Paradise is a 7-map (5 main + 2 secret maps) GZDoom episode, packaged together with a custom gameplay mod crafted specifically for these maps. You do not need to read the mountain of text below to play the mod, but if you’re interested in getting a primer on all the gameplay changes before playing, go right ahead!
Paradise is a GZDoom TC, with a primary 7-map campaign, in addition to a 25-map episode of bonus maps. This version 2 release is a major expansion of the 2018 v1 release, in terms of both map count, and gameplay changes.
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Archive Maintainer :
Update to :
Advanced engine needed : GZDoom 4.0.0+ recommended
Primary purpose : Singleplayer
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Title : Paradise v2
Filename : t-paradise-v2.pk3
Release date : May 2, 2019
Author : Tango
Email Address : twango5map01@gmail.com
Other Files By Author : Mayan Mishap, Back to Saturn X Episode 1 (MAP24),
Back to Saturn X Episode 2 (MAP02), Plutonia 2 (MAP08),
various 32in24 maps, etc.
Misc. Author Info :
Description : Paradise is a GZDoom TC, with a primary 7-map campaign,
in addition to a 25-map episode of bonus maps. This version 2 release
is a major expansion of the 2018 v1 release, in terms of both map
count, and gameplay changes.
Hardware-accelerated rendering mode strongly recommended, both for
visual and performance reasons. Make sure you bind your reload key!
Be sure to check out the "Paradise Options" section in the Options
menu for options to customize your experience.
The primary Paradise campaign contains 5 standard maps, and 2 secret
maps. The bonus episode, selectable from the main menu, contains 25
maps that are either speedmaps or rejects of mine from the last few
years, that would otherwise go unreleased. The bonus episode is
therefore of notably lower quality than the primary campaign;
players should proceed at their own risk when playing the bonus
episode!
Paradise features a greatly modified and expanded bestiary and arsenal,
along with a number of other gameplay and visual changes. Gibs and
alternate monster deaths, de-randomized monster and player damage,
instant weapon switching, and built-in (optional) pistol starts are
among some of the changes included in Paradise. See section
"C. GAMEPLAY CHANGES" below for more information on these changes.
All maps in Paradise have been balanced for pistol starts, but playing
continuous is perfectly valid too. All maps in Paradise have been
balanced accordingly for each skill level, though the bonus maps
have received much less gameplay tuning than the primary campaign.
Paradise is inherently unfriendly to custom gameplay mods due to its
extensive gameplay changes. Proceed at your own risk if coupling
Paradise with other gameplay mods. However, players are more than
welcome to create their own patches or versions of Paradise that
are mod-friendly, given that Paradise can be modified/remixed/reuploaded
without permission. See section "E. EXTENDED CREDITS" below for more
information.
Additional Credits to : Many. See below in section "E. EXTENDED CREDITS"
===========================================================================
* What is included *
New levels : 33
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : No, but there is extensive DECORATE/ZScript
Demos : No
Other : No
Other files required : none
* Play Information *
Game : DOOM2
Map # : MAP01 - MAP06, MAP31 - MAP57
Single Player : Designed for
Cooperative 2-4 Player : Player starts only; additional monsters/ammo/health
on coop in some maps, but untested
Deathmatch 2-4 Player : No
Other game styles : No
Difficulty Settings : Yes; difficulty settings have been renamed, and have
an in-game guide on the expectation for each difficulty level
* Construction *
Base : map03 is based on pieces of ZaBigBoss' Back to Thunder Road
Build Time : hundreds of hours
Editor(s) used : GZDoom Builder, SLADE 3, Aseprite, MAME, Imagetool,
LoopingAudioConverter, Paint.net
Known Bugs :
May Not Run With :
Tested With : GZDoom 4.0.0; may work in GZDoom 3.6.0; may work in
LZDoom (https://zdoom.org/downloads)
* Copyright / Permissions *
Authors MAY use the contents of this file as a base for
modification or reuse; in fact, I highly encourage it. This work
was made possible only by the countless contributions to the community
by people who have allowed their resources to be distributed and used
freely. I owe them a huge thanks for doing so and would like the contents
of this wad to be treated similarly. Credit is nonetheless appreciated,
but see below for more credit specifics. 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. I have received permission from the original authors of any
modified or included content in this file to allow further distribution.
I can be reached on the Doomworld forums if you have questions about
anything relating to these maps.
