DOWNLOAD LINK: http://www.mediafire.com/file/1k37nnx1u ... y.rar/file
REQUIREMENTS: DOOM2.wad IWAD; OpenGL rendering such as GZDoom or Zandronum in OpenGL mode.
I've been working on this for a long time, (way too long. This would have taken you pros like a week, it's taken me 5 years.) It's basically just 9 levels for Doom II (8+1 secret level) designed to be played without jumping, classic Doom style. I don't even use Z-Look, ever (although that won't break the puzzles like jumping, just might be weird with the skybox.) Two "new" guns, and a new end boss, using various resources (Modified resources from Realm667 as well as Doom 64.) Of course there will be full credits are with the .wad, for every texture, etc. used. Doom 64 is my favorite Doom and had an influence on how I designed my maps and puzzles. Especially the hell ones. My personal favorite maps are MAP07 and MAP09. My (now late) wife and I provided the voice for the end boss.
(UPDATE!) - While trying to fix a bug in The Unmaker, I decided I should completely comb through the entire mapset and fix all kinds of bugs and balance problems. This is by far the largest update I ever did, I added memorial fountains for my late wife in all of the space levels, have The Unmaker functioning *exactly* how I want it to (shout out to TDRR and Gez for the help on that), got feedback and balance the best I could, fixed tons and tons of bugs, cleaned up the more "boring" areas, fixed up and re-balanced the final boss etc. This is likely the last update I will ever do to Purgatory, I am extremely satisfied with how it sits now. I hope you guys enjoy it!!
SCREENSHOTS:
Spoiler:UPDATES/RELEASE HISTORY:
Spoiler:
Doom II: Purgatory
(VERSION RELEASE HISTORY)
02/06/2019 - Version 1.3
SCRIPTS:
*The Unmaker has been completely revamped, with red screen flash removed, darkening sectors slightly adjusted, damage area increased, and gravity failure occurring on trigger pull and not on projectile spawn. Gravity failure is now in sync with darkening sectors, with bug fixed that had caused sectors to not return to normal light level. Added more fire effects to spawn from more directions on explosion of projectile, and the resulting fire remains indefinitely
*Old Abaddon's flying speed has been slightly increased for balance.
*Old Abaddon's fireballs do slightly more damage and slightly increased how rapidly he fires them for balance.
*Old Abaddon's graphics have been cleaned up slightly for consistency.
*Maps use newer higher quality versions of level music.
MAPS:
*Added a memorial fountain Easter Egg for my late wife in every space level.
*Made all "nukage" floor damage consistent across the game.
*Made all "lava" floor damage consistent across the game.
*Corrected all linedefs that were supposed to be flagged "HIDDEN" but were not.
*Corrected all linedefs that were not supposed to be flagged "HIDDEN" but were.
*Corrected all linedefs that were supposed to be flagged "IMPASSABLE" but were not.
*MAP01 removed "window" texture in exit area of building.
*MAP01 corrected light done backwards in a few sectors.
*MAP02 the hidden light arrow is larger and more correctly shaped.
*MAP02 here is now an escape teleporter hidden in the shootable switch area near the Blue Key.
*MAP02 fixed a bug where the "broken pipe" liquid was not animating near the Blue Key.
*MAP02 made the secret box elevator usable from any side.
*MAP02 removed one of the line trip wires for the crusher near the hidden Armor.
*MAP02 replaced one Chaingun with a Super Shotgun, and another with an Invisibility Sphere (in a secret sewer area) to avoid redundancy.
*MAP02 added Mega Armor to the secret sewer area.
*MAP02 added an explosive barrel downstairs to help proper chain reaction as originally intended.
*MAP02 removed Light Amplification Goggles near secret except for on the easiest two skills.
*MAP02 minor changes to geometry.
*MAP02 made the secret box elevator count for its own secret.
*MAP02 made "EASY" and "MEDIUM" monster under moving platforms near Blue Key basic Former Humans instead of Shotgun Guys.
*MAP03 secret sewer passageway completely redone, smaller area than before.
*MAP03 fixed bug where you could skip yellow barrier by adding two columns in the nukage.
*MAP03 fixed bug where Berserk secret did not count towards score.
