
-------------------------------------------------------------------------------------------------------
This is my First Mod. been working on it for quite some time. and will continue working on it for some time to come. it will eventually have a fullblown story and be using very little of the original Doom 2 Assets.
ive made everything with Slade3, Gimp and Aseprite because... reasons.

if you Decide to try this mod out, i really hope you enjoy what im going for and trying to do.

i hope the mood spoops you sometimes or atleaste makes you feel something

There is a Infinitely long Credits list that i will post below. and i want to thank everyone who patiently answered my questions in both the forums and the Discord... im learning alot

-GZDoom and Dynamic lights is a must (would recommend bloom effect to be turned on, it makes the outdoors look better)
-AltFire
-Jumping
-Ducking
-FallDamage
-Inventory
ive added a Controls Sub-menu that shows essential buttons to bind. #recommended

Spoiler:
18 June 2020
- Thoradim mines feels like its coming closer to a finished map.
- Bogs of Antria is getting some Graphical Overhaul
- Small Changes and Fixes here and there
29 May 2020
- Working on a boss for "The Thoradim Mines"
- Small tweaks and graphical changes.
- Trying to figure out a better ending for Cultist Shrine
21 May 2020
- Working on "The Thoradim Mines"
- Reworked small parts of "Bogs of Antria" after some feedback
- Keep working rebalancing creatures and weapons for a better player experience
- Added a Credits Graveyard on Map01 (work in progress)
22 April 2020
Chipping away on maps and content. "Cultist shrine" now have more spooks
The Bogs of antria now has more swampiness
19 April 2020
Ive been working on the maps and assests as hard as i can and trying to find as much time as i can to finish this.
- the tower of bones got a small overhaul
- Cultist Shrine got New textures and overhauled some areas
- Added Flechette as a kind of "grenade"
- Added monsters and rebalanced monsters.
- Cleaned up some code and assets

Spoiler:
-Everything is still in flux.
- The big tower on the hub map eats frames like crazy. i need to remake it in a better way
-Maps needs to be Finished
-Story needs to be Finished and spread throughout the world
-lots of small / big things on the more "finished" maps needs to be attended to
-i need a custom hud
-i need custom fonts
-i need moar stuff overall

Spoiler:

>>>>>>>>>> Google Drive <<<<<<<<<<<
Credits:
Spoiler:Music Credits:
//===========================================================================
// Stuff Made By Me! "Staledonut"
//===========================================================================
// - 3x Birch Tree Sprites
// - 1x Bear Statue
// - All the levels
// - Key Sprites
// - Quite a Bit of Modification to alot of things. i need to write this out later on
//===========================================================================
Agent_Ash aka Jekyll Grim Payne made a Wonderful Flechette sprite that i could use! all credits to him
"ZDoom Forums"
All of the Following is stuff i dug up in the Zdoom Resources and Scripting Forums
//===========================================================================
//
// -Jarewill-
// For helping out with my frustration of coding the Torch...
// you have no idea how thankful i am for this thing
//
//
//===========================================================================
//===========================================================================
//
// Game: [Unreleased] Hellraiser: Virtual Hell (1996)
// By: Magnet Interactive Studios
// Fox Interactive
// Ripping: Brian_D
// Editing: Ozymandias81
// Link: viewtopic.php?f=37&t=49887&p=867494#p867494
//
//===========================================================================
//===========================================================================
//
// -=Armor=-
// By: osjclatchford
// Link: viewtopic.php?f=37&t=35861&start=60
//
//===========================================================================
//===========================================================================
//
// Pack: Swamp Zombie
//
// -Sprites by Globe, huge, HUGE thanks to him
// for spriting such a cool monster (Allow me to
// apologize for making "Doom-palette raped" versions
// of the monsters; but don't worry, that I
// included non-altered versions of your work too,
// so everyone shall feel free to use whatever they
// like the most)
// -Sounds were created by me (IMX)
// -DECORATE by plums. I got stuck for a good while
// trying to make this monster to work as you
// will see, and he helped me big time by
// showing me how to do it correctly. Once again,
// thank you very much.
