_____ _____ _ _ _ _ / ____| / ____| | | | | | | (___ _ _ _ __ ___ _ __ | (___ | | ___ _| | | |_ __ _ __ _ \___ \| | | | '_ \ / _ \ '__| \___ \| |/ / | | | | | __/ _` |/ _` | ____) | |_| | |_) | __/ | ____) | <| |_| | | | || (_| | (_| | |_____/ \__,_| .__/ \___|_| |_____/|_|\_\\__,_|_|_|\__\__,_|\__, | | | __/ | |_| |___/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= :[by Ænima and ALIENWolve]: =========================================================================== Advanced engine needed : Skulltag Primary purpose : To blow your mind. =========================================================================== Title : "Super Skulltag" Filename : "superst-[version #].pk3" Release date : (Not officially released yet.) Authors : ALIENWolve and Ænima (that's "Aenima" for any of you folks who can't see the Unicode characters), aka xXx. Email Address : doomsph33r@hotmail.com Misc. Author Info : 2 creative, veteran ST players bored out of their minds, with NOTHING better to do. One has awesome spriting skills and a library's worth of resources ('Wolve). The other has an unbelievable knack for DECORATE and ACS (xXx). Both have an immeasurable sense of vision and inspiration when it comes to mod-making. With a duo like this, an epic masterpiece was BOUND to be born. In theaters everywhere November 31st. Description : A mod created for Skulltag, with the intent of making the original Doom2 gameplay FAR MORE addictive and satisfying while keeping most of the original gameplay BALANCE the same. Also, this mod improves Doom2's general æsthetics hundredfold. Overall, this mod was made to really spice up the otherwise "classic" play and feel of Doom2-under-ST and present a new, refreshing style of playing 1993's Doom. Additional Credits to : Mike12 (for generously offering some of his beautiful sprites for us to use), dr_fuzzy (for recording some of the sounds, which I myself then mixed to best fit the wad), Id (because thanking IdGames is always a cliche), CarnBarn (for making an AWESOME port which has the WORST community of all time), and Gorpus Morpus (for making the Candelabra rotation sprites), Vader (for making the winged baron sprite which I recolored to make the belphegor), Eriance (for making the revenant altdeath sprites), Realm667 (for some sprites from the beastiary which we used), Sekto (for helping with the marine death rotations), Perkistan (for some of the "smooth" weapon sprites), and games such as Doom3 and UT (from which we used some sounds). Mappers : CaptJ3 (Entryway, Downtown, Tenements, Bloodfalls, Monster Condo, Wolfenstein, Grosse) Aenima (Underhalls, Waste Tunnels, "O" of Destruction, The Chasm, Demon Breeding Grounds) Conmon (The Focus) dj-jo (The Crusher, the Spirit World) SlimeDweller (Tricks and Traps, Nirvana) TheVarian (The Pit, The Abandoned Mines) Gosimer (Downtown, The Citadel, Icon of Sin, Grosse) GuiGui (The Inmost Dens) ... and all of the other mappers who haven't submitted their maps quite yet! (Although it's okay, there's no rush. :P) =========================================================================== * What is included * New levels : Yes (SSTMAP01 through SSTMAP34) Sounds : Yes Music : No Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : Yeah, probably. Other files required : Not really. * Play Information * Game : Doom 1/2 Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : Designed for Other game styles : Whatever you want, baby. Difficulty Settings : Sure. Why not. * Construction * Base : New from scratch Build Time : Dunno ... we started this quite a while ago, and have kinda been tweaking it VERY slowly, little by little. I'd guess that it's been about a year so far, though. Editor(s) used : XWE, SlumpEd (don't ask), Audacity, Photoshop, MSPaint, Notepad, DoomBuilder. May Not Run With... : ...broken legs Changelog: v1.2: ============================================== [*] Fixed a bug in Tenements that allowed people to cheat their way to the exit. [*] Fixed a bug in Demon Breeding Grounds that would cause nosey players to get stuck outside the main area. [*] There weren't enough player starts on 'O' of Destruction, Grosse, Entryway, or Demon Breeding Grounds. [*] Gave the +PAINLESS flag to some of the purely-decorative projectiles, such as barrel fragments and blood clouds. [*] Replaced the player's jump sound with something that fits better. [*] Added s'more detail to Underhalls. Still probably needs some more work though. [*] Fixed a bug where for some reason, the Hellknight's and Baron's torsos wouldn't spawn online. [*] Fixed some HOM that was in the exit room of Tricks and Traps. [*] Fixed a major sector mess-up in O of Destruction. Surprised I didn't catch it sooner. [*] Fixed a script-based bug that would cause Icon of Sin to break and be unfinishable. [*] Fixed a problem with the SSG's flash. [*] Fixed a bug in Icon of Sin where the Boss could be woken up before it was ready. [*] Made it so that players' inventories are reset after they beat the game online. That way they don't get to redo all of the early levels with powerful weapons. ;) [*] Made sure to put the changelog in the readme. :P [*] Fixed a state jump problem with the Rocket Launcher. [*] Added the SST LITE font into the actual Super Skulltag main wad itself. [*] Updated The Citadel. [*] In Tricks and Traps, the blue key could be acquired simply by jumping to it. [*] Fixed a bug in The Inmost Dens where the door that requires the blue and red skull keys didn't work. [*] Fixed a bug with the Grenade Launcher where players could hold alt-fire and wouldn't lose ammo. [*] Added exit signs to the exit rooms in Entryway and Underhalls. [*] Added some better-looking sprite rotations for the marine's death sprite. (Thanks Sekto!) [*] Tricks and Traps isn't as frustratingly hard anymore. [*] Fixed an area in The Abandoned Mines where players could sometimes get stuck. [*] Removed KeksDose's fire sprites by his request. v1.1: ============================================== [*] Added +NOEXTREMEDEATH to the bulletpuffs so that the Pistol wouldn't gib zombiemen. [*] Fixed the Pistol's "perfect" accuracy. [*] Adjusted the MAPINFO lump so that the incomplete SST maps will be skipped automatically. [*] Fixed the bug in The Pit, whereas 2 zombiemen were stuck inside each other. :P [*] Made it so that the zombies' tracer projectiles spawn blood upon hitting bleeding targets, and spawn sparks upon hitting the walls. [*] Gave SLIGHTLY more damage to the BFG's "cone" than there was in SST v1. Just to balance things out in comparison to the original Doom2 BFG. [*] Fixed the whole "dropping a fisting medal" bug. [*] Resolved some problematic telefragging issues in some of the maps. [*] Made it so that the HighJump Rune in Nirvana gets taken away at the end of the map. [*] Fixed a bug in The Inmost Dens. [*] Fixed a bug in Tenements that would cause the map to sometimes break online. [*] Credited each of the mappers in the text file. (I apologize to the mappers for not doing that before, i kinda forgot to ... :P) * 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. IF YOU STEAL ANYTHING FROM THIS WAD, I WILL SODOMIZE YOU WITH A SOLDERING IRON. If you wish to use something from this wad, please ASK ME (Aenima) FIRST. You can either PM me on the Skulltag forums, in #skulltag, or shoot me an email at doomsph33r@hotmail.com. Thanks.