Doom3 - Mr. Smiley Head's Safari
by
Impact Software
version 7.0 (by Jive)
===================================================================================The stuff of the v6.0 was legalized, pwadized, and submitted to the /idgames-ftp-archives by
FunDuke --> funduke@hotmail.comThe review at the beginning of this template has been written by FunDuke.
The review at the end of this template has been written by Jive --> gzdoom@doomwadstation.com====================================================================================
==============================================================================
Review
: Comic-styled, weird, underground classic.
==============================================================================
Primary purpose : Mainly new graphics and sounds, and modified levels.
==============================================================================
Title
: DOOM3: Mr. Smiley Head's Safari v. 7.0
Filename
: d3safari.wad d3safari.deh for the v6.0
Doom3.wad for the v7.0
Release date : DOOM3 v. 5.0 was released Jun/Jul 1995
D3SAFARI v. 6.0, the legalized version, Jul/Aug 2006 by FunDuke
DOOM3 v. 7.0, the final version, Nov. 27, 2006 by Jive
Author : Impact Software
Main Hacker/Programmer: Calvin Wong
Editor/Hacker in Chief: Ken Wu
Graphics Design/Pics Artist: Calvin Wong
Debugger:
Calvin Wong
Inovation/Idea:
Anthony Ong
Mike Tam
(Flying Bear Studios / Sparrowbird Software)
Jonathan Chang
John Wei
Beta Testers/
Engine Construction:
Calvin Wong
Special
Thanks:
Flying Bear Software/Studios
Email Address : -
Misc. Author Info : Impact Software, Flying Bear Software and
Sparrowbird Software are [have been] organization
-s of young hackers (14 years and over [in 1995]).
Description : Comments by Funduke for the v6.0:
'DOOM 3 - Mr. Smiley Heads Safari' was an
underground version of DooM.
The makers of d3safari were a group of young
hackers, who called themselves IMPACT. They have
merged several previously existing levels and
enemy-replacements for DooM, that have been made
by other people, into an iwad, added some weapon,
item and title-graphics, made by their own, and
released that with a hacked v. 1.2 doom -executable.
This '95 doom3 was fun to play, but it had a
legal issues problem:
All the wall textures haven't been changed and
were still being copyrighted material by id
software. There have been also the original
(copyrighted) graphics of the space marine
(player) and the Spider-demon in the game.
Distributing that *Doom 3: Mr. Smiley Head's
safari* as a standalone playable iwad with
executable and copyrighted content is illegal.
But most of the components that have been used by
Impact are freely available for download as addons
to the legal full version of DooM.
The legalized version 6.0 gives you in d3safari.wad
and d3safari.deh the unique graphics and
executable changes by IMPACT, along with some
sounds and new music.
You can use these two files with DooM, DooM II
and Final DooM.
They change:
- The fist of the space marine is replaced with a
baseball bat.
- The plasma rifle is now a spray can, that's
used by Mr. Smileyhead as a flame thrower.
- The BFG 9000 is now the GFB (Good Fether Bird),
a chicken, that's used to shoot eggs, that are
nearly as dangerous as a nuclear bomb.
- The chaingun is now a MP69.
- New title, help and credit screens.
- New level titles as graphis and in the deh-
patch.
- New in-game messages in the deh-patch.
- New music, not composed by IMPACT, but, hm,
well...
- The handshoed hands of the space marine are
replaced with the hands of Mr. Smileyhead.
PLEASE NOTE:
DOOM2/TNT/PLUTONIA -users should use sht2.wad
(it's in the \impact -folder). That adds the
hands of Mr. Smiley Head to the super shotgun.
Implementing that change directly in the
d3safari.wad caused problems with DooM and
Ultimate DooM, when using zdoom.
Source port users can simply add sht2.wad to
the command-line with that they launch the
pwad. Vanilla users can put the stuff into
the d3safari.wad via:
deusf -join d3safari.wad sht2.wad
Impact has also used add-ons by other people for
their DooM3 and made in some cases several
changes to them. In the package of the legalized
v. 6.0 of D3SAFARI, these third-party add-ons are
not included. You have to download them separately.
The file IMPACT.WAD in the subfolder ./IMPACT of
this zip contains all the changes, that have been
made by IMPACT on these add-ons.
IMPACT.WAD contains also three enemies, that
appear to have been made by IMPACT themselves.
But two of them are bound to add-ons, made by
others. --> The blue Ranger to * J O L T
D O O M * and the snowman to the chook launcher.
