Newdoom Community Project (Modified for mulitplayer)
Filenames
sns-ndcpfix.wad
Size
7.40 MB
MD5
fdec83106f2c1abacbd8059989072d74
SHA-1
dc2c4bba7f67046bd9f5ba26b10becbfd5b55d5c
SHA-256
135044ce4eee563385111234164b04b316da5e1d979253e64244ff78e4395565
WAD Type
PWAD
IWAD
Doom II
Engines
Boom
Lumps
134
Maps
MAP05, MAP06, MAP09, MAP11, MAP15, MAP17, MAP19, MAP22, MAP23, MAP25, MAP30, MAP31
Read Me
===========================================================================
Primary purpose : Multi-player
===========================================================================
Title : Newdoom Community Project (Modified for mulitplayer)
Filename : sns-ndcpfix.wad
Release date : Original Release: May 16, 2006
: Fix Release: February 17 2012
Author : Original Author: NDCP Community
: Modified By: Dusk
Email Address : [email protected]
Website : http://megawad.newdoom.com/ndcp.shtml
Description : Boom Update fixing several coop breaking areas.
Release notes : This project started on November 11th, 2002 when Xtife (Sparky) posted
on the Newdoom forums about the idea of us putting together a megawad. The idea took
off quickly and between the time this started and the release date, many mappers came
and went. A lot of map slots changed hands. Somewhere during development, Team leader
Sparky decided to pass the Leadership role on to myself (Doom_Dude) and since I was
already doing as much as possible, including maintaining the website, I decided to
take the lead. Anyhow a lot of hard working Doom Community members helped in getting
this done. Without the dedicated level designers this project wouldn't have made it to
finish. Thanks to everyone who contributed and helped out. I'm so glad it's done. :)
Gameplay Notes : As of the time of release the doom port Doomsday has issues with maps 06 and 27
which causes the port to crash. It is recommended you play using ZDoom, ZDoomGL,
Prboom, GZDoom, Risen 3D and Legacy.
This megawad does not contain secret levels so don't go looking for hidden switches
in maps 15 and 31. When you play through the exit switches will take you from map 15 to 31
then 32 and back to 16 without you having to search for secrets to get to these maps...
It's up to you, the player as to how you play this megawad. Either play each map from a
'pistol start'or play it through without restarting each level..
This is a single player megawad with coop starts included. We didn't have time to
playtest the Coop gameplay so play with that in mind.
==============================================================================
Additional Credits to : id software
Espi, Mystic, Doom_Dude, iori, Doom_Goat, DoomedAce Lutrov71 and Danimetal for
providing various textures.
iori for the excellent skies. (Red sky modified by _____ from the graphic on newdoom.com's
main page originally designed by DraX.
Exl for doing the ingame graphics (Doom_Dude made credit graphic).
Aliotroph?, Looney2ner, PumpkinSmasher, Phoebus, and Nuxius for Playtesting.
Grazza for additional bug reporting after initial release.
==============================================================================
* What is included *
Sounds : No
Music : No
Graphics : No
Dehacked/BEX Patch : No
Demos : No
* Play Information *
Game : Boom/ST
Map # : map01 - map32
Single Player : Modified for Skulltag
Cooperative 2-4 Player : Tested
Deathmatch 2-4 Player : No
Other game styles : Survival
Difficulty Settings : Yes
* Construction *
----------- Original Construction ----------
Base : From scratch
Build Time : 3 years ++
Editor(s) used : See individual maps below. ZenNode used for final nodesbuild.
Known Bugs : Hopefully we squashed the worst of the bugs....
May Be Unplayable With : Vanilla Doom (Doomsday 1.8.6 crashes on maps 06 and 27).
--------------------------------------------
Modifications - 2 days
-------------
MAP05
-----
- Inescapable lava pit by Soulsphere X: 1589, Y: -255, Z: -512
Added teleport alcove
MAP06
-----
- Locked Bars X: 4552, Y: -1474
Made bars openable from the inside
- Weird Blue Key Platform X: 5807, Y: 1232, Z: -136
The pit that forms now leaves a lift to escape with.
MAP09
-----
- Locked Bars X: 668, Y: 3300, Z: 72
X: -633, Y: 2305, Z: 32
Added teleport switch
- Remove Crusher X: 2914, Y: -3058, Z: 80
Removed - all switches open the doors now
MAP11
-----
- Small start X:10, Y: -304
Expanded
- Bridge blocks path X: -20, Y: 775, Z: 128
Made a real bridge w/ Transfer_Heights and bridge things. What a bish.
- Bars X: 463, Y: 815, Z: 128
Put a switch teleport on the back side of the "door"
MAP15
-----
- Cramped start with tele system, remove tele and change to destination point to avoid telefragging.
Moved spawn to inside building
MAP17
-----
- Locked bars X: 318, Y: 534, Z: 168
Added switch teleporter
MAP19
-----
- Blue Key puzzle X: -3861, Y: -728, Z: -160
What a retarded puzzle. Neutralized.
- Switch one use only X: -2774, Y: 199, Z: 56
Made multi-use.
- Locked bars X: 2679, Y: 2424, Z: 232
Added switch teleport
- Locked bars X: 2135, Y: 2123, Z: 240
Added switch teleport
- Locked door at potentially lethal trap X: 2185, Y: 3515, Z: 40
Made door multi-use. Don't know what else I could do.
MAP22
-----
- Locked door X: -1567, Y: 2525, Z: 104
Added go-around tunnel
MAP23
-----
- Too many Megas at start X)
Removed all but one.
MAP25
-----
- Door Locks X: -3824, Y: 2639, Z: 128
Added teleport
MAP30
-----
- Tele is one use only
Teleporter made multi-use.
