Abandoned Misery is a Doom mod that focuses on the Deathmatch game mode using the GZDoom game engine. Abandoned Misery is a prototype of the Morgenstern project. Abandoned Misery focuses on a new and different form of aesthetics and design concepts that is based on a dark atmospheric world. With this, level details are critical to assure a new form of level design with a unique level of dark ambiance. However, despite that this level is merely a prototype, Abandoned Misery is still playable. Abandoned Misery can support up to eight players in a multiplayer environment. Give Abandoned Misery a try with a small group of friends and see if the new design concept works with you.
=========================================================================== Archive Maintainer : Would you kindly replace 'amisery.zip' from [ levels/doom2/deathmatch/Ports/a-c/amisery.zip ] with this file. Thank you! Advanced engine needed : GZDoom 2.0 or later (Recommended) Primary purpose : Deathmatch =========================================================================== Title : Abandoned Misery Filename : AMisery.pk3 Release date : 23 June 2016 Author : Nicholas "Tiger" Gautier Email Address : SibTiger_and_Life@Hotmail.com Other Files By Author : TGRDM1 TGRDM2 TGRCP1 STFBall2 Misc. Author Info : I love Siberian Tigers :) Description : This map was included in my huge project 'TGRDM3'(Morgenstern) that originally started back in 2007, but I finally decided to kill the project on the 26 October 2014. The development time was going to take several more years to complete, and making maps that uses 3D Objects - heavily - on a 2.5 game engine is overly complicated along with its limitations. Abandoned Misery was originally half-way designed back in 2010, but later completely redesigned in 2013 (which is the version released). I honestly believe that this is the first - real successful Deathmatch map I have ever created in my entire history of Doom modding. Call me bias, but I have rejected approximately 37 maps that I have created for the TGRDM3 project, but this map is one of the survivors in the new stock set. I hope others enjoy this map and possibly use it for other projects. Revision Update (23 June. 2016) This is a revision update from the last known release. Updates: This update addresses several issues and minor changes that were resolved in the TGRDM3 project and has been imported onto this project. Imported the maps from TGRDM3 to AMISERY: Abandoned Misery and Abandoned Misery [Lite]. This is an updated version of the maps previously released back in 2014. Notable fixes: Jump Pads, Camera Textures, 3D Teleporter support Various and minor changes are also included. Any specialized TGRDM3 features that were not present in AMISERY were excluded. For example, Jump Pad sparkles, various sounds, ring spawners, and others, were excluded. Fixed the Grenade's bouncing sound. Previously, this did not work as intended. Grenade now inherits from the Grenade Class defined in ZDoom. Updated the Performance Note Updated the texture credits. Revision Update (13 September. 2015): This is a revision update from the last known release. Updates: Added duplicate version of 'Abandoned Misery' (MAP01) -> 'Abandoned Misery [Lite] (MAP02). This map is designed primarily to resolve frame rate performance issues by removing some resource intensive features. Also, with removing such features such as floor reflection and mirrors, this should be less confusing to players as it - could be possible for players to mistake themselves as an opponent within the game. Revision Update (12 September. 2015): This is a revision update from the last known release. Updates: Imported the ZMapInfo lumps, yet modified, that was originally from the TGRDM3 project. Replaced the map 'Abandoned Misery' with the version from the TGRDM3 repository. This mainly (and should only) include weapon and THING placements. Imported the competitive weapon stock set that was previously in the TGRDM3 repository. This effectively means that all of the weapons used within the map, contains very different properties based on the original Doom game itself. For example, rockets are much faster, shotguns have a vertical and horizontal spread, super shotgun has a slightly tighter spread, and much more. Revision Update (31 December. 2014): This is a revision update from the last known release. Updates: Added Fog using resources within the Realm667 site. Added Sector Fog Added Rain using resources within the Realm667 site. Added splashes using Enjay's "Splashes" resource mod file. Added one ogg music file from 'Shane Strife'. (see \Documents\Credits.txt for more details) General map fixes and updates For example; the glass ceilings where not set properly with the currently used sky. Some instant death sectors where not set properly. Texture alignment Performance Notes: This map might be rather resource and rendering intensive on various systems abroad. Here is a few Console Variables that could help a bit by disabling some special features based on the GZDoom engine: Line Mirrors --> GL_Mirrors (or R_DrawMirrors for Software Renderer.) Sector Reflections --> GL_Plane_Reflection Dynamic Lights --> GL_Lights Draw Translucency --> R_DrawTrans Rendering Precision --> GL_Render_Precise Additional Credits to : Affliction - Created a python script which helped to identify duplicated images. http://pastebin.com/4Tv1mfxj Mazter - Assisted and shared a tool that compresses images using 'Image Catalyst' Qent - Helping me with testing on the Zandronum engine. Tribeam - For being Tribeam Edward850 - Helped me fix a really odd bug in the map, and ideas on presentation. Eruanna - Giving me a forum section from the DRD Team site for the TGRDM3 project. project. MaxED - Making Doom Builder 2 even better with GZDoom Builder editor. If it wasn't for GZDoom Builder, editing would feel like a horror'ish nightmare with managing over 600 3D Objects in one map and