And leaving the third, the shotgun-man
-replacement alone, as the only new enemy in
d3safari.wad, would have made him look stranger
than intended.
To help you to install the third-party enemy-
replacements and the chook-launcher along with
the changes, that have been made by IMPACT to
them, i have included d3s_inst.bat and the
separate files in the .\impact -subfolder.
You need to download these add-ons separately.
Store their files, extracted from their zip-
packages, in a folder with a doom, doom2, tnt, or
plutonia-iwad and deutex and deusf as well as
d3safari.wad, d3s_inst.bat and the .\impact
-folder. Then run the batch-file, that will
install them.
The following files are *required* (!) for the
installation with d3s_inst.bat, i tell you them
with their location in the /idgames -ftp
-archives (see list of current mirrors at the end of this file):
/themes/aliens/adoom2p2.zip (Adoom [Aliens DooM] by The Weasle)
/graphics/eyeball.zip (Eyeball by unknown author)
/themes/barney/barndopw.zip (Barney DooM by Jody Melanson)
/themes/pacman/pacdoom.zip (PACMAN DOOM by Bill Neisius)
/graphics/ctsdmgpw.zip (CREATORS Doom Graphics by Toolord and Magnum)
/themes/chook/chookv23.zip (*chook doom* by David Biggs)
/combos/joltdoom.zip (JOLT DOOM by Banished CPU)
The to this date (i write this at the 16th July,
2006) latest official, stable version of deutex
/deusf is v. 4.4. It's stored in the /idgames -archives at:
/utils/graphics_edit/deutex/deutex44.zip
A newer version (4.5) is currently in the making.
When it's made official, you might either find it
in the /idgames-directory:
/utils/graphics_edit/deutex/ or at the official deutex-homepage:
http://www.teaser.fr/~amajorel/deutex/
The installation (made with d3s_inst.bat) creates
d3s.wad, that contains the original IMPACT-stuff
from d3safari.wad, as described above, with the
third-party -add-ons, including IMPACT's changes to them.
The new changes after the installation are the follwing:
- The imps are now a mixture of the DooM-imp and
the Giger ALIEN from the movies. IMPACT adds
yellow fireballs instead of the orange ones.
- The cacodemons are now eyeballs. IMPACT gives
them a more gory death sequence and cadavres.
They also change, what the caco/eye shoots at
you, to an edited, shrinked version of the lost soul.
- The pink demons and spectres are now Barneys.
- The lost souls are now pac men. Originally a
replacement for the imps. Impact added a new death.
- The former human is now Toolord, a swiss guy in
a leather-jacket and jeans. IMPACT added a sad
smiley on the back of his leather jacket.
- The rocket launcher is now the shoulder-mounted
chook launcher. It shoots chickens. IMPACT
added a really big aiming-cross and something
like a fake status report on the upper left of
the screen. That gives it a cool look like a
transparent interface or something like that.
The installer adds also a replacement for the
cyber-demon. He's now Frosty, the snowman. His
enemy graphics seem to have been completely
made by IMPACT, but since he throws with
chickens at you, i made him avaiable only after
the installation. It would have looked stupid,
if the chickens change into rockets, once they
leave his hand.
- The shotgun enemy (Former Human Sergeant) is
now a GI Joe. He appears to have been drawn by IMPACT.
- The Baron of Hell is now the blue Power Ranger.
He throws bottles of jolt at you. The blue
Ranger seems to have been made by IMPACT. But
the jolt bottles are by Banished CPU.
About the levels in DooM3:
IMPACT has used levels by other authors for their
IWAD. Many, if not all of them have been more or
less modified by adding more enemies. There have
also been some modified id software levels.
Except for three levels, i have found all
originals of the third-party levels and made
sure, that they are in the /idgames-ftp-archives.
The three levels, that i have not been able to
find anywhere else, E1M8, E2M8 and E3M8, are
stored as d3se1m8.wad, d3se2m8.wad and
d3se3m8.wad in the .\impact -subfolder. They have
been probably made by the IMPACT people
themselves. They are all played in doom at the
level, that the names tell. They are all single
player only and have no difficulty settings. See
[filename]_wadwhatoutput.txt for details.