//
// Additional note - Whoever may be reading this,
// please: we need more Splatterhouse-inspired
// monsters in Doom!
//
// viewtopic.php?f=37&t=37149
//
//===========================================================================
//===========================================================================
//
// Sprite: Swamp Reed
//
// By: ETTiNGRiNDER
//
//===========================================================================
"Realm 667"
All of the Following Credits are from Different Resource packs i found on "Realm 667"
i have not Used all of the things found in these packs and ive also Modified some of them
//===========================================================================
//
// Name: Fallen
// Difficulty: Medium
// Connection: None
// Summon: Fallen
// Melee: No
// Distance: Projectile
// Type: Demon, Undead
// Brightmaps: Yes
// Actor modification: No
// ACS: No
//
//
// Similar to Hexen's Afrit in behavior. As an attack, it fires a short stream of fireballs, and also
// dodges around in the air. Can't take much damage, but it can be hard to hit, especially with
// Projectiles of your own.
//
// Code: Eriance, Ghastly Dragon (ZScript conversion)
// GLDefs: Ghastly Dragon, Herculine (Brightmaps)
// Sounds: Raven Software, Eriance
// Sprites: Eriance
// Base Idea: Hellstorm Fallen
//===========================================================================
//===========================================================================
//
// Name: BAKER'S LEGACY TEXTURE PACK
// Source: Heretic, Hexen, Hexen 2, Scratch
// Count: ~1700
// Palette: Custom
// Format: TX_ markers
// Anims/Switches: ZDoom compatible
// Description: Textures & flats inspired by Nick Baker and Heretic
// Conversion: JadedLexi
// Author: Captain Toenail, Enjay, Esselfortium, Evil Space Tomato, Gez, Neoworm, Nightmare, Pun1sh3r, Icytux, Rottking, Tormentor667, Vader, Xaser
// Submitted: Tormentor667
//
//===========================================================================
//===========================================================================
//
// Name: HERETIC II TEXTURES PACK
// Source: Heretic II
// Count: ~1420
// Palette: Custom
// Format: TX_Markers
// Anims/Switches: Yes (ZDoom compatible)
// Description: Textures from Heretic II
// Conversion: Gothic
// Author: Raven Software, a few of them slightly edited by Gothic
// Submitted: Gothic
//
//===========================================================================
//===========================================================================
//
// Name: BonePile
// Connection: None
// Palette: Heretic
// Summon: BonePile
// Ambient Sound: No
// De-/Activatable: No
// Destroyable: No
// Special Effects: No
// Submitted: Captain Toenail
// Decorate: Captain Toenail
// Gldefs: None
// Sprites: ShadowCaster
// SpriteEdit: Captain Toenail, Gez
//
//===========================================================================
//===========================================================================
//
// Name: Jade Wand
// Class: Level 3
// Type: Projectile
// Palette: PNG
// Summon: JadeWand
// Ammotype: CrossbowAmmo
// AltFire: No
// Powered-Up Mode: Yes
//
// Submitted: CodenniumRed
// Decorate: CodenniumRed
// Sprites: Eriance
// Sprite Edit: CodenniumRed
// Sounds: Raven Software
//
//===========================================================================
//===========================================================================
//
// Type: Souls of the Damned
// Summon: DamnedSoul, DamnedSoulSpawner
//
// Decorate: Captain Toenail
// Sprites: Exhumed
// Sounds: Doom3
//
//===========================================================================
//===========================================================================
//
// Name: Chainmail Ettin
// Difficulty: Easy
// Connections: sprites/sounds from Hexen IWAD (included)
// Summon: ChainmailEttin
// Melee: Yes
// Distance: Projectile
// Type: Magical, Humanoid
// Brightmaps: No
// Added States: No
// ACS: No
//
//
// This chainmail-clad Ettin is slightly tougher to kill than a normal Ettin, and its attacks pack
// a bit more punch as well. Plus, it can toss maces as a short-ranged projectile attack
//
// Submitted: MagicWazard
// Decorate: MagicWazard
// Sounds: Raven Software
// Sprites: Raven Software