* Where to get the file that this text file describes *
The Usual: Archives.gamers.org and mirrors
Web sites: Doomworld.com
FTP sites:
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ADDITIONAL INFO
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A. PROJECT INFORMATION
B. RECOMMENDED COMPANION MODS
C. GAMEPLAY CHANGES
D. MAP INFO
E. EXTENDED CREDITS
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A. PROJECT INFORMATION
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Paradise is result of my vision to combine modern gameplay mod capabilities
with challenging, tightly-balanced gameplay. There is a great volume
of fun, challenging work out there for vanilla or limit-removing Doom (Sunlust
and Resurgence being among my favorites), but I've come across very few maps
that retain that style of gameplay that I enjoy while also making use of the new
capabilities that (G)ZDoom affords. Paradise is my response to that (perceived)
absence.
The gameplay mod built in to Paradise (which I have nicknamed "Supercharge" and
intend to release standalone sometime in 2019) was heavily inspired by Complex
Doom, and for that I owe Daedalus (creator of Complex Doom) a huge thanks,
because Paradise would not exist without that inspiration.
Many of the new monsters featured in Paradise were built to introduce new, novel
behavior into Doom that, in turn, introduced the potential for new, novel
gameplay and combat scenarios.
Compared to the 2018 v1 release, Paradise v2 has 4 new main episode maps, along
with all the new bonus maps, as well as a number of other gameplay changes,
custom options, and more.
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B. RECOMMENDED COMPANION MODS
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Paradise will likely break if you try to run it with other gameplay mods.
However, many modern quality-of-life mods work perfectly fine with Paradise,
and are in fact recommended if you fancy them. Here are some mods that I
frequently use when playing Paradise:
- Damnums (by Xaser):
URL: Forum.zdoom.org
- Tilt++ (by Nash):
URL: Forum.zdoom.org
- Target Spy (by m8f):
URL: Forum.zdoom.org
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B. GAMEPLAY CHANGES
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/******** GENERAL ********/
- Gibs and alternative deaths for monsters across the board. Which death
animation plays is often dependent on the type of weapon used to kill
the monster, as well as the distance. No hitboxes though - this is all
purely cosmetic.
- 2 new HUDs (one minimal, one expanded), which can be cycled using the
plus (+) and minus (-) keys by default.
- Bullet casings, terrain splashes, per-item pickup sounds, color-coded
pickup messages, etc.
- Automatic pistol starts if enabled in the options menu (Main Menu ->
Options -> Paradise Options -> Pistol start)
- De-randomized damage for monsters and players alike. Every attack now does
set pre-set amount of damage. In the case of most monster attacks, their
new damage values are the average of what their old, randomized values
would be. In the case of the player, any weapon changes not
significantly altered from vanilla tend to do more on the upper end of
the previous random scale, rather than the average.
/******** NEW MENU OPTIONS ********/
New options are accessible via Main Menu -> Options -> Paradise Options:
- Max VFX: Alias for GZDoom's built-in sv_corpsequeuesize. This controls
how many visual effects can be in-game before the oldest ones start
to disappear. This covers gibs and ammo casings. It is recommended to
lower this value if you experience FPS issues.
- Monster-fired rocket flight noise: If enabled, Cyberdemon and Cyber Baron
rockets will make a beep every few moments while flying through the air.
This has no tangible effect on gameplay, but it does make it easier to
hear rockets coming from a distance, and is therefore helpful to have
on for large, multi-directional fights.
- Use MIDI soundtrack: If enabled, instead of the default "arcade" music
tracks playing in the main Paradise maps, MIDI alternatives will be
played. You can optionally use the IDMUS## cheat code in-game
to access the midi for map01 - map05 by playing the music from
map11 - map15. Eg, map01's alt track would be IDMUS11, map02's is
IDMUS12, etc.
- Pistol start: If enabled, the player's inventory will be reset to their
starting inventory at the beginning of each map: fist, pistol,
50 bullets, 100 health, no armor. Recommended for balance, but not
necessary.
- Auto reload weapons on empty: If enabled, whenever a reloadable weapon
reaches 0 reloadable ammo, it will automatically start a reload,
instead of requiring the player to use the fire or reload key to reload.
- Scaling: Controls the scale of the HUD. Alias for GZDoom's built-in
hud_scale option, which itself is also controlled elsewhere in GZDoom's
options menus by default. This option is duplicated to the Paradise
options purely for convenience.