*MAP03 lowered the amount of Spectres that spawn in LET'S RAISE HELL! difficulty in yellow stairs area.
*MAP03 added a hidden arrow that suggests which secret door to take in order to receive all 3 power ups.
*MAP03 there is now a return teleporter at the bottom of the main sewer to make returning to the staircase faster.
*MAP03 changed the texture used for the Yellow Door lights at the bottom of the sewer area.
*MAP03 added a Chainsaw to worship area at top of elevator.
*MAP03 added monsters and items to building in center of Arachnatron turrets, and made exit stair switch more obvious.
*MAP04 added items to secret area with Revenant.
*MAP04 made secret are slightly easier to reach with jump.
*MAP04 fixed bug which allowed you to reach Plasma Rifle without activating secret switch.
*MAP04 outdoor staircases now raise much faster on activation.
*MAP04 added several monsters to Blue Key sewer area.
*MAP04 changed outside area a little bit, with toxic floors in craters of asteroid.
*MAP04 replaced a Rocket Launcher with a Chain Gun and respective ammo to reduce redundancy.
*MAP04 adjusted window height and light location in space area to accommodate memorial fountain.
*MAP04 entering long teleporter pathway will instantly kill you, but is impossible to reach without cheats.
*MAP05 added secret with Megasphere and Radiation Suit in lava area.
*MAP05 adjusted light levels.
*MAP05 changed Green Armor to Cells in start of map.
*MAP05 corrected difficulty flags for some monsters.
*MAP05 from adding the new secret area, the Blue Door area is now more open, exposing the start of the hallway. Textures corrected and changed.
*MAP05 made a secret area more accessible.
*MAP05 the Chaingun Guy that replaces the Mancubus when playing MEDIUM skill, no longer appears in EASY skills.
*MAP06 corrected "exit" (start of map) teleporter light level.
*MAP06 fixed incorrect teleporter gate texture being used.
*MAP09 made Unmaker secret room entrance more accessible.
*MAP09 added "UNMAKER" Standard Galactic Alphabet text near The Unmaker's secret room.
*MAP09 added Computer Area Map in room with Revenants.
*MAP09 corrected light done backwards from MAP01 in related area.
*MAP09 changed tripwire to a switch inside of the Revenant room that must be pressed to continue in the second puzzle area.
*MAP09 opened one of the side security areas visually in the MAP01 area at end of map.
*MAP07 changed bait item to open areas with crushing ceiling.
*MAP07 slightly adjusted sky-camera effect.
*MAP07 Lost Souls now correctly spawn all on the outside at end of map.
*MAP07 added more Lost Souls in the HARD skill levels.
*MAP08 changed the items in front of one of the two doors in the beginning area from Armor Bonuses to Health Bonuses to distinguish them.
*MAP08 purple fog area changed to yellow fog.
*MAP08 changed guards to Old Abaddon's prison to always be Baron of Hell regardless of skill level.
*MAP08 made Old Abaddon's star change to fire flicker light, causing damage.
09/12/2014 - Version 1.21
SCRIPTS:
*Fixed bug where BFG9000 would detonate with Doom 64's sound effect (used for The Unmaker.)
MAPS:
*MAP04 has a bug fix where the player can no longer get stuck behind crates near the Spider Mastermind.
*MAP06 has a bug fix where 100% secret completion is now possible. (A sector containing a switch accidentally got flagged "9 - secret".)
*MAP07 has a bug fix where walking over a certain step was considered "the void" which would instantly kill the player.
*MAP08 has a some health added to Old Abaddon battle for balance.
08/04/2014 - Version 1.2
SCRIPTS:
*The 10 Gauge Magnum Shotgun now fires a little faster to be more useful.
*The Unmaker has been completely revamped, causing graphical effects to the user, a delayed powerful explosion to all nearby enemies, and a temporary gravitational rift on impact.
*Old Abaddon's fireballs move slightly faster, and do more damage, while his unsurvivable melee attack is now instantaneous to make the boss battle more challenging.
MAPS:
*MAP01 has slight visual changes, and a widened entrance to the toxic room.
*MAP02 has slight visual changes.
*MAP02 now has additional ammunition near Blue Key area.