// Sprite Edit: Neoworm
// Idea Base: Community sprite edit
//
//===========================================================================
//===========================================================================
//
// Name: Bormereth
// Difficulty: Hard
// Connection: None
// Summon: Bormereth
// Melee: Yes
// Distance: Projectile
// Type: Demon
// Brightmaps: No
// Added States: No
// ACS: No
//
// Submitted: DBThanatos
// Decorate: DBThanatos
// Sounds: Blizzard (Diablo)
// Sprites: Raven Software
// Sprite Edit: Tormentor667
//
//===========================================================================
//===========================================================================
//
// Name: Acolyte
// Difficulty: Easy
// Connections: None
// Summon: Priest
// Melee: No
// Distance: Homing Projectile
// Type: Human, Magical
// Brightmaps: No
// Actor modification: No
// ACS: No
//
// Similar to Hexen's Bishop, the Acolyte fires a series of weak, slightly-homing projectiles. It can
// also speed around very quickly for a short period of time. They are very weak, however, and it
// doesn't take much to take one down.
//
// Code: Eriance, Ghastly Dragon (ZScript conversion)
// GLDefs: Ghastly Dragon
// Sounds: Raven Software, Eriance
// Sprites: Raven Software
// Sprite Edit: Eriance
// Idea Base: Hexen Dark Bishop, Hellstorm Acolyte
//
//===========================================================================
//===========================================================================
//
// Name: Hexen Burning Corpse
// Connection: None
// Palette: Hexen
// Summon: ZCorpseBurning
// Ambient Sound: No
// De-/Activatable: No
// Destroyable: No
// Special Effects: No
//
// Submitted: ETTiNGRiNDER
// Decorate: ETTiNGRiNDER
// GLDefs: ETTiNGRiNDER
// Sounds: N/A
// Sprites: Heretic & Hexen (Raven Software)
// Sprite Edit: ETTiNGRiNDER
// Idea Base: Burning at stake corpse in Wrath of Magic
//
//===========================================================================
//===========================================================================
//
// Name: Bloody Heads Pack
// Connection: None
// Type: Gore
// Palette: Other
// Summon: Head1,Head2,Head3,Head4
// Ambient Sound: No
// De-/Activatable: No
// Destroyable: No
// Special Effects: No
//
// Submitted: Hayabusa
// Decorate: Hayabusa
// Sprites: ID Software, KDiZD
// Idea Base: Bloody heads from KDiZD
//
//===========================================================================
//===========================================================================
//
// Name: RotWraith
// Difficulty: Medium
// Connections: None
// Summon: rotwraith
// Melee: None
// Distance: Projectile
// Type: Magical, Undead
//
// Submitted: Captain Toenail
// Decorate: Captain Toenail
// Sounds: Raven
// Sprites: Raven
// Sprite Edit: Captain Toenail
//
//===========================================================================
//===========================================================================
//
// Name: Invisible Warrior
// Difficulty: Medium
// Summon: invwar
// Connection: None
// Melee: No
// Distance: Medium range projectile
// Type: Medieval, Magical
//
// Submitted: Kore
// Decorate: Kore
// GLDefs: Kore
// Sounds: Raven Software, Rogue Entertainment
// Sprites: Raven Software
// Sprite Edit: Rolls
//
//===========================================================================
//===========================================================================
//
// Name: Horn Beast
// Difficulty: Medium
// Connection: None
// Summon: HornBeast
// Melee: No
// Distance: Projectile
// Type: Demon, Fire
//
// Submitted: Mr.Green
// Decorate: Mr.Green
// GLDEFs: Ghastly Dragon
// Sounds: Monolith
// Sprites: Raven Software
// Sprite Edit: Rolls
//
//===========================================================================
//===========================================================================
//
// Name: Crow
// Connection: None
// Palette: Heretic
// Summon: CrowWander1L/1R/2L/2R/3L/3R/4L/4R, CrowStill1L/1R/2L/2R/3L/3R/4L/4R
// Ambient Sound: Yes
// De-/Activatable: No
// Destroyable: Yes
// Special Effects: None
// Brightmaps: No
// ACS: No
//
//
// Crows with randomly selected animations. Includes a number of variations, such
// as wandering, stationary, and some that react to weapon sounds.
