Classic Arcade FPS 1.5 ______________________ G.Ballblue: I made classic with my own 2 bare hands. Period. There is a lot of stuff that other people made, so this is a credits file listing all the credits for everything... ever... Hints are at the end of this file! If you get stuck somewhere in the map, check there. I listed what I considered the "toughest" parts of the map in that area. =============== General Credits =============== Map by: G.Ballblue Music from: DOOM -- Hi-Definition versions from DOOM WORLD, and DOOM DEPOT Doom Depot -- http://doomdepot.doom2.net/ Doom World -- http://www.doomworld.com/ Models by _________ One Eyed Newt Ancient! Valve Textures by: ____________ The DOOM2 re-texture guys -- (no, I'm not going to do specific names, but I DID NOT make the textures :) ) http://switch.to/doom2textures Well, that was their website, but when I checked, I got "page could not be displayed." Sorry. I was lazy and didn't book mark the site :\ Reskins by __________ G.Ballblue Sounds by _________ id software G.Ballblue (just a couple :D ) ================ Specific Credits ================ G.Ballblue ------------------------ Classic Arcade FPS G.Ballblue ------------------------ Sound Editing G.Ballblue ------------------------ w_crowbar reskin G.Ballblue ------------------------ p_crowbar reskin G.Ballblue ------------------------ v_crowbar reskin G.Ballblue ------------------------ Two Grunt reskins G.Ballblue ------------------------ PINKYYY!!!!!!!!!! G.Ballblue ------------------------ Alien slave reskin (Imp) G.Ballblue ------------------------ Big Mamma reskin (Spider Demon) G.Ballblue ------------------------ v_9mmhandgun reskin G.Ballblue ------------------------ All 3 rocket launcher reskins G.Ballblue ------------------------ All 3 Shotgun reskins G.Ballblue ------------------------ v_ to p_ conversion for BFG G.Ballblue ------------------------ Tau Cannon reskin G.Ballblue ------------------------ Weapon origin modifying G.Ballblue ------------------------ Map debugging & tweaking G.Ballblue ------------------------ .res file Valve ----------------------------- Shotgun ammo box replacement One Eyed Newt --------------------- BFG 9000 Gluon Gun Replacement Ancient! -------------------------- Fists Crowbar Replacement DOOM2 Retexture Guys -------------- Textures Doomworld ------------------------- Hi-Def DOOM music Doom Depot ------------------------ Supplying Hi-Def Music id software ----------------------- Original music id software ----------------------- DOOM id software ----------------------- Sound Qwerty ---------------------------- Map hosting at HLRSE.net Frenchy --------------------------- Great tester, great freind Cozmic Shredder ------------------- Great tester, great freind LaggedRabbit ---------------------- Saying WTF!! Right here --> (all in good fun lagged, just jokin' around :D) Thanks to all the players who enjoyed my map through version 1.0, and was willing to put up with the lag issue mid way through map. The machine gun model was created by somebody else, not ME! I did not center the origin of the weapon because I thought the model looked so good :D Unfortunately, I cannot give credit to the person who made the model because he did not include a credits file in the .zip!!!! Great model man, whoever you are =D Also, I wanna thank the guy who made the "hellfire alien_slave". Great models, the both of you! Special thanks goes to FRAGGARD and FISHY from the Snarkpit! They helped me with a very important compile issue! Thank you, you two! Music (in order, as played in the map) ______________________________________ At Doom's Gate The Imp's Song Nobody Told Me About id Untitled The Demon's from Adrian's Pen I Sawed the Demons Sign of Evil Hiding the Secrets Intermission from DOOM Classic Arcade FPS was made with: WorldCraft 3.3 ZHLT P Series Nemesis's Batch Compiler Wally HLMV Nem's HLMV Milkshape 3D 1.7.3 Creative Recorder Creative Wave Studio GoldWave Notepad =D All sounds, models, and other files, are property of their respective creators. Do not duplicate the files used in this map without given credit. Classic™ is a trademark of G.Ballblue™. This map cannot be duplicated by anyone else with the exception of the Sven Coop team or mappacks. (for mappacks). No one else can take credit for the work that was put into this map, with the exception of the names listed in the credits file. Names listed in the credits file can take credit for whatever file they created, and nothing more. id software™ is a resigtered trademark of id software™ (duh). DOOM™ is a registered trademark of id software™. 