*MAP03 the yellow key is now slightly more visible from a distance.
*MAP03 has changes to switch textures that are more consistent with function and map theme.
*MAP03 has red key area completely changed, adding a new area to the map to conquer.
*MAP03 also has some visual changes in the garage area, with additional monsters.
*MAP03 has a glitch fixed where you can break the sky by viewing over the horizon.
*MAP04 has added health and armor in the beginning of the map.
*MAP04 fixed a bug where decorative detail only geometry appeared on the AutoMap.
*MAP04 additional monsters to the sewer area, along with some ammunition.
*MAP05 added some visual effects to the level.
*MAP06 fixed a bug where the Baron of Hell could get stuck in a player-only teleporter.
*MAP06 has slight visual changes.
*MAP09 a bug where where you could fall into a lava pit that caused no lava damage (as it was not supposed to be accessible.)
*MAP09 a bug where health and armor would glitch onto a higher floor when stairs are created.
*MAP07 fixed a bug where you can cheat the level by stepping up a platform near a switch.
*MAP07's void is now deadly, although unreachable without cheats.
*MAP08 fixed a bug where non-secret bookshelves would lower like the secret bookshelf.
02/24/2014 - Version 1.1
SCRIPTS:
*Old Abaddon's fireballs move slightly faster for difficulty balance.
MAPS:
*MAP03 the toxic floor damage was reduced to -2/-5 Health.
*MAP03 some additional monsters have been added for difficulty balance.
*MAP03 sectors where Spectres teleport in from are now properly tagged as "HIDDEN."
*MAP04 the Cyberdemon can no longer travel down the elevator.
*MAP05 the floors near the Arch-Vile no longer do damage (it accidentally borrowed flag from the nearby lava floor.)
*MAP05 some additional monsters have been added for difficulty balance.
*MAP06 the player can no longer get stuck falling behind one of the "blood falls."
*MAP09 player can no longer step into one of the switch holes.
*MAP09 player can no longer go through one of the gates in a secret area. (Was meant to be tagged "IMPASSIBLE".)
*MAP09 player can now go down lift by walking over it in hallway.
*MAP07 some minor geometry changes to allow cover from the Spider Mastermind have been added, as well as some health bonuses for difficulty balance.
*MAP08 reduced total amount of Cell ammunition for difficulty balance.
01/28/2014 - Version 1.0
GAME:
*.wad is released.
CREDITS/INFO:
Spoiler:
This is Doom II: Purgatory, my 9 level set (8+1 secret level) for Doom II. There are new resources, including things sourced and edited functionally and visually from Realm667 and Doom 64/PSX Doom. There are also entirely new sounds and music (for intermission and boss.) Compared to the original Doom II, there are two new weapons, and one new monster, the boss Old Abaddon. One of the new guns is rare (it appears once in the entire campaign) and is a form of The Unmaker originally referred to in the "Doom Bible". This is designed to be played without jumping, because like classic Doom, it will break some of the puzzles. The map design is largely inspired by Doom 64, especially the hell maps. There are a lot of secrets hidden in this campaign, as well as a secret level. Any of the work that I've done (that isn't map design) is free for anyone else to use, such as the intermission song written by a friend of mine, and the unique audio I did for the final boss, as long as you give credit. I hope everyone that plays it enjoys it.
===========================================================================
Advanced engine needed : GZDoom, Zandronum or Skulltag with OpenGL
Primary purpose : Singleplayer + up to 4 player Cooperative
===========================================================================
Title : Doom II: Purgatory
Version Number : v1.3
Filename : PURGATORY.wad
Release date : 02/24/2014 (v1.3 - 02/06/2019)
Author : Corey H.
Email Address : southernrex@live.com
Other Files By Author : A few sound files.
Misc. Author Info : N/A
Description : A new Doom II level set designed to be played without jumping (as that would break most of the puzzles.) Made with Single Player in mind; there are still 4 player starts for Cooperative, as well as deathmatch starts/items in every map.
Additional Credits to :
Lots of resources were used for this .wad, mostly from unassociated venues such as Doom 64 "The Absolution" TC, and the Doom-mapping repository Realm667.com (Full credits listed below.)