//
// Submitted: Mor'ladim
// Decorate: Mor'ladim
// Sounds: Mor'ladim, Jojikiba (Caw sound)
// Sprites: Konami (Contra: Hard Corps)
// Sprite Edit: Mor'ladim
// Idea Base: Saw the crow in a sprite sheet and wanted to make a 'prop' out of it.
//
//===========================================================================
//===========================================================================
//
// Name: Laboratory Glassware Pack
// Connection: none
// Palette: PNG
// Summon: flaskblueA, flaskblueB, flaskpurpleA, flaskpurpleB, flaskredA, flaskredB, flaskgreenA, flaskgreenB,
// flaskyellowA, flaskyellowB, flaskgreyA, flaskgreyB, glassblue, glasspurple, glassred, glassgreen, glassyellow, glassgrey
// Ambient Sound: none
// De-/Activatable: no
// Destroyable: yes
// Special Effects: none
//
// Submitted: DavidRaven
// Decorate: DavidRaven
// GLDefs: none
// Sounds: Raven Software, DavidRaven
// Sprites: Raven Software, Tormentor667, DavidRaven
// Sprite Edit: DavidRaven
// Idea Base: DavidRaven
//
//===========================================================================
//===========================================================================
//
// Name: Impaler Crossbow
// Class: 3
// Type: FastProjectile
// Palette: Doom
// Summon: ImpalerXBow
// Ammo Type: Custom (ImpalerBolts)
// Altfire: No
// Powered Mode: No
// Added States: No
//
// Submitted: ETTiNGRiNDER
// Decorate: ETTiNGRiNDER
// Sounds: Raven Software, Id Software
// Sprites: Raven Software, Eriance, Rogue Entertainment, Skulltag Team, Lazureus
// Sprite Edit: ETTiNGRiNDER
// Idea Base: Lack of crossbows that fire regular bolts
// ACS: No
//
//===========================================================================
//===========================================================================
//
// Name: Hexen tree & leaf variants
// Connection: None
// Palette: Hexen
// Summon: LeaflessTree2, GnarledTree3, TreeLarge3, TreeLarge4, LeafSpawner64
// Ambient Sound: No
// De-/Activatable: No
// Destroyable: No
// Special Effects: No
// Brightmaps: No
// Actor modification: No
// ACS: No
//
// Code: whirledtsar
// Sprites: Raven Software
// Sprite Edit: Ettingrinder, the Hexen 64 devs
//
// Four tree variants and an invisible leaf spawning actor.
//
//===========================================================================
//===========================================================================
//
// Name: Piggy
// Connection: None
// Palette: Hexen
// Summon: Piggy
// Ambient Sounds: Yes
// De-/Activatable: No
// Destroyable: Yes
// Special Effects: No
// Brightmaps: No
// Actor modifications: No
// ACS: No
//
// They like to play in the mud, eat a lot of grub, and make cute little oinks and grunts. Who doesn't
// like a good pig around?
