30a1b4b
4.00 KB
flats/MOSS6
5072d89707979ed193e7c4c6cd3fee77b88fa751
040705375e79b3654cc7021f56763586
4.00 KB
flats/MOSS7B
ce4e7520ee024827546d0cefd70b667544db8ed9
7fc44a610e9d3a8e52cd19444da75d2b
4.00 KB
flats/ORNRUGH
9d483b062cf66bd8be2d4efdf694e206499ca716
3710b7172b0fbb7c0edff4c6f692e1a1
4.00 KB
flats/ORNRUGV
9d778539ffea373b3c658a6e897afc0d9aba46dd
271f761dae7f11a23668876d936d3a7d
4.00 KB
flats/SHELF_T1
93868afe446634f7bf6fbdca7cf589786f9906d5
e6be3055808e78b07c53de7379dec22a
4.00 KB
flats/WOOD21
f6dabb1c7d846dc446bcc96f2b35ec306a1120c6
6987d5c378d9452a285977f9384a4b4b
4.00 KB
flats/WOODWL
b2cbfed2f41bf86e6beb761f736ea7f998888446
0fefefa8bc69940bb4b63ff918d0ad47
4.00 KB
graphics/ADVISOR
a7bb5392c1c740d86936cbae4a86b8e934af299a
40255c6a0879eab3f150a78c297c78ef
88 bytes
graphics/ASSNFACE
4818df5aadeb8d1578d7e8f16fe39053879c3630
e92fd99846f7284bd612e7817f62ac2c
246 bytes
graphics/BLUEF048
2265f1e81a00a637d404440c25bc77a1cf34809c
039b1d77c0f72208449b8f4f99d49645
148 bytes
graphics/BLUEF049
35186c13a689383e5e76a0bed9e572a94d544530
62233651e59b50e0dcb5264fece7913e
70 bytes
graphics/BLUEF050
dea950ebfe18359edfd8da19f258967e8120f11a
58974a88e353e1aacf2b261ed80d7d08
176 bytes
graphics/BLUEF051
2769eff8aad7deb235576d3d0531d206dd83735f
f453903d0d7facf1cc1d842195f0ee04
160 bytes
graphics/BLUEF052
a77a339222e09fa4b4e213a87fa01a8b1c1a840f
745cead5bef882502673f9a52bcc84d0
124 bytes
graphics/BLUEF053
88e3dac8e920b1c60bb2d9871b7ba6528ecc052b
17fb14419d25abdbe8ce4be9da00e19a
175 bytes
graphics/BLUEF054
3f95fff14014d71f454ac70e20b7bdde6cebe158
ed991bdc77b4c6f7e90cf712748efef9
168 bytes
graphics/BLUEF055
5bc78bdbc36260cf227cc89575f0970a4f946bbe
4e5a2feb4323e022072a733188df0a01
127 bytes
graphics/BLUEF056
3ebcdbe0e29ed58b2e4d8d5bff58ef8b8d743951
358b496f585e5a9b914b10e8c70a012a
160 bytes
graphics/BLUEF057
5b81460a0febd60836e24f6f434e0f2a8e722a39
7a1d93dd6dcaa99929175a28f6f3409e
159 bytes
graphics/FONTA06
b4761077e06f8c52c71140a20fb5a3e1a47431ff
862d29af3445bdd8626223e9e6745c23
157 bytes
graphics/FONTA_E
da39a3ee5e6b4b0d3255bfef95601890afd80709
d41d8cd98f00b204e9800998ecf8427e
0 bytes
graphics/FONTA_S
da39a3ee5e6b4b0d3255bfef95601890afd80709
d41d8cd98f00b204e9800998ecf8427e
0 bytes
graphics/FONTL037
c1a8de37c5dd021656c0b22d39fbee0866ca9a91
883417a60a877f1975416e5f4b3ba7ff
286 bytes
graphics/FONTL039
ab9d597f55fafc6ce9d038e7973e7e7fe5d57378
8f04aa4e2a38d4d7672348752ba0a85a
89 bytes
graphics/FONTL047
c62d9bca79f4a9754622a8b9f2a1fbc0741f0263
64912b8a2fe39b553e13748ec989c2bb
204 bytes
graphics/FONTL048
fc6d3698affdc0429a917e4fee1110ad4acb24eb
02446864414f4d9d891aca97ee4560cc
235 bytes
graphics/FONTL049
41f3c2465e774313fc54772a3797266ea28e3349
05728d490de37481a563b4bbd03eb9c8
123 bytes
graphics/FONTL050
a80ed64bdfefb6ca448b9666998f76e5cb4f9075
d4b680abc5990810d1f804282b2647e0
260 bytes
graphics/FONTL051
f9b0ab5351f0cfa0700232c521412080456657e2
3b3d6d950e89e6b629ce8fe7cd440e9a
295 bytes
graphics/FONTL052
ed44e1ca068293614d2388fa9feb1b0c75e9d3d5
2ab2457fc5d73e98915d530b399f974a
211 bytes
graphics/FONTL053
7cb9adf1b8ccb75819e7aa8f6adf5801680be739
c3d8cebe5da826cbc21d2bc471ee11db
269 bytes
graphics/FONTL054
413a7601dd62022e704d86f20692ced332451e47
a20bd1078b70b9b435434fd84ae66b2f
255 bytes
graphics/FONTL055
9dea0319976966472e351ba047887209746c0e5e
dfe2cd47eb9829c270c8bedf65c1bc55
212 bytes
graphics/FONTL056
0f2d82755c99ff83df067230730807b6b7a15862