/******** WEAPONS ********/
- Fist: No major changes.
- Chainsaw: Triggering the Cyber Baron’s pain state with a chainsaw is a
guaranteed disarm. No other major changes.
- Pistol: Shots are much more powerful, and much faster, than vanilla,
but at the cost of having to reload every 6 bullets.
- Shotgun: Fires faster, has tighter horizontal spread but with equal
vertical spread. Can fire 8 shells before reload. Fires and reloads
faster when player is 50 health and below.
- Super Shotgun: Slightly tighter horizontal spread, and a few frames faster
at firing too I think. Really powerful as a combo-ender (ie 4 scrap
shell shots into instant SSG) thanks to instant weapon switching.
- (NEW) Scrap Gun: Projectile shotgun. Does a ton of damage up close, but
its extreme spread makes it unideal for anything but short-range.
- Chaingun -> Assault Rifle: Fires in 3 round bursts, and reloads after
45 shots. Bullets are significantly more powerful than the vanilla
Chaingun.
- Rocket Launcher: Significantly increased rate of fire, and faster
projectile speed. The cost is that splash damage, and therefore overall
damage, are nerfed. Direct hits therefore are much more important. Works
well as both a combo starter and ender.
- Plasma Rifle: Reloads every 40 shots. Otherwise, quite similar to its
vanilla counterpart in terms of damage output and speed. Used in
only in the bonus maps.
- BFG9000: No major changes.
Note that there is a menu option to enable automatic reloading when a
weapon becomes empty (Main Menu -> Options -> Paradise Options ->
Auto reload weapons on empty).
/******** MONSTERS ********/
- (NEW) Diabolist: Fiery-red cousin of the Archvile. Summons exploding
plumes of fire beneath the player’s feet that linger for a few moments
for area-denial. Punishes you for not watching your footwork.
- (NEW) Tortured Soul: Similar to a Cacodemon, but releases out lingering
toxic clouds, which damage players and other monsters alike, upon pain
and death. Think of them like flying barrels.
- (NEW) Pyro Demon: A hell-knight variant whose projectile explodes into
small chunks of fire that linger on the ground upon impact. Lingering
fire is constant but low damage, for area denial.
- Archvile -> Exile: 150 more HP than vanilla. Otherwise purely a cosmetic
change.
- Baron of Hell -> Cyber Baron: Has a chance to fire a rocket out of its
rocket arm, in addition to its regular green fireball attack. Once under
~50% health, a strong attack (anything but a pistol/AR attack basically)
will destroy its rocket arm, leaving it with only the green fireball
attack. Its rockets (which are now distinct from player rockets) deal
slightly less damage and have a smaller explosion radius than vanilla.
- Zombieman -> Plasma Zombie: Fires two shots of plasma instead of a single
hitscan bullet.
- Cyberdemon: Has 25% less health than vanilla, and is now susceptible to
explosion/radius damage. Its rockets (which are now distinct from player
rockets) deal slightly less damage and have a smaller explosion radius
than vanilla.
- Demon -> MechaDemon: Walks and bites faster than its vanilla counterpart.
During its attack animation, takes increased damage.
- Cacodemon: Fires slower projectiles than its vanilla counterpart. During
its attack animation, takes increased damage.
- Imp: Fires slightly faster projectile than its vanilla counterpart.
- Lost Soul: Significantly less HP than its vanilla counterpart.
- Pain Elemental: Has a small, damaging explosion upon death, to make it
slightly less safe to stay in its face to block Lost Souls from spawning
upon death.
- Mancubus -> Behemoth: Same stats as its vanilla counterpart, but fires its
projectiles out of its cannons now, rather than the center of its body,
making the projectiles a little tougher to dodge.
- Arachnotron -> Fusionite: Same stats as its vanilla counterpart, but fires
its projectiles in strings of 4 with a small gap in between each bunch.
===========================================================================
D. MAP INFO
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Below are some notes on the history of each map, along with each map's music
credits. This information is really not much more than trivia, and is not
required to play Paradise.
Title music: "Do U R [Staff Roll]" from Grounseed
Intermission music: "Flashback [Ranking]" from Armed Police Batrider
===================
MAP01: Sewer Surfing
===================
Music: "Chasing Gang, Need 4 Speed [Stage 5 Highway]" from Armed Police Batrider
Alt midi music: ??? from Descent
This map was the last map created for v1 of Paradise. After player feedback on
the v1 iteration, I reworked this map to be a more gentle introduction to the
episode, while still being able to retain most of the map structure and pathing.