having to deal with (G)ZDoom specific features at the same time. CodeImp - Making Doom Builder 2 and what started it all (at least for me) Doom Builder. Graf Zahl - Continuing work on the GZDoom engine. Zandronum Dev. Team - Continuing work on making SkullTag better and with a new vision. DeathZ0r - Made a tutorial back in 2004 in regards to making Deathmatch maps; a copy of the tutorial can be found in the provided link: http://zandronum.com/forum/showthread.php?tid=5182&pid=76221#pid76221 Enjay - Updated and yet made publicly available for everyone to use, Splashes. http://forum.zdoom.org/viewtopic.php?p=670357#p670357 Tormentor667 (and Realm667 contributors) - Created and made publicly available for everyone to use, Fog and rain special effects. http://www.realm667.com/ Shane Strife - Created and made publicly available for everyone to use, Doom 2 'High Definition' (NOT REMIXED) music. http://forum.zdoom.org/viewtopic.php?p=472461#p472461 NOTE: Property of the contents belong to the respected creators and maintainers. Original music by id Software. (see \Documents\Credits.txt for more details) ID Software - Do I need to add a description for the obvious? ;) TEXTURES ------------------------- This a brief list of texture credits, for more information and links to the resources, please see the texture documentation located in the /documents/textures/ in this .pk3 archive. Too Much Brown (Build 1) [2mbrown] http://www.doomworld.com/idgames/?file=graphics/2mbrown.zip Skulltag Community Domination Project [STDOM] https://www.doomworld.com/idgames/deathmatch/skulltag/stdom Requiem [REQUIEM] https://www.doomworld.com/idgames/levels/doom2/megawads/requiem Doom Textures For Doom II [d1gfxd2] http://www.doomworld.com/idgames/?file=graphics/d1gfxd2.zip deConstruct Industrial Textures [decontex] http://www.doomworld.com/afterglow/textures/zips/decontex.zip DarkBase Texture Wad (dgdbtxtr.wad) [DGDBTXTR] http://www.doomworld.com/afterglow/textures/zips/dgdbtxtr.zip Erratic Texture Pack 1 [erattex1] http://www.doomworld.com/afterglow/textures/zips/erattex1.zip Gothic DeathMatch (II) Graphical Resource PWAD [GOTHICTX] http://www.doomworld.com/afterglow/textures/zips/gothictx.zip Graphtallica Texture Pack for Doom2 #1 [graphtx1] http://www.doomworld.com/afterglow/textures/zips/graphtx1.zip Celtic Shrine Texture Set for Doom2 [celticsh] http://www.doomworld.com/afterglow/textures/zips/celticsh.zip Graphtallica Texture Pack for Doom2 #3 [graphtx3] http://www.doomworld.com/afterglow/textures/zips/graphtx3.zip mortres [mortres] http://www.doomworld.com/metabolist/ftp/doom2/mortres.zip Recoloured Doom and Doom 2 textures v2 [nb_recol] http://doomworld.com/idgames/?id=14675 5th Episode textures (Doom 2 version) [nb5texd2] http://www.doomworld.com/afterglow/textures/zips/nb5texd2.zip Parallel Phobos Texture Pack [pptex] https://www.doomworld.com/idgames/graphics/pptex Crucified Dreams [crudream] https://www.doomworld.com/idgames/levels/doom2/deathmatch/Ports/megawads/crudream Doom Noir [doomnoir] https://www.doomworld.com/idgames/graphics/doomnoir NMN Corporation Texture Set Part 1 [NmnCorp1] http://doomworld.com/idgames/?id=14345 Sabbat Martyr Deathmatch [smdm] http://www.doomworld.com/idgames/?file=levels/doom2/deathmatch/Ports/megawads/smdm.zip Duel32f [duel32f] https://www.doomworld.com/vb/post/1549742 Ogro Texture Pack for Doom2 [ogrodtex] http://www.doomworld.com/afterglow/textures/zips/ogrodtex.zip psyren textures [psytex] http://www.doomworld.com/afterglow/textures/zips/psytex.zip The Return [RETRES] http://www.doomworld.com/idgames/?file=themes/TeamTNT/return/retres.zip doompotp [doompotp] http://realm667.com/index.php/repository/texture-stock-mainmenu-152/1107-doom-potpourri-texs?catid=55%3Adoom-style drdrtextures [drdrtextures] http://realm667.com/index.php/repository/texture-stock-mainmenu-152/1353-drdoctor-texture-pack?catid=55%3Adoom-style Dusk's Texture Packv [dtexpak] http://realm667.com/index.php/repository/texture-stock-mainmenu-152/1436-dusks-texture-pack?catid=55%3Adoom-style Baker's Legacy Texture Pack [BAK_LEG] http://realm667.com/index.php/repository/texture-stock-mainmenu-152/752-bakers-legacy-texture-pack?catid=56%3Aheretic--hexen-style =========================================================================== * What is included * New levels : 2 Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : No Other files required : Recommended but not required, Ghastly_dragon's Marine Skins for Zandronum users -- ZDoom support requires a bit more work http://forum.zdoom.org/viewtopic.php?p=469284#p469284 * Play Information * Game : Doom 2 Map # : MAP01 and MAP02 [Lite version] 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 Editor(s) used : GZDoom Builder, Notepad++, and various other tools Known Bugs : One of the mirrors does produce a HOM due to not having a larger rendering void, this effect probably wont be easily noticeable. If using the Zandronum engine, please do use version 3.0 or later. This map and it's required assets is not compatible with any build before version 3.0. May Not Run With... : ZDoom's software rendering engine, this is due to the sloped 3D Objects. But, this is only a visual issue, the map will still work as expected regardless. * Copyright / Permissions * Authors MAY 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
Playing any Doom mod is quite easy with today's modern source ports and tools. 1. Download the mod you want to play 2. Be sure that you have the desired Source Port ready to use 3. I would recommend using a 'Front-End' program. List of known Front-End programs: https://zdoom.org/wiki/Frontend This front-end tool will allow you to easily load any number of mods directly to the source port. If you choose not use a front-end program, you can still accomplish the same effect by using the Command Line [ https://zdoom.org/wiki/Command_line_parameters ] 4. Configure the front-end program as needed 5. And finally, play!