99% of the sounds used in this map are files created by id software™, and cannot be used unless credit is given. Monsters, and textures, were duplicated -- original monsters and textures were created by id software™, used in DOOM™ and DOOM2™. Hi-Def music is a duplication of the original midi music files, created by id software™ -- used in DOOM™, DOOM2™, and Final DOOM™. (and whatever wad that uses the music on planet earth :D ) Valve™ is a registered trademark of Valve™ (duh). And lastly... Sven Co-op™ is a trademark of the Sven Coop team. They made one of the best modes on planet Earth, and should be given the respect they deserve. ============ Beta Changes ============ G.Ballblue: I changed a lot of things over the development of Classic. Some stuff was cut, some things were added, some things were moddified. Enjoy! Original Concept ________________ In the original design of Classic, the Containment Area did not exist. Also, The Imp's Song was not originally planned to go in the map. It was added because I wanted to extend the amount of music played while in game -- there were numerous other songs added later on, but The Imp's Song was the only addition that made it into the final version. In the Nuclear Plant area, (part where Imp's Song is played) there were originally hanging acloves on the walls. These were removed in the much later versions of Classic, mainly because the w_poly was being driven up the walls in that area! Also, when the realistic water was added, the framerate began to drop so much, that the acloves really REALLY had to go. There was also a visual bug where you could see these acloves floating in the sky. Originally, the only thing that was going to be "reskinned" about the weapons was the actual physical gun. I was playing around with reskinning the arms with the v_9mmhandgun model, and well, I turned them green, and I decided to make all the models like that! Numerous alpha screens can be seen where the guns were not fully skinned. My default handgun, and shotgun models, can be seen in only a couple of them. 1st Revision ____________ In the room where the players started, I originally had 2 solider zombies placed there -- this was just to make sure the game did not get drab. I (wisely) removed them. In the next room, where you encounter the hoarde of zombies, I originally only had about 8 - 10 zombies in there. They were lined up perfectly in two nice neat rows. I later changed Sven-Coop so it would render the low polygon zombies instead, this allowed me to place about three times the zombies in the room. So, should I have been worried that some players are using the high polygon models? From what I have read on the forums, most people seem to like the low definition ones. Anyways. In the first room of the Nuclear Plant, where you encounter the Pinky for the first time, there was intended to be about 5-6 Pinkys in that room! However, due to the high polygon count in all areas, I dropped the Pinky count down to one. I later bumped it up to 1 Trooper, and 2 Pinkys. 2nd Revision ____________ With a lack of ideas to finish up the Nuclear Plant, I had the sudden urge to add the Containment area! And I did. As you know, when you aproach the button that raises the elevator to the Nuclear Plant, a hidden door opens and about 4 Troopers jump out at you. As you know, there is a door behind the secret door -- this was originally intended to be an "alternate route" that you did not have to take, but the players who did brave it would be rewarded with lots of goodies, and so on. The door on the left, was originally a secret area with three buttons in it. If you pressed the wrong button, you got smashed, and you heard a .wav file saying "You are an idiot! Ho ho ho!". Oh, and the door behind you closed and locked, so you couldn't go back inside and try again :P If you pressed the correct button, the door behind the players when you start the map would open up, with a hexagonal room that "me stuff" all around it, and the BFG 9000. 3rd Revision ____________ The original Final Boss was to be a Cyber Demon -- Gargantua. The original area style would be a combination of the ending outdoor area in E1M8, and E2M8, playing the music track "Facing the Spider." However, I decided to revise this, and construct the final boss area so it more closely resembled the final boss level of all of DOOM. The premise was, the players would first teleport into the long hallway, and procede down it. Once the battle began, the room in the middle of arena would unlock, and the players would be able to teleport into it, and various other areas around that portion of the map. (You can see the 4 teleports the players would use in the "big hallway" in the 3rd chapter of the game. I locked the