I intended to completely replace this map with a new one for v2, but as I was
nearing completion on the replacement-to-be, I decided that a simple rework of
the existing MAP01 would serve as a better opener for Paradise than the new map.
===================
MAP02: Acid Jungle
===================
Music: "Easy To Go [Stage 1 Manhattan City]" from Armed Police Batrider
Alt MIDI music: "Web Spider" from Mega Man X4
This map was originally a speedmap from 2014 for an unfinished MBF project that
I began working on after Mayan Mishap. The project never progressed
substantially beyond the single speedmap, so I eventually repurposed it for
Paradise later.
The map has received some minor visual and gameplay adjustments from v1, but not
a lot was changed.
===================
MAP03: Hyper Safari
===================
Music: "Night Sweeper (Stage 7)" from Hyper Duel
Alt MIDI music: "Departure" from Duke Nukem 3D
This map is originally based off map01 in ZaBigBoss' Back to Thunder Road (2016),
though there's not much left here from that map. Initially my plan was to take
that map01, scale it up slightly, and add some jungle visuals, but it quickly
turned into a much larger map as I developed the jungle theme further and
further.
The map has received some minor visual changes from its v1 iteration, as well
as a number of gameplay changes that significantly tone down the difficulty. The
original v1 map was admittedly pretty bonkers on UV.
===================
MAP04: Emerald Babylon
===================
Music: "Degeneracy" from Battle Garegga
Alt MIDI music: "Plantation Crash" from Zone 66
New to v2. The first half of the map is based on a speedmap I did after creating
Paradise v1 (that speedmap is included in the bonus episode as MAP53). Adapting
the speedmap into the Paradise theme was essentially the catalyst for creating
Paradise v2.
===================
MAP05: A Sickly Earth
===================
Music: "The Red Naval Port" from 19XX: The War Against Destiny
Alt MIDI music: "Credits" from Descent II
New to v2. This map is a mish-mash of reworked and retuned speedmaps, though a
few areas are brand new.
The creation of this map turned out to be a real struggle. Some parts, such as
the central jungle area and the main diamond Archvile fight in the north, were
created without too much second thought, but every other area of the map went
through at least 2 completely different iterations that I scrapped. At one point
I considered giving up on this map and just making MAP04 the last main map in
Paradise v2. I'm very glad that I keep going though, because this turned out to
be my favorite map in the whole thing, both in terms of gameplay and visuals.
What's not to love about fights with gaggles of Diabolists and multiple
Cyberdemons??
===================
MAP31: Forbidden Zone
===================
Music: "Sacred Cave" / "Forbidden Area" from Castlevania Aria of Sorrow
New to v2, though this map was teased at the end of Paradise v1. The gameplay
concept for the first room was heavily inspired by a speedmap by rdwpa, but all
fights in the map were planned out textually on paper before I started actually
making the map in Doom Builder. The two secret fights were added quite late in
the map's development.
===================
MAP32: A Portrait of Flames
===================
Music: "Portrait of a Ghost Ship" from Castlevania Rondo of Blood
New to v2, and also based entirely off a speedmap from late 2018 (included in
the bonus episode as MAP56). This and MAP31 were initially to be part of a
totally separate, non-Paradise episode, but I struggled to create/finish other
maps in the episode, and instead included these maps here as secret maps to
help break up the jungle theme from the main maps.
/******** BONUS MAPS ********/
This bonus episode is comprised of speedmaps and other scrapped maps of mine
from the last few years. Some of these bonus maps have received substantial work
on them to make them more polished in terms of both visuals and gameplay, but
generally, they are of far lesser quality than the main Paradise episode.
All bonus maps are playable from start to finish (pistol-starts intended), and
have received some gameplay tuning across difficulty levels. Most bonus maps
titles are just their development titles (mostly 30mXX from my 30+ minute
speedmap series, or spdXX from my older general speedmap series).
!!!! Please play these bonus maps at your own risk !!!!
They are intended to be fun, but nothing is guaranteed. As with the main
Paradise maps, feel free to rip anything from these maps.