MAP31
-----
- Weird platform puzzle X: 3920, Y: 630, Z: -110
Puzzle is feasible. Made platforms lower much faster, solving it will open teleporters at start point so that others can get through.
* Copyright / Permissions *
Authors may NOT 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 *
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
===========================================================================
Primary purpose : Multi-player
===========================================================================
Title : Newdoom Community Project (Modified for mulitplayer)
Filename : sns-ndcpfix.wad
Release date : Original Release: May 16, 2006
: Fix Release: February 17 2012
Author : Original Author: NDCP Community
: Modified By: Dusk
Email Address : [email protected]
Website : http://megawad.newdoom.com/ndcp.shtml
Description : Boom Update fixing several coop breaking areas.
Release notes : This project started on November 11th, 2002 when Xtife (Sparky) posted
on the Newdoom forums about the idea of us putting together a megawad. The idea took
off quickly and between the time this started and the release date, many mappers came
and went. A lot of map slots changed hands. Somewhere during development, Team leader
Sparky decided to pass the Leadership role on to myself (Doom_Dude) and since I was
already doing as much as possible, including maintaining the website, I decided to
take the lead. Anyhow a lot of hard working Doom Community members helped in getting
this done. Without the dedicated level designers this project wouldn't have made it to
finish. Thanks to everyone who contributed and helped out. I'm so glad it's done. :)
Gameplay Notes : As of the time of release the doom port Doomsday has issues with maps 06 and 27
which causes the port to crash. It is recommended you play using ZDoom, ZDoomGL,
Prboom, GZDoom, Risen 3D and Legacy.
This megawad does not contain secret levels so don't go looking for hidden switches
in maps 15 and 31. When you play through the exit switches will take you from map 15 to 31
then 32 and back to 16 without you having to search for secrets to get to these maps...
It's up to you, the player as to how you play this megawad. Either play each map from a
'pistol start'or play it through without restarting each level..
This is a single player megawad with coop starts included. We didn't have time to
playtest the Coop gameplay so play with that in mind.
==============================================================================
Additional Credits to : id software
Espi, Mystic, Doom_Dude, iori, Doom_Goat, DoomedAce Lutrov71 and Danimetal for
providing various textures.
iori for the excellent skies. (Red sky modified by _____ from the graphic on newdoom.com's
main page originally designed by DraX.
Exl for doing the ingame graphics (Doom_Dude made credit graphic).
Aliotroph?, Looney2ner, PumpkinSmasher, Phoebus, and Nuxius for Playtesting.
Grazza for additional bug reporting after initial release.
==============================================================================
* What is included *
Sounds : No
Music : No
Graphics : No
Dehacked/BEX Patch : No
Demos : No
* Play Information *
Game : Boom/ST
Map # : map01 - map32
Single Player : Modified for Skulltag
Cooperative 2-4 Player : Tested
Deathmatch 2-4 Player : No
Other game styles : Survival
Difficulty Settings : Yes
* Construction *
----------- Original Construction ----------
Base : From scratch
Build Time : 3 years ++
Editor(s) used : See individual maps below. ZenNode used for final nodesbuild.
Known Bugs : Hopefully we squashed the worst of the bugs....
May Be Unplayable With : Vanilla Doom (Doomsday 1.8.6 crashes on maps 06 and 27).
--------------------------------------------
Modifications - 2 days
-------------
MAP05
-----
- Inescapable lava pit by Soulsphere X: 1589, Y: -255, Z: -512
Added teleport alcove
MAP06
-----
- Locked Bars X: 4552, Y: -1474
Made bars openable from the inside
- Weird Blue Key Platform X: 5807, Y: 1232, Z: -136
The pit that forms now leaves a lift to escape with.
MAP09
-----
- Locked Bars X: 668, Y: 3300, Z: 72
X: -633, Y: 2305, Z: 32
Added teleport switch
- Remove Crusher X: 2914, Y: -3058, Z: 80
Removed - all switches open the doors now
MAP11
-----
- Small start X:10, Y: -304
Expanded
- Bridge blocks path X: -20, Y: 775, Z: 128
Made a real bridge w/ Transfer_Heights and bridge things. What a bish.
- Bars X: 463, Y: 815, Z: 128
Put a switch teleport on the back side of the "door"
MAP15
-----
- Cramped start with tele system, remove tele and change to destination point to avoid telefragging.
Moved spawn to inside building
MAP17
-----
- Locked bars X: 318, Y: 534, Z: 168
Added switch teleporter
MAP19
-----
- Blue Key puzzle X: -3861, Y: -728, Z: -160
What a retarded puzzle. Neutralized.
- Switch one use only X: -2774, Y: 199, Z: 56
Made multi-use.
- Locked bars X: 2679, Y: 2424, Z: 232
Added switch teleport
- Locked bars X: 2135, Y: 2123, Z: 240
Added switch teleport
- Locked door at potentially lethal trap X: 2185, Y: 3515, Z: 40
Made door multi-use. Don't know what else I could do.
MAP22
-----
- Locked door X: -1567, Y: 2525, Z: 104
Added go-around tunnel
MAP23
-----
- Too many Megas at start X)
Removed all but one.
MAP25
-----
- Door Locks X: -3824, Y: 2639, Z: 128
Added teleport
MAP30
-----
- Tele is one use only
Teleporter made multi-use.
MAP31
-----
- Weird platform puzzle X: 3920, Y: 630, Z: -110
Puzzle is feasible. Made platforms lower much faster, solving it will open teleporters at start point so that others can get through.
* Copyright / Permissions *
Authors may NOT 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 *
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors












