===========================================================================
Archive Maintainer : Would you kindly replace 'tgrdm3.zip' with this version.
Update to : tgrdm3.zip [ /levels/doom2/deathmatch/Ports/megawads/tgrdm3.zip ]
Advanced engine needed : GZDoom 2.2 Recommended or later, Zandronum 3.0 Tested
Primary purpose : Deathmatch and Domination
===========================================================================
Title : Morgenstern
Filename : TGRDM3
Release date : 31.August.2018
Author : Nicholas "Tiger" Gautier
Email Address : SibTiger_And_Life@Hotmail.com
Other Files By Author : TGRDM1
https://www.doomworld.com/idgames/levels/doom2/deathmatch/Ports/s-u/tgrdm1
TGRDM2
https://www.doomworld.com/idgames/levels/doom2/deathmatch/Ports/s-u/tgrdm2
TGRCP1
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/tgrcp1
STFBall2
https://www.doomworld.com/idgames/deathmatch/skulltag/stfball2
Amisery
https://www.doomworld.com/idgames/levels/doom2/deathmatch/Ports/a-c/amisery
Misc. Author Info : Ich liebe Siberian Tigers :)
Description : UPDATE HISTORY
-------------------------
31.August.2018 [Version: 1.01]
- Fixed a texture alignment issue in MAP01 (Acerbus) that occurs in GZDoom [version: 3.5.x].
17.September.2016 [Version: 1.0]
- Original release
MAPS
-------------------------
This project contains eleven deathmatch maps based
on the New School genre that are inspired by Quake
3. The maps presented in this project does require
GZDoom's OpenGL renderer, as the software renderer
does not yet have the capabilities to render
slopped 3D floors, as well as some visual
discrepancies. In addition, I have also included three
legacy maps that used to be the main stock of the TGRDM3
project. As the development of this project originally
started back in the year 2007, there has been a lot of
hit and misses, and these maps outline why and what I
have personally struggled on for many years. Furthermore,
I have included four maps from my previous project, TGRDM2.
The ancient maps from that project have been slightly modified
to work with this project, along with its features.
GAME MODES
-------------------------
With all of the maps aside, this project does contain some
useful features that players can enjoy. For starters,
TGRDM3 works with Zandronum's extended game modes that
is not available in the GZDoom engine. For example, this
project supports the following besides the usual Deathmatch
game mode: Team Deathmatch, Domination, Duel, Last Man Standing,
Team Last Man Standing, Possession, Team Possession, and Terminator.
Though, do note that with supporting Domination, some maps have varied
numbers of points. Small maps might have one or two points, other
maps might contain up to four points.
NOTABLE FEATURES
-------------------------
Moreover, there is some notable features included in this project.
This project will try to determine if the player is using OpenGL
and\or if that player is seeing Dynamic Lights. If in case the
player is playing in Software Mode (VID_RENDERER 0) or if
Dynamic Lights (or point lights) is disabled, then this project
will try to brighten the maps for the player. This will
make the maps slightly brighter instead of the usual darkness
that is illuminated with Dynamic Lights. However, as a draw back,
the maps will seem extremely flat-leveled in terms of lighting.
This, unfortunately, is a limitation of the implementation.
In addition, another notable feature, is the randomized music
player. The music player will randomly shuffle the already
supplied music, and play the songs for an amount of time and
automatically change to the next song. This feature alone
should provide a fresh experience when returning to the maps,
instead of getting the exact same experience each-time - - which
gets old quickly. But of-course, this feature is automatically
disabled if music is turned off.
PLAYABLE FEATURES
-------------------------
This project uses a lot of assets from various authors and
contributors, but here is a list of the most notable features
that stand out from the rest:
Marine Skins [Version 7: Minimal]
Displays what weapon the players are currently using or holding.
This feature, however, is only available for the Zandronum engine.
>> http://forum.zdoom.org/viewtopic.php?p=469284#p469284
High Resolution Fonts
Displays high resolution font characters that are much easier on the
eyes and clear to visually see on the screen.
>> http://forum.zdoom.org/viewtopic.php?p=428998#p428998
High Definition Doom Sounds
This improves the audio of the weapons, some player sounds, and some
of the Doom environment sounds.
>> http://www.perkristian.net/
Smooth Weapons
This provides better and smoother animations to the weapons.
>> https://www.doomworld.com/vb/post/779518
SkullTag HiRes Pack for Items
Provides smoother and clearer sprites. Visually, this gives some
sprites better blending of colors and smooths out rough edges.
>> http://www.skulltag.com/download/
Voxels
This will provide a 3D like feel to the items and some objects within
the game.
>> http://forum.zdoom.org/viewtopic.php?p=752670#p752670
>> http://forum.zdoom.org/viewtopic.php?p=900857#p900857
Project Doom: Remix Music
This provides an upbeat feel to the original midi Doom music; this includes
most music from Doom, Doom 2, and TNT:Evilution.
>> https://www.doomworld.com/idgames/music/prjdoom
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 (Software Renderer)
R_DrawMirrors [True|False]
Line Mirrors (OpenGL Renderer)
GL_Mirrors [True|False]
Sector Reflections
GL_Plane_Reflection [True|False]
Dynamic Lights
GL_Lights [True|False]
Render translucency effects
R_DrawTrans [True|False]
Toggle Voxels
R_DrawVoxels [True|False]
Toggle Rendering Precision
GL_Render_Precise [True|False]
Additional Credits to : RESOURCES AND ASSETS
-------------------------
This a brief list of credits, for more information
and links to the resources, please see the Credits.txt
located in the /documents/ in this .pk3 archive.