===================
MAP33: 30m14b
===================
Music: "Cemetery" from Castlevania Rondo of Blood
Originally a ~30 minute speedmap, significantly reworked and overhauled into its
current state. Very heavily inspired by Gusta's work in Plutonia 2. This was
another map that was intended to be in a separate gothic-themed episode along
with MAP31 and MAP32. I ended up feeling kind of lukewarm about this map's
gameplay after finishing this rework, but I'm pretty happy with the visuals at
least.
===================
MAP34: Sightless Nest (30m31)
===================
Music: MAP16 from TNT: Evilution
Heavily inspired by MAP32 of Sunlust, as the texturing and music would suggest.
I speedmapped this layout in a few hours, then came back many months later to
put some finishing touches on the layout and add all the gameplay. Kind of basic
in design I guess, but I really enjoy how the fights turned out here.
===================
MAP35: 30m24
===================
Music: "Degeneracy" from Battle Garegga
Heavily inspired by MAP18 of Resurgence.
===================
MAP36: spd02
===================
Music: "Simon's Theme" from Super Castlevania IV
A pretty old speedmap, dating back to early 2017. The music of Castlevania IV
has been a pretty big influence on my mapping at times, as its usage in this map
and a few other bonus maps might suggest. For release in this bonus episode, I
made some quick edits to the map and added monsters, though it's admittedly a
pretty barebones effort.
===================
MAP37: unholy02
===================
Music: "Pillared Corridor" from Super Castlevania IV
Plucked from a 3-map speedmap episode called "Unholy", whose other maps are
elsewhere in this bonus episode. Built around the idea for a fight that forces
the player to dance around on a tight catwalk while dodging Diabolist fire.
===================
MAP38: spd04
===================
Music: "Forest of Monsters" from Super Castlevania IV
Another older speedmap. The layout itself has been completed for a few years,
but I never implemented gameplay in the map until recently, after deciding to
release it as part of this bonus episode. "Starlit library" is a theme I'd very
much love to explore more in the future.
===================
MAP39: 30m5
===================
Music: "Rusty Nails" by Jimmy, from Speed of Doom
Inspired by Hobomaster's maps.
===================
MAP40: 30m3
===================
Music: "Wily Stage 1 - Entrance" from Mega Man 7
Inspired by the end of MAP01 of Combat Shock 2.
===================
MAP41: spd17
===================
Music: ??? from Descent
Older speedmap inspired by Richard Wiles' "dickie" series.
===================
MAP42: 30m26
===================
Music: "Nesting in the Sands" from Contra III: The Alien Wars
Vaguely inspired by TimeOfDeath's ESP2.
===================
MAP43: 30m10
===================
Music: "Underground Reservoir" from Castlevania Aria of Sorrow
Another green hell/gothic speedmap from around the time I was working on
MAP31 and interested in that theme.
===================
MAP44: 1ntru
===================
Music: "Splash Down!! ~Planet Undertow~" from Ristar
Originally made ~2011, as a speedmap for 1ntru's birthday. Was going to be part
of a 32-map Boom megawad that I intended to make at the time, but didn't get
very far with.
===================
MAP45: utow02
===================
Music: "Clock Tower Casualty" from Castlevania Harmony of Dissonance
Made around the same time as MAP44.
===================
MAP46: unholy03
===================
Music: "Den" from Castlevania Dracula X
Unfinished finale from speedmap episode "Unholy". The map is still completely
playable and exitable, but past the first fight, the player can run straight to
the exit. I'd still like to expand on this map sometime in the future, because
this music track is too good to not use in a big slaughtermap.
===================
MAP47: unholy01
===================
Music: "Dracula's Theme" from Super Castlevania IV
First map of "Unholy", and pretty underwhelming. Conceptually it's ok I think:
player approaches spooky gothic structure from the dark forest, and does some
battle in the dark interior, with windows out into the foreboding sunset, etc.
But I wasn't able to do the concept justice with the short time that I gave
myself to make the map - though I imagine I'd still struggle to do it justice
even _with_ ample time.
===================
MAP48: 30m30
===================
Music: "Map C" from Super Castlevania IV
Inspired by Jodwin's MAP29 in Claustrophobia 1024 2: The Mystery of Too Many
Maps.
===================
MAP49: 30m21
===================
Music: "Stage 2" from Dragon Saber
This speedmap was an experiment with ice physics, to explore the viability of
fights designed around such physics. I think there's still some potential, but
I don't know that this map really ended up being a compelling demonstration of
the idea. It's got a cool music track though, at the very least.