doors in the end, but you can still see them. The white teleport is still operational, but you have to noclip to get to it.) The boss battle would flow somewhat like this: the players would fight all the mosters in the map, from weakest to hardest, in wavs of four. Like so: 4 Troopers, 4 Saregents, 4 Imps, 4 Pinkys, 4 Lost Souls, 4 Baron of Hells, 4 Spider Demons, and the grand finale would be a Cyber Demon, which would probably be a Baby Gargantua with the hull size jumbo sized (so handgun bullets and buckshot, etc, could damage it). The Cyber Demon's flame damage would probably be 100 HP per second. Deadly, just like the real thing. Sadly, I chose to cut the boss battle, due to allocblock: full trouble. Later Revisions _______________ Some of the map had to be cut down in size, due to a huge inflation in leaf_threads. I got an allocblock: full error numerous times throughout the development of this map -- for some incredible reasons! The original ending of the map featured the "bunny scene" where I would use third person cameras to make the scene unfold in front of the players. At the time, of me writing this, I am reluctant to put the scene in or not, since I am afraid that even the slightest altercation to the solid geometry structure of the map could cause another allocblock: full error. In the last area in the game, before the final boss, I planned on having a room that was designed like something in the level "House of Pain" from the third chapter of DOOM. The room is hard to describe, so I won't. If you look closely, you can see the sections of that level that I implemented in the map (the red hallway that burns you, and the room with 8 buttons, but only 4 doors.) Instead of having the player rounding a corner and blamo! Game over, I had planned to make a multi-floored room with monsters high above, down low, far away, up close, and some interesting architecture. I HATE LEAF THREADS! :( ============== After Thoughts ============== I want to thank all (if anybody :( ) the Sven-Coop players who were enthusiatic about my map through its development time -- 3/4 of a year! I want to thank all the Sven-Coop players who played my map, enjoyed it or not, thank you for playing it! You made very happy just by doing that! Since the map is currently not done, (this is a random guess) if anyone puts this map on their server as a dedicated map, I would like to thank them to. If this map makes it into the BOMS, then I wanna fall over and drool on the floor =D If this map makes it as an official map, then I wanna thank every freakin' person on the planet!!!! I would like to say thank you to any of the SnarkPit members who were enthusiastic about my map, and posted their comments about it. I would like to thank the two members at the SnarkPit who "watched" my map. Lastly, I would like to thank all the fans of the original DOOM, and any DOOM fans who enjoyed my map, and I would like to thank id software for creating the most legendary video game of all time. *sob* Goodbye! -G.Ballblue ***THE STORY OF DOOM*** _______________________ You're a marine, one of Earth's toughest, hardened in combat and trained for action. Three years ago you assaulted a superior officer for ordering his soldiers to fire upon civilians. He and his body cast were shipped to Pearl Harbor, while you were transferred to Mars, home of the Union Aerospace Corporation. The UAC is a multi-planetary conglomerate with radioactive waste facilities on Mars and its two moons, Phobos and Deimos. With no action for fifty million miles, your day consisted of suckin' dust and watchin' restricted flicks in the rec room. For the last four years the military, UAC's biggest supplier, has used the remote facilities on Phobos and Deimos to conduct various secret projects, including research on inter-dimensional space travel. So far they have been able to open gateways between Phobos and Deimos, throwing a few gadgets into one and watching them come out the other. Recently however, the Gateways have grown dangerously unstable. Military "volunteers" entering them have either disappeared or been stricken with a strange form of insanity-babbling vulgarities, bludgeoning anything that breathes, and finally suffering and untimely death of full body explosion. Matching heads with torsos to send home to the folks became a full-time job. Latest military reports state that the research is suffering a small set-back, but everything is under control. A few hours ago, Mars received a garbled message from Phobos. "We require immediate military support. Something fraggin' evil is coming out of the Gateways! Computer systems have gone berserk!" The rest was incoherent. Soon