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SpaceDM9 is a set of smooth-flowing deathmatch maps with a combined focus on open-ended gameplay, grand architecture, and unique, modern settings. ...
=========================================================================== Advanced engine needed : Skulltag (98e-alpha build 3120 or later) Primary purpose : Deathmatch =========================================================================== Title : SpaceDM9 Version : 1.01 (a2) Filename : spacedm9-a2.pk3 Release date : 11/14/2011 Author : Esselfortium, Mechadon, [Jetsons] (full credits below) Email Address : <email removed> Other Files By Author : SpaceDM2.wad, SpaceDM5.pk3 Misc. Author Info : He's a cop on the edge. She's a spy with a dangerous past. Their worst enemies: each other. Description : SpaceDM9 is a set of smooth-flowing deathmatch maps with a combined focus on open-ended gameplay, grand architecture, and unique, modern settings. Built for the Skulltag engine, these levels are designed to take full advantage of the ZDoom software renderer and UDMF editing features. This wad is, at the time of this writing, not compatible with OpenGL rendering. Use software, or stuff's not going to render right! Seriously! (I know no one reads text files and people will try playing it in GL anyway. But seriously, come on, guys.) (Don't try playing it in ZDoom, either. The jump physics are different, and you'll find it exceedingly difficult to navigate some of the maps without dying.) Also, in case you missed it above, this requires the 98e alpha build 3120 (or later) of Skulltag to run properly. Earlier versions will make S9DM03 largely unplayable due to a flag-setting bug in netgames. This 1.01 release features three complete maps: S9DM01 - AIR SNARES Author: Esselfortium Music: Forty-Two - Air AIR SNARES comprises the tertiary shipping and receiving bay of Hasbro-controlled Marketing Nebula 23. After a number of loose-cargo incidents caused by nearby gravitational pull and exacerbated by incompetent employees, the base has gradually fallen into disuse. S9DM02 - EAT AT PHOBO'S Author: Esselfortium Music: Forty-Two - Night Run At the bottom of a crater on the moon from which it takes its name, EAT AT PHOBO'S is a weapons development and testing installation built as part of the Union Aerospace Corporation's terraforming project. For your health and safety, jumping has been disabled in this locale. S9DM03 - SHOGOUKI Authors: Mechadon and Esselfortium Music: Forty-Two - Space Train The striking centerpiece of bustling downtown Spacetokyo, SHOGOUKI is a cyberpunk metropolis decked out with popular tourist attractions, including a sushi bar and walk-through aquarium. Intermission music: E1M3 remix by Esselfortium The 1.01 update is intended to hopefully future-proof these maps against some ZDoom weirdness that was causing major slimetrails and junk in S9DM03. This was "fixed" by removing the nodes from the wad, forcing them to be generated internally. Hooray for backwards progress. Additional Credits to : Resources from Esselfortium, Espi, NiGHTMARE, Xaser, Eriance, hopefully no one else I'm forgetting (I'm sorry!) Ptoing for assistance with palette and colormap hacking. Torr Samaho for being helpful with ST bugfixing for us. Graf Zahl for the portal rendering optimizations that aren't in Skulltag yet, but hopefully someday will be! They'll probably make this run a bit more smoothly on slow computers, at least on S9DM01. Broderbund Software for SpaceTV footage. Shaikoten for the Girg Jatsand(TM) face logo. Revenant and Killingblair for the windshield wipers and intro, respectively, neither of which are in this 1.0 release for various reasons. Hopefully next time! Brinks, ClonedPickle, infurnus, Tango, 40oz, Pavera, Mechadon, The Green Herring, Wagi, and anyone else who was working on maps for this that weren't completed in time for this 1.0 preview release. The entire Jetsons IRC crew for helping fill up the SpaceTV 24-hour news cycle with scintillating headlines. Shaikoten for some playtesting suggestions on "Shogouki" that I probably did a terrible job of implementing. Chaindude for some playtesting suggestions on "Eat At Phobo's" that significantly improved the gameplay from its earlier incarnations. All of the other playtesters Olive the other reindeer =========================================================================== * What is included * New levels : 3 Sounds : No Music : Yes Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : No Other files required : None * Play Information * Game : Doom 2 Map # : S9DM01-S9DM03 Single Player : Player starts only Cooperative 2-4 Player : No Deathmatch 2-4 Player : Designed for Other game styles : None Difficulty Settings : Not implemented * Construction * Base : New from scratch Build Time : Over a year Editor(s) used : Doom Builder 2, SLumpEd, XWE, Slade 3.0 Known Bugs : The other maps aren't done yet for some reason May Not Run With... : OpenGL, ZDoom (the jump physics are different), or Skulltag versions that are not on the bleeding edge of futuristic space technology * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse, under the condition that these modifications are created as add-ons to SpaceDM9, and require the SpaceDM9 pk3 as a base. Separate projects may not rip textures or other original resources from SpaceDM9. 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 * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Esselfortium's website at http://essel.spork-chan.net/ houses SpaceDM9 as well as many other nifty things.