===================
MAP50: 30m9
===================
Music: "Hot Head Bop" from Donkey Kong Country II
Speedmap for me to experiment with the scrap gun and catwalks.
===================
MAP51: python
===================
Music: ??? from Descent
Quite heavily inspired by Sunder map01, as the map name, music, and visuals
suggest. Also served as a playground for the scrap gun. I like the first room
a lot, but I'm pretty lukewarm on the rest of it.
===================
MAP52: 30m8
===================
Music: "Lunatic Pandora" from Final Fantasy VIII
Another scrap gun experiment. Unlike most of the other 30mXX speedmaps that
ended up taking more than 30 minutes to make, I think this map stayed within or
was quite close to the 30 minute limit.
===================
MAP53: 30m19
===================
Music: "Underground Reservoir" from Castlevania Aria of Sorrow
Semi-speedmap inspired by Death-Destiny's map No Chance. I used this map as
basically a testing ground for a bunch of fight ideas, some of which ended up
getting used in the main Paradise episode.
===================
MAP54: 30m1
===================
Music: ??? (taken from D2XGold; probably a metal song from the 90s)
Straightforward slaughter speedmap, inspired by an image I saw in the Post Your
Doom Picture thread on Doomworld at some point.
===================
MAP55: 30m42
===================
Music: "Dilemma" from Chrono Cross
Inspired by some of Mechadon's progress screenshots on Supplice that he shared
sometime in 2019. This was originally going to possibly be the start of another
main episode Paradise map, but I pretty quickly gave up on the map. Near the end
of Paradise v2 development, I gave the map a visual overhaul, changing it from
the Paradise dark metal theme to this BSTONE-heavy theme. I'm not too fond of
the map's gameplay, but the visual overhaul was a good means of theme
exploration.
===================
MAP56: 30m2
===================
Music: "Wily Stage 3 - Walk the Invisible" from Mega Man 7
Inspired by MAP10 of Unidoom DM 3 (UDM3). In terms of gameplay, I started with
the idea of alternating Diabolist/Archvile turrets that the player has to play
around, and built the rest of the map from there. Made in ~45 minutes.
This map was later revamped and turned into MAP32.
===================
MAP57: 30m25
===================
Music: "Credits" from Descent II
Inspired by the maps in TimeOfDeath's ESP2, as well as one of rdwpa's speedmaps.
Probably took around an hour for the initial version. The driving gameplay
concept was a small arena that slowly revealed and reconnected to itself.
This map was later used as the basis for the main outdoor area in MAP05.
===========================================================================
E. EXTENDED CREDITS
===========================================================================
For reuse of anything you see below that is done or modified by Tango, no
credit to Tango is necessary. However, please still credit the original author(s) of
the content modified by Tango.
========
MAPPING INSPIRATION
========
Format is author name followed by, in parentheses, any specific mapsets that provided
inspiration, if applicable.
Chris Lutz (Doom II: Hellscape)
Joshy (Resurgence, Speed of Doom)
Darkwave0000 (Speed of Doom)
NoReason (Disparate Realities)
Paul977 (Black Room, Secret Energy)
Ribbiks (Sunlust)
Dannebubinga (Sunlust, Combat Shock 2)
Benjogami
bemused (Flotsam)
Scotty
dobu gabu maru
rdwpa
Mechadon
========
OTHER INSPIRATION
========
Daedalus:
for making Complex Doom, which was a major catalyst for me creating the
gameplay mod included in this set
Yuzo Koshiro:
for composing the excellent Streets of Rage 1 & 2 soundtracks, which I
listened to for many hours while creating these maps
Tsukumo Hyakutaro:
for composing the soundtracks of Hyper Duel and Thunder Force V, both of
which provided massive inspiration for v2 of Paradise
Purple Motion:
for composing the tracker module "Seaside Hotel 2 - rooms", which was my
original inspiration back in 2012 for creating beachy maps. I still have a
Skulltag/Zandronum invasion map somewhere that uses this track and should
probably be released at some point...
========
MAPPING CREDITS
========
All maps are original works by Tango, with the exception of map03, which is
based on map01 of the excellent Back to Thunder Road, by ZaBigBoss.
