=========================================================================== Advanced engine needed : GZdoom 2.1.8 SVN r13 or better Available from here : https://sourceforge.net/project/showfiles.php?group_id=211429&package_id=254133 Primary purpose : Single play =========================================================================== *************************************************************************** * * * For the best experience, Make sure you read the play information below * * * *************************************************************************** Title : BGPA Missions : Liberation Filename : njbgpabh.pk3 Release date : 31 Jan 2008 Author : Nigel "Enjay" Rowand Email Address : enjay001@hotmail.com Description : A (very) mini TC consisting of 5 maps comprising one mission Additional Credits to : List below =========================================================================== * What is included * New levels : 5 Plus titlemap and credit Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : Yes (but mainly exists to remove clashes with DECORATE edit numbers) Demos : No * Play Information * Game : Doom 2 Map # : 108-113 Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Yes * Construction * Base : The woods around Burghead, Scotland, kind of. Build Time : A long weekend for the levels. Years for the resource gathering and making. Editor(s) used : DeePSea, PSP, XWE, GoldWave, TextPad, Quake Model Editor, Milkshape, Blender Known Bugs : none Will not run with : Anything other than the GZdoom version specified at the top of this file * Thanks * The following people either contributed resources, expertise and help, moral guidance or whatever... Randy Heit and Graf Zahl. Without them, mods like this couldn't even be considered. Rex Claussen - hosting, help, advice, motivation, inspiration Grubber - hosting David Ferstat - hosting, calling me "bastardo" ;) Michael "Risen" Niggel - status bar graphics, help Nash - help (esp with models) HotWax - scripting and editing advive Xaser - help Scuba Steve - graphics LittleWhiteMouse - graphics, scripting BagHeadSpidey - help, esp scripting Eriance - various graphics Wim Sitters - models BlackRayne - models DukeNukem Hi-res team - models Apotherm - scripting help Corwin - Splash information and help Sir_Alien - help, graphics Neoworm - help, advice TheDarkArchon - help Vader - help, sprites Tormentor667 - help, advice Russell Pearson - help, inspiration Cutmanmike - help, advice WildWeasel - Help SlayeR - help Fredrik Johansson - help Boris Iwanski - help Kurt Kesler - tree graphics Rick Clark - Help BetaSword - help §-Morpheus-§ - help Jack Vermeulen - DeePSea Xsabo - XWE FreeDoom "Team" - graphics If I have missed any one out, I'm genuinely sorry. :( Please let me know if I should have included you. I guarantee that there is something in these files that I have forgotten to credit. Some of the resources have been sitting on my hard drive for years, over a decade in some cases, and I simply can't remember where they all came from. The following people also helped in other ways Russell Craig Ash Coull Al Laird Paul Buckley "Red" Ken Sarah Brandon Rowand Grampian Police The Forestry Commission Alan Miller * Additional Information * This mod is based on a real life "Live Action Adventure Game" that took place in the Summer of 2006 in the countryside around Elgin and Burghead, Scotland. The mod itself is part of a bigger project and the supporting resources for it were extracted for this release. To that end, there are a lot of references in the control lumps for things that do not exist in this mod. This does not affect how it plays, but does make the resource files look very untidy. The mod was made quickly and to satisfy the tastes of those who took part in the real event. To that end, some of the levels are very simplistic in construction and things like ammo and health availability may be considered excessive by seasoned Doomers. * Play information * Please watch the briefing titlemap at least once. It took me ages to set up and it actually does tell you what the mission is all about. Some of the levels make extensive use of open spaces, 3D floors and 3D models. Unless you have a very fast machine, you will notice a hit to the frame rate when playing these levels (the second level seems particularly hard on computer speed). The levels have bee set up to accurately reflect the timing of the real event. To that end, the early levels are very dark. This is intentional and you should ensure that sector lighting is set to "Doom" in the OpenGl options menu. All other settings are too bright and totally spoil the intended effect. What's more, they let you see how crappy the levels are. :P Dynamic lights must be enabled to get some important features (eg your flashlight) To combat the darkness you have some additional tools: All weapons activate a flashlight as alt-fire. You get throwable flare globes which stay lit for about 30 seconds You get a light-amp goggles item in your inventory which can be activated at any time (but doesn't last long and needs 30 seconds to recharge, and slows your movement rate whilst it is on). It is highly recommended that you have the light amp goggles mode set to the spiffy GZdoom green-filter version rather than the original Doom full-bright mode. In addition, you get frag grenades and sonic grenades in your inventory. The grenades are self explanatory. The sonic grenades do no damage. They merely issue a sonic pulse that is likely to severely hamper the ability nearby enemies to fight whilst it is active. It is also worth pointing out that 2 weapons are actually made up of 2 individual weapons bound to the same key. eg, when you pick up the grenade launcher you will be given 2 launchers - one with phosphorous grenades and one with hi-ex grenades. The special weapon on button 8 is similar. The difficulty levels in the game are much the same as normal Doom ones except Nightmare. The speed and respawining of nightmare mode was incomparable with some of this mod so the last difficulty level simply features slightly more aggressive enemies and slightly raised damage levels. * Copyright / Permissions * Authors MAY 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 distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: http://doomnexus.drdteam.org/