//
// Code: Doomedarchviledemon
// Sounds: FreeSounds
// Sprites: Raven Software
// Idea Base: Population animal
//
//===========================================================================
//===========================================================================
//
// Name: Score Treasury
// Type: Score
// Palette: Custom (various sources)
// Summon: SmallMineral, BigMineral, EclipseMineralSpawner
// Use type: Instant
// Duration: Instant
// Brightmaps: No
// Actor Modification: No
// ACS: No
//
//
// These are the jewels from Tyrian. They give points according to their type, which are as follows:
//
// - SmallMineral: +20 points
// - BigMineral: +50 points
//
// In the file it's also coded a Treasury Spawner which spawns various jewels, just to show off their
// beauty! You can use it when destroying or opening an object, like a chest, for instance. Its called
// "EclipseMineralSpawner".
//
// Code: Cyantusk
// Sounds: Eclipse Software (ripped by Magma MK-II)
// Sprites: Eclipse Software (ripped by Magma MK-II)
// Sprite Edit: Cyantusk
// Idea Base: New idea from scratch
//
//===========================================================================
//===========================================================================
//
// Name: Torch Color Variations
// Connection: None
// Palette: Custom
// Summon: YellowTorch, WhiteTorch, PurpleTorch, ShortYellowTorch, ShortWhiteTorch, ShortPurpleTorch
// Ambient Sound: No
// De-/Activatable: No
// Destroyable: No
// Special Effects: No
//
// Submitted: ChronoSeth
// Decorate: ChronoSeth
// GLDefs: Ghastly_dragon, The Skulltag Team
// Sprites: ID Software
// Sprite Edit: ChronoSeth
// Idea Base: Skulltag
//
//===========================================================================
//===========================================================================
//
// Name: Axe
// Class: 1
// Type: Melee
// Palette: Doom
// Summon: Axe
// Ammo Type: None
// Altfire: Yes
// Powered Mode: No
// Brightmaps: No
// Added States: No
// ACS: Yes
//
//
// Chop, splice, and butcher your foes with this axe! Use the regular fire for a fast slice, and the
// altfire for a slower but very strong attack. Pressing and holding the altfire key will result in a
// powerful, charged up attack.
//
// Submitted: TheMightyHeracross
// Decorate: TheMightyHeracross, Blue Shadow
// ACS: Blue Shadow
// Sounds: Rogue, 3D Realms
// Sprites: Mike12, scalliano
// Sprite Edit: idgamer
// Idea Base: scalliano's axe zombie
//
//===========================================================================
//===========================================================================
//
// Name: Wraith
// Difficulty: Medium
// Connection: None
// Summon: DEWraith
// Melee: Yes
// Distance: Charge, Revive
// Type: Undead, Ghost
// Brightmaps: No
// Actor modification: No
// ACS: No
//
//
// A weak swarm monster that charges at the target. Can also sacrifice itself to revive a nearby
// dead monster.
//
// Code: Eriance, Ghastly (ZScript conversion)
// Sounds: Raven Software
// Sprites: Raven Software
// Idea Base: Hexen Wraithverge, ZDoom WRW
//
//===========================================================================
//===========================================================================
//
// Name: Butcher
// Difficulty: Medium
// Connection: None
// Summon: Butcher
// Melee: Yes
// Distance: No
// Type: Demon, Medieval
// Brightmaps: No
// Actor modification: No
// ACS: No
// Meaty, unstealthy monster made for absorbing damage. Melee only, but lots of health and decent damage.
// Code: Ghastly Dragon
// GLDefs: Ghastly Dragon
// Sounds: Ripped from Baldurs Gate II, Quake 4 and Heretic
// Sprites: Raven Software
// Sprite Edit: Rolls
//
//===========================================================================
//===========================================================================
//
// Name: Melee Revenant
// Difficulty: Easy
// Connections: None
// Summon: MeleeRevenant
// Melee: Yes
// Distance: No
// Type: Demon, Undead
// Brightmaps: No
// Added States: No
// ACS: No
// //
//
// This is a fantastic and simple sprite edit that gives the mapper a completely melee-based revenant
// which is a bit weaker, but still packs a hell of a wallop.