Afterwards, Deimos simply vanished from the sky. Since then, attempts to establish contact with either moon have been unsuccessful. You and your buddies, the only combat troop for fifty million miles were sent up pronto to Phobos. You were ordered to secure the perimeter of the base while the rest of the team went inside. For several hours, your radio picked up the sounds of combat: guns firing, men yelling orders, screams, bones cracking, then finally, silence. Seems your buddies are dead. It's Up To You. Things aren't looking too good. You'll never navigate off the planet on your own. Plus, all the heavy weapons have been taken by the assault team leaving you with only a pistol. If only you could get your hands around a plasma rifle or even a shotgun you could take a few down on your way out. Whatever killed your buddies deserves a couple of pellets in the forehead. Securing your helmet, you exit the landing pod. Hopefully you can find more substantial fire power somewhere within the station. As you walk through the main entrance of the base, you hear animal like growls echoing throughout the distant corridors. They know your here. There's no turning back now. ***EDITED FOR SVEN-COOP VERSION*** The few survivors of what just happened emerge from the front door of Hangar2. "It's hell in there!" One of them shouts. "Most of us didn't make it through the first room! And any of us who did, are like some kind freagin' dead bodies'-- with guns!" So, everyone's dead. The group only appears to have their handguns with them, not to mention their berserker packs. It looks like they used all of their beefy guns up -- seeing as though everyone walked in with shotguns and rocket launchers, and are now emerging with the crappiest of weapons. You know it's bad. If you hadn't figured out that things were bad by this point, then mayber it's time to get a new hero. Anyhow, marines don't just run out of ammo in a combat situation -- there's got to be a lot of them in there. A whole lot of them. Whatever "them" is. The marine in charge pulls out a map of the base -- he then informs everyone that the base doesn't look like it should. Caves are appearing under ground, rooms are flooding with toxic slime, normal walls are creating light when they shouldn't, and computer labs are being turned into death traps. The only part of the base that isn't affected, is the small escape pod located God-knows-where on the western side of the base. Past the Hangar, past the caves, past the outter walls of the base, past the house of hell. Your team only hopes they can get back to Earth before hell invades. But hey, you're the heros -- everything is going to be okay... right? Created by G.Ballblue e-mail: gballblue@msn.com msn: gballblue@msn.com Forum name: G.Ballblue SnarkPit name: G.Ballblue This file was finished on the date of 02/18/05 -G.Ballblue ===== Hints ===== Hint 1: If you get stuck in the Containment Area, try looking for some crates that appear to be upside-down. Hint 2: Conserve your machinegun ammo! That thing will really come in handy when you need to mow down a bunch of imps, or lesser monsters! Hint 3: In the Outter Perimeter, just before you walk off one of those high ledges and take 10 damage, try crouching, THEN slide off the ledge. Release the crouch button before you hit the ground. Hint 4: In the Hell Keep, try luring the monsters through the smooshers instead of actually fighting them with your weapons. It may take a while to kill them, but it will pay off in the end, assuming you can dodge their attacks. Hint 5*: (DON'T READ THIS IF YOU DO NOT WANT TO SPOIL A SECRET!!!) While you are in the House of Pain, you will notice that there are 8 buttons hanging on 2 pillars. Strangely, there are only 5 doors. Press all 8 of them, then backtrack to where you fought the spider demon. Remember that stack of crates in the hallway? Jump up high enough so you can see the top of the highest crate. Now, remember that room in the Containment Area that had a gun just out of jumping reach from you? Yep. You know what I'm talking about -- you know what to do. *If you notice, in the room with 8 buttons, there are 3 imps standing next to 3 buttons. I originally designed the game so that you had to press THOSE THREE BUTTONS FIRST, then you could press the other five. And of course, if you did that, you would receive the wonderful prize that you just spoiled (lamer!) If you pressed any of the other 5 buttons first, then you would not be able claim your "prize." However, due to a bug in scripting with the buttons and entities, the original design did not work. I decided to put a 4th, (9th) button in that was harder to find and see.