TITLE ART -
Boris Vallejo
MAGNUM SHOTGUN -
Original data from realm667:
Submitted: Xim
Decorate: Xim
Sprites: 3D Realms
Sprite Edit: Xim
Sounds: Dudukrazy
Idea Base: Shotgun from Doom, Shotgun from Duke Nukem 64
(The code was edited from its original form, however.)
THE UNMAKER -
Graphics from Doom Depot's Doom 64 "The Absolution" TC.
MIDWAY and Doom Depot credits as listed in doom64_abstin.wad:
(MIDWAY)
LEAD PROGRAMMER:
Aaron Seeler
LEAD ARTIST & 3D MODELS:
Sukru Gilman
3D MODEL ANIMATION:
Laurent Bezault & Sukru Gilman
ARTISTS & ANIMATION:
Francisco Garcia & Andy Wilson
SOUND SYSTEM:
Scott Patterson
MUSIC & SOUNDS:
Aubrey Hodges
LEVEL DESIGN:
Randy Estrella, Tim Heydelaar & Danny Lewis
(Doom Depot)
COODRINATION, MUSIC & WEBSITE:
Elbryan42
GRAPHICS:
Elbryan42, Samuel Villarreal, Footman & Ghostpilot
LEVEL DESIGN:
Samuel Villarreal, Melfice, The_Doomer & Footman
CODING, SOUNDS & IMPLEMENTATION:
Samuel Villarreal
PALETTE:
Fredrik Johansson
SPECIAL THANKS:
Esco, X-Doom, Lutarez, FirebrandX, Jow, Whitetiger, Cory, id Software, The Midway Doom 64 Team
(The projectile fired from THE UNMAKER is based on the ETHEREAL SOUL.)
ETHEREAL SOUL -
Oiriginal data from Realm667:
Submitted: Neoworm
Decorate: Neoworm
GLDEFs: Ghastly Dragon, Sandypaper (Brightmaps)
Sounds: Id Software
Sprites: Id Software
Sprite Edit: Neoworm, Vader (projectiles)
(The fire released at detonation of The Unmaker's projectile is based on graphics from and code similiar to the NUCLEAR MISSILE LAUNCHER.)
NUCLEAR MISSLE LAUNCHER -
Original data from Realm667:
Submitted: Xim
Decorate: Daniel
Sprites: Daniel, 3D Realms
Sounds: Epic Megagames (UT)
(The explosion sound is based on the BFG-9000 sound from Doom 64, credits above.)
OLD ABADDON -
Graphics combined and recoded together with new sound effects.
AZEZEL:
(Graphics where edited.)
Original data from Realm667:
Submitted: DBThanatos
Decorate: DBThanatos
GLDEFs: Ghastly Dragon
Sounds: Blizzard (Diablo)
Sprites: Vader
Sprite Edit: DBThanatos
Idea Base: Classical image of Baphomet
ARCHON OF HELL:
(Death sequence.)
Original data from Realm667:
Submitted: Tormentor667
Decorate: Eriance
GLDEFs: Ghastly Dragon, Sandypaper (Brightmaps)
Sounds: Id Software, Eriance
Sprites: Id Software, Midway, Eriance
Sprite Edit: Eriance
Idea Base: Hellstorm Archon of Hell
NEW LAMPS -
Original data from Realm667:
Submitted: Captain Toenail
Decorate: Captain Toenail
GLDefs: Captain Toenail
Sprites: ID Software, Rogue Entertainment
Sprite Edit: Captain Toenail
MARBLE COLUMNS -
Original data from Realm667:
Submitted: Tormentor667, Captain Toenail, ShadesMaster
Decorate: Gez
GLDefs: N/A
Sprites: id Software
Sprite Edit: Captain Toenail, Gez, ShadesMaster, Shtbag667
DOOM STATUES -
Original data from Realm667:
Submitted: MagicWazard
Decorate: JMAA
Sprites: Raven Software, id Software
Sprite Edit: JMAA, MagicWazard (Statues); Captain Toenail, Gez, ShadesMaster, Shtbag667 (Column Variants)
Idea Base: Statues from Hexen, Marble Column variants
FIRE PILLARS -
Original data from Realm667:
Submitted: zrrion the insect
Decorate: zrrion the insect
GLDefs: zrrion the insect
Sounds: N/A
Sprites: Id, Raven
Sprite Edit: zrrion the insect
Idea Base: Heretic's fire statue
MUSIC/FX -
Title and Level music is from PSX/64 Doom .wads originally written by Aubrey Hodges. Original music used in the intermission was composed by Anthony A. specifically for this level set. Sabine H. and Corey H. performed the audio for Old Abaddon. Both the intermission music and Old Abaddon sound effects can be used by other authors in their modifications as long as credit is given to Purgatory as the source. The Unmaker firing was a set of edited sound effects from the Doom series. MAP08's music was originally made for Final Doom by TeamTNT, but the version included is a remix by "NML1986" ( https://www.youtube.com/user/OrionNebula666 ).
ADDITIONAL TEXTURES -
PSYREN TEXTURE PACK:
Original data from Realm667:
Author: Psyren
Submitted: Tormentor667
RECOLORED DOOM TEXTURE PACK:
Original data from Realm667:
Conversion: Nick Baker
Author: Nick Baker
Submitted: Tormentor667
ALIEN VS PREDATOR 2 TEXTURES:
Original data from Realm667:
Conversion: A Limes Zen Sky (with additional work by Ceeb)
Author: Monolith Productions
Submitted: Ceeb
TESTERS:
Thank you to everyone that helped give feedback and bug/balance test this before release:
Ryan C., Sabine H, "Vf_Blitz", "i_am_AcTive", Robert R., Anthony "Vironz" P., Erik D., Anthony A., and late testing "TheUnbeholden", and "Caleb13".
****************************************!!!!
If any credits where missed, PLEASE leave a message here for me in e-mail, and I will fix it immediately. I'm not trying to steal anyones hard work, just create a fun Doom experience:
southernrex@live.com
****************************************!!!!
===========================================================================
* What is included *
New levels : 9 (8 + 1 Secret Level)
Sounds : Yes (Both new & from other sources credited above.)
Music : Yes (Both new & from other sources credited above.)
Graphics : Yes (Both new & from other sources credited above.)
Dehacked/BEX Patch : No
Demos : No
Other : Yes ("Nightmare!" skill is slightly easier.)
Other files required : N/A
* Play Information *
Game : DOOM2.wad
Map # : MAP01 - MAP09
Single Player : Designed as a Single Player campaign.
Cooperative 2-4 Player : Allows up to 4 players in Cooperative, although some players could break puzzles when working together.
Deathmatch 2-4 Player : Has Deathmatch items/spawns, but isn't ideal.
Other game styles : N/A
Difficulty Settings : Yes - Monsters and items are laid out with difficulties implemented for players of different skill level. All of them are identical to their iD Software equivalents except for "Nightmare!", which is slightly easier (5 minute respawn time.)
* Construction *
Base : New from scratch.
Build Time : 6 years... Yeah... I know.
Editor(s) used : Doom Builder 2 (v2.1.0.1356)
Doom Builder (v1.68) (Before upgrading to DB2.)
SLumpEd (v0.7)
Corel PaintShop Pro 9 (v9.0)
Audacity (v2.0.4)
ENDOOMER (V1.0.1)
(For Version 1.1) - SLADE (v3.0.2)
(For Version 1.2) - Adobe Photoshop CS6 (v13.0 x32)
(For Version 1.3) - Adobe Premiere Pro CC (9.0.0 [247] Build)
Corel PaintShop Pro 2019 (v21.1.0.22 x64)
Known Bugs : Exiting MAP04 has crashed the game on me a few times, but it's very rare. It might be triggered if you cross both exit linedefs at the same time. In MAP05, one time the script tied to the Arachnatrons failed to run. I've never been able to get the bug to reproduce, so I'm not sure what caused it. Also, playing in cooperative can make some levels easier, as they can "cheat" some of the puzzles if working together.
May Not Run With : Vanilla Doom at all; ZDoom because of skyboxes.
Tested With : Zandronum (v1.3-r170901-1140) in OpenGL mode
GZDoom (g3.7.1)
* Copyright / Permissions *
Authors may NOT 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 not distribute this file in any format.