11c5e8910b119dffda66bfdd9d64730d
284 bytes
graphics/FONTL057
a2806ff4a86f216a2f5d81490e17e0e5b791006f
da7de94c0d20c2a06918d434c4777689
271 bytes
graphics/FONTL058
f609eeab8ea7e7fc2ed215fccfe2ee1d435a7b0c
0049ecb4aec76f36b9d9699be8a79cce
115 bytes
graphics/FONTL059
574a741285b67bbdd61c56efc8e120ed4d47d092
d3e050b3a602dc1ea52310f3da49de7d
89 bytes
graphics/FONTL060
17a853517250f141de8c68815207061394278755
a0d1c22944c606c855570d9be12e5374
162 bytes
graphics/FONTL062
a35a8a2d6a79a4ede396913b1843677cc7aad771
d0a41e4b54d8c1b56a91c3494969aa68
88 bytes
graphics/FONTL063
0f82e2b713a3ab03c0de53f38d36f85c1ff4f64d
eecb66872eea8a59f7cbfa3e928012f9
265 bytes
graphics/FONTL065
62bcbb65eed46b675ccaa29734d91e64e7b21aeb
fb38eafb0dd24b83d544ab249f5ebc04
256 bytes
graphics/FONTL066
f08a318391cdc7fe49db219d44bb4ea0052a27ee
0d03e7bfb566372c914c03db3dd43ec6
260 bytes
graphics/FONTL067
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4bd9ac4fcb2a215f4c537d92c6821b8f
215 bytes
graphics/FONTL068
18e3a8c4aecdeed681c11681b7b412eba0b61428
73dab0d12d3d3cd63a710ff25a8aa36c
266 bytes
graphics/FONTL069
5f397bff9bfeb08f5c9c43db2976d8b8590ee44e
a888d68dadb7f9cec71e16d7896d0be9
226 bytes
graphics/FONTL070
a3bf2e8d0e64c1a225a2d47a516002af12e0b6f4
fde99c2d8193d64daeff06649e04043a
182 bytes
graphics/FONTL071
6707d4270f487dd0f5b2c0bca1b0229918a01ad0
8dab59b3719f0b864bd691434b47d841
298 bytes
graphics/FONTL072
6d8ad6b67f0def9c86e57b52ffd4088af45edb6a
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269 bytes
graphics/FONTL073
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9e3f885f4adf279842e9ba330c69acc0
160 bytes
graphics/FONTL074
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202 bytes
graphics/FONTL075
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289 bytes
graphics/FONTL076
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139 bytes
graphics/FONTL077
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318 bytes
graphics/FONTL078
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1215238f667635ebd2f48c0a408c3535
267 bytes
graphics/FONTL079
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259 bytes
graphics/FONTL080
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302 bytes
graphics/FONTL081
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fa802296bd1e921bd83ce591596eacee
251 bytes
graphics/FONTL082
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a304284679f1c8c3d9ca1739aef70d17
171 bytes
graphics/FONTL083
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235 bytes
graphics/FONTL084
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161 bytes
graphics/FONTL085
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229 bytes
graphics/FONTL086
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231 bytes
graphics/FONTL087
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336 bytes
graphics/FONTL088
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241 bytes
graphics/FONTL089
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231 bytes
graphics/FONTL090
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238 bytes
graphics/GRENF048
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148 bytes
graphics/GRENF049
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70 bytes
graphics/GRENF050
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176 bytes
graphics/GRENF051
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160 bytes