The individual levels and their authors
(including download-links) are credited in
d3safari.htm . That is a (hopefully) complete
reference of all the stuff, that was used in
doom3 (v. 5.0/iwad-version). You can find the
most up-to date version of d3safari.htm here:
http://www.geocities.com/southparkduke/doom/d3safari.htm
During the work on this package, i wrote a batch
-file, that merged those other original levels
into that d3s.wad. But the resulting three
episodes worked not as they would have to work.
There haven't been the warps to the secret levels
and stuff like that. I was at some places stuck
in the levels, where i shouldn't get stuck.
So i decided, to leave that batch out of the
package. Look in d3safari.htm, where to get the
original levels and play them in combination with
d3safari.wad or d3s.wad as you like.
===========================================================================
* What is included in the v6.0*
New
levels
: 3 (separately stored as d3se1m8.wad, d3se2m8.wad
and d3se3m8.wad in the .\impact -subfolder)
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : Yes
Demos : No
Other : Yes
(an install-batch-file and install-data)
Other files required : Deutex and Deusf, if you want to install the
additional stuff.
Deusf is also needed, if you wish to use this
stuff with either plain vanilla doom or DooM95:
Run either
deusf -app d3safari.wad
or
deusf -app d3s.wad
... depending on what you want to play.
Vanilla fans need also dehacked for the
deh-patch.
* Play Information *
Game
: DOOM / DOOM2 / Final DOOM
* Construction *
Base
: New from scratch --> d3safari.wad
Modified stuff by others
(as mentioned above) --> ./impact/impact.wad
The modifications to stuff by others in
impact.wad are not able to be used as they are.
They require to download the originals.
Build
Time
: Five months, invested by IMPACT for v.5.0.
Two years and six months for this legalized pwad
-version 6.0, invested by the uploader from the
first idea to the upload. ... To be honest, there
have been some veeeery long cigarette-and-coffee
breaks... ... And there was also *Maximum DooM*!
... and school! ...
... and so on, and so on, and so on ...
Editor(s) used : deutex/deusf
Known
Bugs
: If you have a problem, that is not covered in my
long blabla above, please send a description of
the problem to my email adress at the end of this
file.
Tested
With
: Plain vanilla DooM 1.9, DooM95, zdoom 2.1.2,
gzdoom 1.0.16, Eternity v3.33.33, LEGACY v1.42
* Copyright / Permissions *
The batch-file d3s_inst.bat, that is included in this package, creates a
Pwad, d3s.wad, that contains stuff by third-party authors.
You are not allowed to distribute that d3s.wad in any way.
Those other authors have their own copyrights, distribution issues, stuff,
that they allow to do, or not to do. Please respect them!
* Where to get the file that this text file describes *
The mirrors of the /idgames -ftp-archives:
ftp://ftp.fu-berlin.de/pc/msdos/games/idgames/
http://public.ftp.planetmirror.com/pub/idgames/
http://www.gamers.org/pub/idgames/
ftp://ftp.ntua.gr/pub/vendors/idgames/
http://ftp.ntua.gr/pub/vendors/idgames/
ftp://ftp.chg.ru/pub/games/idgames/
http://ftp.chg.ru/pub/games/idgames/
ftp://ftp.mancubus.net/pub/idgames/
http://ftp.mancubus.net/pub/idgames/
http://youfailit.net/pub/idgames/
http://ftp.fdn.fr/games/idgames/
ftp://ftp.clinet.fi/pub/mirrors/archives.3dgamers.com/idgames/
ftp://ftp.task.gda.pl/pub/games/idgames/
ftp://ftp.netc.pt/pub/idgames/
http://ftp.netc.pt/pub/idgames/
http://crydee.sai.msu.ru/ftproot/pub/rec/games/idgames/
The upload-server of the /idgames-archives is:
ftp://archives.3dgamers.com/pub/idgames/
But please use the above listed mirrors for your downloads.
This final version (7.0) was made by Jive.
Keep in mind
that all the stuff comes from the 94's, which means that, if the
concerned authors have had the modern tools that I have used for this
new version, they would have make quite surely what I made myself.
I
didn't make any heavy change, but corrections of remaining problems and
errors in the design (unaligned textures, wrong choice of a texture
made for a trigger and not for a wall, one sided linedef when it should
be double sided, etc etc...) For example, I don't have added additional
rooms, or changes which could have modified the gameplay. Thus, Impact has modified it deeply, adding monsters on pretty all the maps.
The
second point to keep in mind is that, at that time, it was the use to
do such modifications AND to distribute the modified version of a wad.
