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!
=========================================================================== 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
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!