Affliction
Created a script to detect duplicate files.
Mazter
Assisted with compressing images.
Aap
Creator of the DoomWord application.
Ghastly_dragon
Made available the Railgun, Grenade Launcher,
and Marine Skins.
Tormentor667
Made available Fog, Rain, Sparkle Spawners,
PowerUp Ring Spawners
BouncyTEM
Made available the Demonic Drones sounds.
Enjay
Made available the Splashes!
Dancso
Created the High-Resolution Doom Fonts.
Perkristian
Created and made available Smooth Weapons and
High Definition Doom Sounds.
DoomJedi
Made available the SkullTag Item High-Resolution pack
Keksdose
Created and made available the UTnT fire torch
effects.
idSoftware
Created (and all rights reserved to them) the
Quake 3 Jump Pads, as well as the original SPRITES.
In addition, a special thanks to these guys for
obvious reasons ;)
SkullTag Team
Created or made available the Bot Skill Level menu
Batuhan
Created the fire sound effect.
nhaudio
Created the wind whistling sound effect.
mario1298
Created various wind sound effects.
Equality_X12
Created a wind sound effect.
ppfpower87
Created the ocean wave sound effect.
Sevin7
Created a electrical humming sound effect.
kbnevel
Created a electrical humming sound effect.
Arctura
Created a rain sound effect.
Audionautics
Created a simulation of boiling lava.
ryanconway
Created variations of male grunts and sounds.
Robinhood76
Created a simulation of a man screaming to his death
sound effect.
Jay Reichard
Created and made available Project: Doom (Final),
a upbeat\remix midi music collection of Doom, Doom 2,
and TNT:Evilution.
NOTE /idgames: This is freely available for anyone
use.
Please see the Credits.txt for more information!
VoxelBro
Created and made available the Grenade Launcher and
Grenade Voxels. In addition to other voxels that
VoxelBro might have included with Team Hellspawn's
work.
Team Hellspawn
Created and made available variations of Voxels for
the Doom game.
HazeBandicoot
Created and made available the SkullTag Railgun voxel.
TeamTNT [TNT Evilution]
Created (and has all rights) to their midi music.
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://www.doomworld.com/idgames/?file=graphics/nmncorp1.zip
Nmn Corporation Texture Set Part 2 [Nmncorp2]
http://doomworld.com/idgames/?id=14345
Sabbat Martyr Deathmatch [smdm]
http://www.doomworld.com/idgames/?file=levels/doom2/deathmatch/Ports/megawads/smdm.zip
Minigunner's Bucket of Hands (among other things) [ZDOOM FORUM TOPIC]
http://forum.zdoom.org/viewtopic.php?p=720059#p720059
printz @ Custom Texture Thread
http://forum.zdoom.org/viewtopic.php?p=825787#p825787
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
GZDoom Builder [ZDOOM FORUM TOPIC\APPLICATION]
http://forum.zdoom.org/viewtopic.php?p=613830#p613830
SPECIAL THANKS
-------------------------
CodeImp
For making Doom Builder and Doom Builder 2
MaxED
For making GZDoom Builder, the best freakin' Doom
map editor available!
Edward850
Ideas on presentations and helped identify
critical issues
Qent
Beta tester for Abandoned Misery [Pretty]
Graf Zahl
Taking ZDoom and adding OpenGL, making GZDoom.
The best engine around!
Zandronum Development Team
Continued work on the Zandronum engine and making
what used to be SkullTag even better!
DeathZ0r
Created a tutorial back in 2004 in regards to making
competitive maps. I highly encourage others to view
it at these links:
>> https://zandronum.com/forum/viewtopic.php?p=76221#p76221
>> http://wiki.zandronum.com/Creating_Competitive_Maps
TheMisterCat
Helped with my various ACS questions
Seriously, C++ is far better than ACS, no joke.
Affliction
A really good friend and helped me through
various obstacles.
Tribeam
For being Tribeam ;)
Helped with my various ACS questions
Eruanna
Helped me with the DRDTeam forums, but also provided
feedback that helped steer the development of this
project.
My Family
For helping me and supporting me through out the
years.
DreamBits
A close friend and supporter; sadly Dark Darkness the
Darkening wont happen in this project, but we'll make
one in some other project.
Professor Faghihi
He made it clear what I truly wanted to do for my
career; with game development, I am a kid in a candy
shop with eyes wide open with joy.
This is what I want to do.
===========================================================================
* What is included *
New levels : 18
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required : None
* Play Information *
Game : Doom 2
Map # : MAP01-MAP16, Artis, AMISERY
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
Build Time : 9 Years
Editor(s) used : GZDoom Builder, SLADE, Notepad++, MSPaint, GIMP, and a
lot of Shell Scripts
Known Bugs : Zandronum 3.0 is advertised as 'tested', but that's
as far as it goes.
May Not Run With : ZDoom (software renderer; slopped 3D Floors)
Tested With : GZDoom pre-2.2
* Copyright / Permissions *
This work is licensed under the Creative Commons Attribution-ShareAlike 4.0
International License. To view a copy of this license, visit
http://creativecommons.org/licenses/by-sa/4.0/
You are free to copy and redistribute the material in any medium or format;
and remix, transform, and build upon the material for any purpose, even
commercially. If you do so, you must give appropriate credit, provide a link
to the license, and indicate if changes were made. You may do so in any
reasonable manner, but not in any way that suggests the licensor endorses you
or your use. If you remix, transform, or build upon the material, you must
distribute your contributions under the same license as the original.
* Where to get the file that this text file describes *
The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors