================================================================ Title : SKULLDAY.WAD V1.0 Author : Don't look at me, I just "ported" it. Email Address : lineback@toastytech.com Misc. Author Info : I play too much Doom. Description : This is a "port" of the deathmatch levels from SkullTag. They are really great DM levels - Skulltag rocks! But I have also been a fan of jDoom for a long time. I am kind of hoping that this will spark more interest in jDoom and perhaps eventually it will get some of the ZDoom/ZDaemon/Skulltag features. Notes: Make sure you have external textures for PWADs turned on in jDoom, otherwise the translucent textures won't load. Why "port" these levels you ask? Because I am mad stinking crazy! Original credits: # D2DM1: Training Center * Brad Carney * Additional detail by Matthew McGee # D2DM2: Testing Center * Brad Carney * Additional detail by Matthew McGee # D2DM3: Combat Center * Matthew McGee # D2DM4: Containment Facility * Brad Carney # D2DM5: The Volcano Installation * Boris Iwanski # D2DM6: Last Bastion * Boris Iwanski # D2DM7: Linguica's Lair * Dylan McIntosh # D2DM8: Temple of Pain * Torn * Additional detail by Brad Carney # D2DM9: Judgement Day * Derek MacDonald # D2DMSEC: Some Secret Level * Mike Watson ================================================================ * Play Information * Map # : Maps 1 to 10. Single Player : No Cooperative 2-4 Player : No Deathmatch 2-4 Player : Yes!!!! Difficulty Settings : No New Sounds : No New Musics : Yes New Graphics : Yes Demos Replaced : No * Construction * Base : DM Levels from Skulltag Build Time : A few months in spare time (don't really have much these days). Editor(s) used : DEU 5.21 DJGPP/GO32 & a hacked up WAD Bugs: Jumppads don't work like they should. The best equivalent I could find was to create a simplistic "upward wind" sector type. The problem with this is that the player tends to stick to the ceiling if they don't move out of the sector fast enough. Also there are no Skulltag weapons, runes, or powerups. Other items have been substituted instead. Since there is no high jump, players can not get to the high ledge in "Some Secret Level". If anybody knows how to better emulate any of these in jDoom, please let me know! Other differences: On "D2DM4 Containment Facility" I changed the jump pad to stairs because the "upward wind" sector was too problematic there. Also there are no Zdoom style slanted floors or ceilings. These were mainly used to accent a few windows. Sadly that Zdoom style underwater (under lava in this case) effect on the first level is also gone. (anyone up to adding these effects to jDoom?) If you want to play these levels in all of their Skulltag glory please visit http://www.skulltag.com/ download Skulltag, and join in the carnage! * Copyright / Permissions * Authors MAY use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this 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. * Where to get this WAD * http://toastytech.com/doom