========
PLAYTESTING CREDITS
========
The list below includes players that specifically asked to playtest, along with
others that provided feedback either via forums, Twitter, or by recording their
playthroughs on Twitch/YouTube. In no particular order:
Vyre
Bridgeburner
Zaranell
Killer5 aka MrZzul
FoxPlays
Xenaero
00_Zombie_00
DavidN
Archanhell
Rathori
koren
Gez
Lorenz0
Odorousbag87
chowbar
Fatalis
Mere_Duke
NPC_CO8ALT
Charles G. Kucharzak
Logo Renard
The feedback provided by these folks was immensely helpful, and I owe them
greatly for their patience and willingness to help. I want to specially thank
Vyre for playtesting so extensively, and doing so for multiple iterations of
Paradise v2.
========
TEXTURE CREDITS
========
Fredrik Johansson
NiGHTMARE
Espi
Eriance
Fredrik Johansson
Janitor
DaGGeR
Ola Bjorling
Vader
XDelusion
esselfortium
RottKing
Nuxius
Afterglow
AgentSpork
RottKing
Enjay
Huy Pham
SargeBaldy
Tormentor667
The GothicDM Team
The Requiem Team
The Eternal Doom Team
id Software
Raven Software
Rogue Entertainment
Jimmy
Mechadon
NokturnuS
FuzzballFox
EarthQuake
CaptainToenail
MartinHowe
Kyka
Malinku
Gothic
Jaska
Texture resources that were made (via modification) by Tango which you DO NOT
need to credit Tango for but SHOULD still credit the original authors of the
resources:
dark metal texture recolors
beachy sand flats
vine + rock composite textures
recolored/more vibrant grass textures
========
OTHER (RESOURCE) CREDITS
========
Tango:
new caco sprite modifications
brightmaps for any other sprites you don't see credited elsewhere
one-armed cyber baron sprites
gib spawners (just the generic spawners; all other gib stuff is credited to Sergeant Mark IV)
pyro pemon gib sprites
The Denizens of the ZDoom Wiki:
various code samples and instructions on how to do things in ZDoom. you are all stars in my book
Blue Shadow, Gez:
various code help provided on the ZDoom forums. thank you both for everything you do for the community
ZZYZX and all past/present GZ/Doom Builder contributors:
creating/maintaining GZDoom Builder (and its forks), which was used for nearly all of the mapping done here
Graf Zahl and all G/ZDoom contributors:
creating G/ZDoom, which this work would not be possible without
Simon Judd and all SLADE contributors:
creating SLADE, which was used for 100% of the resource management
Tormentor667:
sparkle sprites and code
Per Kristian:
Smooth weapon sprites, which are the basis of many (all?) of the weapon sprites contained here
HQ Doom iwad sounds
Nmn:
base of the SSG sprites from Stomper
NightFright:
"Improving PerK's smooth animations mod" mod, which was the code basis and original sprite source for all the weapons done by Uzver (see below)
Uzver:
code basis and original sprite source for weapons (see Forum.zdoom.org); much of the work done here was built upon or unused by Tango, however
Z86:
Smoother chainsaw, smooth BFG sprites
Blox:
Improved gloved fists
Virtue:
iwad texture and flat brightmaps
pickup, decor, player, chaingunguy, cyberdemon, cacodemon, pain elemental, hell knight brightmaps
Gifty (Smooth Doom):
barrel sprites and brightmaps
cyberdemon smooth death animation sprites
cacodemon alternate death sprites (modified by Tango to fit new Caco sprites)
smooth key/skull key sprites and code
smooth revenant projectile sprites and code
smooth baron ball sprites and code
smooth soulsphere sprites and code
smooth armor bonus sprites
Gifty: (DeadMarinev0.9.4.pk3 @ Doomworld.com)
new blood decals
blood decal code
TiberiumSoul (Insanity's Requiem Mk. 2):
scrap gun sounds
Deadalus (Complex Doom):
fusionite brightmaps
behemoth brightmaps
exile brightmaps
exile sprites
Tortured Soul projectile sprites (slight modifications by Tango)
blood sprites and code
bullet tracer sprites
bullet tracer code reference
bullet puff sprites
lost soul alternate sounds (currently disabled though)
pistol sound effects
pistol, shotgun, super shotgun, assault rifle, plasma gun sprites