// Submitted: CARRiON
// Decorate: 00_Zombie_00
// Sounds: id Software
// Sprites: id Software
// Sprite Edit: 00_Zombie_00
// Idea Base: A naked revenant.
//
//===========================================================================
//===========================================================================
//
// Name: Satyr
// Difficulty: Medium
// Connection: None
// Summon: Satyr
// Melee: Yes
// Distance: No
// Type: Demon
// Brightmaps: No
// Actor modification: No
// ACS: No
//
// A slow, melee only demon with a lot of health. Has to be carefully placed in the map to be really
// dangerous.
//
// Code: Vader, Ghastly (ZScript conversion)
// Sounds: Id Software, Vader
// Sprites: Id Software
// Sprite Edit: Vader
// Idea Base: Nanami
//
//===========================================================================
//===========================================================================
//
// Name: Flesh Wizard
// Difficulty: Medium
// Connection: None
// Summon: FleshWizard, XWizard
// Melee: No
// Distance: Projectile, Teleport
// Type: Demon
// Brightmaps: No
// Actor modification: No
// ACS: No
//
// Code: Melvin, Ghastly Dragon (ZScript conversion)
// GLDefs: Ghastly Dragon
// Sounds: Raven Software
// Sprites: Freedoom
//
//===========================================================================
//===========================================================================
//
// Name: Cultist
// Difficulty: Very Easy
// Connection: none
// Summon: Thrall
// Melee: No
// Distance: Projectile
// Type: Human, Magical
// Brightmaps: Yes
//
// Decorate: Eriance
// GLDEFs: Dreadopp, SandyPaper (Brightmaps)
// Sounds: Monolith, Eriance
// Sprites: Raven Software
// Sprite Edit: Eriance
// Idea Base: Hellstorm Cultist
//
//===========================================================================
//===========================================================================
// Got a bit of help making it rain! (from the Zdoom Discord) Thank you Jekyll!
//===========================================================================
//
// Simple rain spawner by Agent_Ash aka Jekyll Grim Payne.
// Use freely, but credits are appreciated.
//
//
//
// HOW TO USE:
//
// Place this thing on the map and set the arguments as follows:
//
// Argument #1: radius of the rain (in map units): 128 equals a square 256x256
// Argument #2: density of the rain (1–32)
// Argument #3: volume (0–16): 0 means silent, 16 means full volume (loud)
// Argument #4: height at which to spawn the rain. If left at 0, spawns at ceiling height
// /*
// DoomEdNum is 30001 and is added via MAPINFO. Change at will.
// version "4.0.0"
//
//===========================================================================
Spoiler:
//========================
// {lonely.mp3}
//========================
// Song:
// My Lonely Place
// Artist:
// Hinterheim
// Album:
// bright and cold
//========================
https://freemusicarchive.org/music/Hint ... place_1166
https://creativecommons.org/licenses/by-nc-nd/4.0/
//========================
// {Fewsurv.mp3}
//========================
// Song:
// Few Survivors
// Artist:
// Blear Moon
// Album:
// Split
//========================
https://freemusicarchive.org/music/Blea ... ivors_1956
https://creativecommons.org/licenses/by-nc-nd/4.0/
//========================
// {Endnear.mp3}
//========================
// Song:
// End Is Near Pt.1
// Artist:
// Daniel Birch
// Album:
// The Big loop
//========================
https://freemusicarchive.org/music/Dani ... r_Pt1_1423
https://creativecommons.org/licenses/by-nc-nd/4.0/
//========================
// {Smold.ogg}
//========================
// Song:
// Smoldering
// Artist:
// Kai Engel
// Album:
// Chapter Four / Fall
//========================
https://freemusicarchive.org/music/Kai_ ... Smoldering
https://creativecommons.org/licenses/by-nc-nd/4.0/