Morgenstern

Description


Morgenstern is a Doom mod that focuses on the Deathmatch game mode using the GZDoom game engine. Other game engines, such as Zandronum are also supported as they use the GZDoom game engine as a foundation. Though, Morgenstern, also supports the Domination game mode provided by the Zandronum game engine. With Morgenstern, players will be fighting against other players in a multiplayer environment on various competitive game modes supported by the individual game engines. In addition, Morgenstern tries to pull the players into its dark and unique aesthetics. Morgenstern tries to surround the player with a dark atmosphere and pure ambiance by using lighting and unique level design aesthetics. With using the GZDoom game engine, Morgenstern takes full advantage of 3D Floors and dynamic lighting within competitive game mode genres. Moreover, playing any competitive game is best suited for multiplayer environments, Morgenstern is no exception. Morgenstern contains various map sizes from small to large, though at various quantities. With game engines, such as Zandronum supporting sixty-four players maximum, playing alone will not be a problem. Grab some friends and start fragging!

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===========================================================================
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

Install and Play


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!

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