A 21st century Heretic episode covering many styles of level, both traditional and unusual as well. Having achieved everything I wanted to in DooM ...

4.14 MB
WAD Type
E5M1, E5M2, E5M3, E5M4, E5M5, E5M6, E5M7, E5M8, E5M9
Updated April 2011 with co-op fixes, a major fix in e5m7 and minor improvements.
 Shadowcaster - The Story so Far

Another time, another world.

You are Banedon, one of a sentient race of heretical elves known as the Sidhe. 
Renowned throughout the kingdom of Durenor for feats of bravery and heroism,
you always get called up for quests of bravery and danger.  So, you are now
standing in the grand palace of King Rimoah, where he tells you of grave danger
that threatens these shores.

He tells you about the dark mage Tetrahagael, known as the Shadowcaster because
his presence casts a shadow over the island where he resides. That shadow could
soon be cast over the whole kingdom, because the King's mages of Durenor have
discovered that he is summoning evil monsters through some kind of portal to
another world, and is preparing an invasion force made up of these monsters!

No time to lose, then.  Your quest is to journey to the island of Fagranc, where
the Shadowcaster resides, destroy him and the portal.  Not an easy task, even
by your standards, but you do have some help.  The King's mages have prepared
a boat imbued with a spell that will allow you to sneak onto the island without
being detected by the dark magic (but not when you disembark).  And also there 
are many magical weapons and artefacts on the island that possess the power to 
destroy him and his evil summonings.

The next day, you grab your staff and elvenwand, and set sail for the island.
As you approach, you can feel the presence of evil all around the place, it
seems that the whole island could be infested with monsters.  You notice a
small village, located on the far side of the island, away from the tower where
the dark mage resides.

You head towards the village, hoping it is unoccupied but ready just in case....

Title                   : Shadowcaster

Filename                : SHADOW.WAD

Author                  : Stephen Clark  (The Ultimate DooMer)

Email Address           : <email removed>

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

  Quake 2 skys (Q2SKY*.WAD where * is 1-8)

Completion Date         : 30th May 2002

Misc. Author Info       : A hardcore DooMer who loves all it's similar
  games (esp. Quake 2 and Half-Life) but still
  thinks DooM is best.  Has decided to try his
  hand at making Heretic levels.

Description             : A 21st century Heretic episode covering many styles
  of level, both traditional and unusual as well.
  Having achieved everything I wanted to in DooM 2,
  I have decided to move on to Heretic 'cos it's just
  as easy to make levels for it as it is for DooM.
  (although I will return to DooM afterwards)
  It's also a great game and I thought of some great
  ideas, many using Heretic's special features.

  If you love puzzles, then prepare to be tested, because
  there are a wide variety of fiendish puzzles in this wad,
  covering all of Heretic's features, from the regular 
  to the weird and wonderful!

  Tests of skill also feature in this wad, again covering
  a wide range of Heretic's features.

  For those of you who like secrets, there are at least
  5 in each level. (quite often more than that....)
  And, once again, you'll be pleased to know that the
  secret level is VERY well hidden.....

  And you'll be even more pleased to know that I have
  made an effort with the lighting this time! (even
  though the lack of texture/flat based lighting makes
  it a bit harder to do in Heretic, as there is only
  thing based lighting, which should all oscillate)

  In short, prepare to be challenged, in more ways than one!

Additional Credits To: really, as I didn't use anyone else's 
  graphics this time. (only Hexen ones and my own)

*Playing Instructions*

This zip should contain the following files:

  SHADOW.WAD - The episode.
  SHADOW.HHE - HereHackEd patch - contains new game text & red key data.
       (not needed in ZDoom)
 SC-LOAD.BAT - Batch file for loading the patch into a copy of heretic.exe
     HHE.EXE - HereHackEd, the program that loads the patch.
     HHE.INI - Contains HereHackEd setup detail (assuming c:\heretic is where your 
       Heretic files are - if not then edit the .ini file to enter the correct location)
   DEUSF.EXE - Prepares the new sprites for use with plain Heretic and then reverses
       the process afterwards.  (not needed in ZDoom)
 SC-PLAY.BAT - Batch file for playing the episode with heretic.exe.
  SHADOW.BAT - Batch file for playing the episode with ZDoom. (for other ports edit accordingly)
  SHADOW.TXT - This file.

To play :  Click on sc-load.bat (you only have to do this once)
    then on sc-play.bat  (to play the episode)

For source ports, click on shadow.bat (after editing it for ports other than ZDoom)

* Play Information *

Game Version Required  : Heretic (Shadow of the Serpent Riders)
 or ZDoom (version 2.0 beta 47 or 47i only - 
 (newer versions will not work due to ZDoom's 
 language lump not being future-proof)

Episode and Level #    : E5M1-E5M9  (to avoid the intermission map)

Single Player          : Yes   (Built for it!)

Cooperative 2 Player   : Yes   (it's no different from single player
- however the maps are co-op friendly)

Deathmatch             : No    (Levels are too big and complex)

Difficulty Settings    : Yes   (nice new titles, too)

New Sounds             : Yes - A new 'ooff' and a new 'scream'.

New Sprites       : Yes - A red key and orb.

New Graphics           : Yes - lots, including my alphabet texture.
       (with the green Heretic letters)

New Game Text       : Yes - Episode and automap names, victory text and some others.
       (plain Heretic uses the .hhe patch, ZDoom uses special data 
lumps imbedded in the wad - plain Heretic ignores these lumps)

New Music              : Yes - I have included the original Heretic-style
       tune (E2M6 from DooM) and rearranged the original
       tunes for those who like to use them.

       Personally, I recommend using your stereo! 
       (with some fast-paced dance or metal tracks)

Demos Replaced         : None
* Construction *

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

Editor(s) used         : WadAuthor, WinTex, HereHackEd, NewWadTool, Stringlist, Paint, PSP.

Build Time       : 5 months

Known Bugs             : Firemaces do not appear sometimes (a Heretic feature).
 This affects ZDoom more than plain Heretic, where they 
(plain Heretic) should appear every time.  All of the firemace spots have 
(and ZDoom) a 'mace' sign in front of them, so if you see a 'mace' sign 
 without a firemace behind it, bring down the console and 
 type "summon mace" (ZDoom only).  The only mace not marked 
 in this way is the one in the boss arena in E5M8.

       : The first 7 letters of each level title don't appear
 on the intermission screen (I needed all the title
(plain Heretic only) space, including the e5m*: bit, which doesn't show
(not in ZDoom) on the intermission screen).  They still appear on
 the automap, though.

       : Minor HOM at the start of levels 1 and 6, and in level 8
 there is an ugly line at the bottom of the sky when you
 leave the ground in the outdoor area (it can't be helped)

       : Savegame buffer problems in the following areas: 

 E5M3 - Entire level (unlikely but possible)
 E5M4 - After you reach the gas pod area (likely)
 E5M5 - After the red key (only if you destroy the pods)
 E5M8 - Boss arena.  (unlikely but possible if there are lots
of projectiles on the screen)

       : In co-op mode, the levels have a few extra things, which 
 may or may not cause savegame buffer trouble in plain Heretic.
 (most maps have only a few extra things, but E5M8 has a ton of 
  extra ammo, health and items in the boss arena)

       : Large numbers of gas pods closely packed together can have
 weird effects, but these don't last forever.

       : When a manikin is hit,  the health loss does not show up on
 the status bar.  When you next pick up some health, the 
 health counter rights itself.

 In ZDoom, the health loss shows up on the status bar, but 
 not if you have just the green health counter showing.  
 You will have to shrink the screen or look at the automap 
 to see the actual health loss. When you next pick up some
 health, the green counter rights itself.

(ZDoom only)       : Some parts of the game will not render correctly with
(not in plain Heretic) ZDoomGL due to the absence of GL nodes.
 Users of ZDoomGL will need to build GL nodes for all
 the maps before playing it.

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


Manikins       : These are life-sized statues of yourself, and are 
 present throughout Shadowcaster.
 When a manikin is hit (by a projectile, explosion or
 a shot from your own weapons), you take the damage! 
 So be very careful whenever you see one!  
 (unless you cheat or use a ring)

 If you are killed by a hit on a manikin, but the manikin
 itself doesn't die, then you won't die, but your weapon
 will disappear and you won't be able to fire or cheat!

 The same thing works in reverse.  If a nearly-dead manikin
 takes a hit that kills it, then you will die also, regardless
 of the amount of health you have.
 (they start with 100% health and their armour matches yours
  but this only applies in plain Heretic - in ZDoom they 
  can take as many hits as you want)

 Of course you can move them around by hitting them, but just
 remember that you can only hit them so many times....

 By the way, if you fire an egg at a manikin, you will turn into
 a be careful when using eggs in their presence.
 (the chicken effect will last for 40 seconds and using a tome 
  will cure the effect instantly!)

Manikins in Co-op      : Player 2 manikins are placed next to player 1 manikins as far 
 as possible, but most manikin-based puzzles use player 1 manikins 
 only.  Any other effects are unknown, since co-op is untested.
 (apart from the co-op friendly features testable in single player)

Other Important Notes  : Some items/powerups are needed to solve puzzles, so don't 
 go using/destroying them unnecessarily! (this includes gas pods)
 Shadowspheres, tomes and timebombs are not used in puzzles.

 Don't worry, the required items will be provided in levels 
 containing puzzles, but you will have to find them....
 (they won't be hidden in secrets, though).

 Extra puzzle items for each puzzle are present in co-op mode.

 And finally, if you do get stuck somewhere, then remember
 that it is not impossible, the puzzles are not of the same
 nature as those in DooM (ie. lots of doors and switches) 
 they utilise Heretic's special features and items that 
 DooM doesn't have. (there are doors and switches also, but
 nothing over the top. E5M6 is the worst it gets.)


* Copyright / Permissions *
Authors may NOT use any of these levels as a base for modification or re-use.
Be inspired by them, but don't copy them.

You MAY use the resources in your own wads as long as you credit the appropriate 
author(s). The following resources were made by me: titlepic, end pic, alphabet, 
vine textures, red key & accompanying graphics.

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


* Where to get this WAD * (and mirrors)

My DooM 2 wads are at:  /pub/idgames/levels/doom2/Ports/m-o/
  and:    "     "      "      "     "  /megawads/

My Quake 2 skys are at: /pub/idgames/graphics/ and

ZDoom is available at:
Remember, remember that DooM lives FOREVER!
Village of Light (E5M1)

Village of Light (E5M1)

DM Spawns
Co-op Spawns
Thiolite Mines (E5M2)

Thiolite Mines (E5M2)

DM Spawns
Co-op Spawns
The Volcano (E5M3)

The Volcano (E5M3)

DM Spawns
Co-op Spawns
Crosswinds Village (E5M4)

Crosswinds Village (E5M4)

DM Spawns
Co-op Spawns
Watery Paradise (E5M5)

Watery Paradise (E5M5)

DM Spawns
Co-op Spawns
Shadow Castle (E5M6)

Shadow Castle (E5M6)

DM Spawns
Co-op Spawns
The Great Hall (E5M7)

The Great Hall (E5M7)

DM Spawns
Co-op Spawns
The Dark Tower (E5M8)

The Dark Tower (E5M8)

DM Spawns
Co-op Spawns
Steel Works (E5M9)

Steel Works (E5M9)

DM Spawns
Co-op Spawns
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