pistol, shotgun, super shotgun, assault rifle, scrap gun code reference
pyro demon sounds
draugr sounds
Jekyll Grim Payne (Beautiful Doom):
bullet casing code (slight modifications by Tango), bullet casing sprites
the two unused sounds in /sounds/bounce
Xaser:
Tortured Soul DECORATE basis
Dreadopp:
Tortured Soul GLDEFS
Assmaster:
Tortured Soul sprites
id Software:
Tortured Soul sounds and sprite basis
Cacodemon Vortex ball death sound
health bonus pickup sound (PSX Doom)
Dark Imp sounds (PSX Doom)
zrrion the insect:
clip sprites
Banjo Software, Raven Software, Rogue Entertainment, Eriance/Amuscaria:
Cacodemon Vortex ball see sound
Amuscaria (formerly Eriance):
Cacodemon Vortex ball sprites
Behemoth sprites
Fusionite sprites
Draugr sprites
diabolist sprites
warlock code basis
warlock sounds
warlock sprite edit
Amuscaria, Maelstrom:
Pyro Demon sprites
Maelstrom:
Pyro Demon code base
Jimmy:
Agathodemon sprites
Raven Software:
warlock sprite basis
warlock sounds
Ben2k9:
cyber baron sprite edit
Ghastly Dragon:
warlock gldefs
IMX:
imp sprites
demon sprites
40oz:
base for the new caco sprites
smooth liquid sprites (VAVA##)
Sergeant Mark IV:
hell knight alt deaths
the general gibs system (taken and modified from ketchupv5)
lost soul gib sprites
plasma zombie alt death sprites (modified by Tango but based on altdeaths from the Brutal Doom zombieman sprites)
Gifty, Vdude
red-blooded versions of smooth hell knight original death
Capcom (Megaman X5):
secret sound effect
Yuzo Koshiro (Streets of Rage 2):
menu, intermission sound effects
Konami (Castlevania: Symphony of the Night):
barrel hit sounds
draugr skull bouncing sound
pyro demon fade sounds
NOVA2.wad:
TNQ* textures and flats (see GOTHIC folders for each). the filename prefixes show they were added by tourniquet, but not sure who actually made all those flats
silentzorah (Doomzone):
DROK* rocket sprites (specifically comes from dzmod3.wad contained within doomzone.pk3)
Revenant100:
cyberdemon sprites from Doom 2 Minor Sprite Fixing Project
Captain Toenail, Ghastly_dragon:
plasma zombie sprites (downloaded from realm667)
Doom Roguelike Monster Expansion:
Cacodemon projectile trail; credits from that wad's section ("Hell Crusader AKA Paladin") that includes these sprites:
"Sprites by Id Software, Raven Software, Wolfendoom, Eriance, Vader, HorrorMovieGuy, Finalizer, whoever made the ST Grenade"
Huy Pham:
white candle sprites (CANDA0)
Yholl, SoloSpaghetti, Sgt. Shivers, amv2k9, Kyle873 and Seryder (DoomRL Arsenal Monster Pack):
Diabolist altdeath2 sprites. I could not find more specific credits of who edited these sprites specifically
Id Software, Monolith Games:
Pyro Demon sounds
Skelegant:
Machinegunguy code base, sprite modifications, sounds
David G:
Machinegunguy sprite modifications
DustedPandemonic:
key pickup sounds from Pandemonia-v1.0.1.pk3; pretty sure original source is Quake 1 though
all ammo and backpack pickup sounds from Pandemonia-v1.0.1.pk3 and Pandemonia-v1.1beta1.pk3
Cybermeme (Cyber's Monster Randomizer: Forum.zdoom.org)
draugr death sound. I don't remember where all the other draugr sounds came from :(
Boondorl (Doom Rebalanced 1.0: Doomworld.com):
influence for the Scrapgun spawner code that fixes autoaim for the gun
TeamTNT (retres.wad):
base for the slightly edited new index font used in the custom status bar
m8f (idclever-starter-0.5.1.pk3):
the code for the pistol start logic, which I gutted and trimmed down a bit (full credit still goes to m8f though)
Raven, Ettingrinder, the Hexen 64 devs:
hexen tree variant sprites
whirledtsar:
hexen tree variant code
A huge thanks to everyone responsible for the resources used in this wad, and an
equally huge thanks to everyone that was helpful with playtesting and gave me
feedback. There are no doubt a handful of people that I'm forgetting, but my
thanks go out to everyone that took the time to play this mod.
Did you get permission from Tango to upload this?
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