It was even the use to do it WITHOUT any text file, nor anything about
the original author(s). It was also the use to build compilations, thus
the concerned authors put in their text file that we are NOT allowed to
built additionnal levels with their work. And those compilations were
distributed all around the world, without any problem at all (the
"rippers", the hackers were doing it officially, giving their name and
their email address). None of the ripped authors ever protested.
About
the official copyrighted original Doom: how many hacked versions can be
found all around the world? How many pwads, iwads and megawads can be
found which are containing a bunch of ripped stuff (textures, sounds,
music, etc...)? Thus, it was done officially, and idsoftware has NEVER protested. You can even find easily the original Iwads freely downloadable, thus they are still copyrighted, and idsoftware perfectly know it.
Why?
Simply because none of the concerned authors worried about it.
Do you seriously think that idsoftware was not advised that it was happening?!?
Of course, they were advised of it !!! But it was accepted as a tribute making known the name of their company.
For one of my own compilations (I made a bunch of compilations), the very latest called "Jive's New", I was able to prove that a member of the Team TnT
had ripped a wad made by someone else, and that the original author had
writen in his text file that it was NOT allowed to change anything in
his work, nor to build addtionnal levels. Thus, this member done it and
released it officially, and without telling it !!! (Doom 2099, map14,
by Justin Madigan - Beware, by Greywolf)
I
thought firstly that FunDuke made an awesome work, incredibly well
documented. He spent an awesome amount of time to do the v6.0
I don't even understand today how he was able to do it, and I love the fact to have been able to find who made what!!!
But...
He made also no matter what, for the only purpose to LEGALIZE.
This legalization amputed Doom3 of the most interesting part made by Impact:
1) the sprites were totally screwed and melted with the original ones made by idsoftware
2) The remaining original maps (a very few) made by Impact were OUT of the pwad: what a bad decision!!!
3)
The changed levels "ripped" to other authors were deleted, which is a
shame, because they were changed for the purpose to BE a part of the
pwad, and Impact worked hardly on it.
Let me explain now what I think of the "Copyright" for Pwads available on the archives of the net:
I don't matter the faked copyright for authors other than idsoftware, or Banjo Software, for example!!!
It's no matter what!!!
The pwads were NEVER sold, never copyrighted. To apply a copyright where there is NO copyright is a huge mockery. A copyright is not given nor taken, but obtained after a long travel throught the administrative machine...
I know it, because I am the author of a copyrighted game and a copyrighted program!!!
Apart
some rare crews, like TeamTnT, or Banjo Software for its pwad "HacX",
who sold and effectively copyrighted their game (and they were right to
do it), NOBODY else deposed a copyright for his pwad, NEVER!!!
So, I repeat it, I don't matter this facked copyright.
Most of the time, there is NO copyright for wads, period!!!
Thus, once said, we must have in mind that there is an intellectual property.
ALL the authors have the intellectual property of their work.
BUT... As far as nothing was ever officially deposed anywhere, this property is not known by the law.
All that is possible to do, for an author, is to ask to respect his work,
and to ALWAYS distribute it with the original text file and ALL the
stuff made by him, and also to explain in the detail what was made
exactly on it. For example, if a picture was changed, the author of
this change MUST put in the zip file the original picture, so that it's
possible to understand the modification, and also to put the original
back in place of the modified version.
The problem with Impact is
that they have NOT respected the original authors: they really ripped
their work, without telling us who made what, and when.
Thanks to the incredible work made by FunDuke, we are now able to know it.
But, with this new knowledge, we are right to put back the deleted maps.
We... I put back the deleted maps.
But
I have deleted all the ripped stuff made by idsoftware, because this
stuff is really copyrighted (patches and floors: none was modified)!!!
For
the musics, most of the time really copyrighted, NONE was ever
respected and they were ripped without any problem by everyone!!!
For this pwad, a bunch of the musics are from Jean-Michel Jarre. They ARE copyrighted, thus they were kept by FunDuke...
So, I don't matter your "legalization", your "copyright" for wads!!!
The legalization MUST be applied for stuff REALLY copyrighted.
Nothing else, nothing more, nothing less!!
One more point to let you understand that FunDuke made pretty no matter what with the legalization:
- Ian Suhrstedt,
the author of E1M1 (evil_e.wad) didn't put in his text file that we are
NOT allowed to modify his wad. The consequence is that we ARE allowed
to do it. But, this modified map was deleted by FunDuke!!!
- Alex Siegel,
the author of E1M2 (Castle.wad) didn't put in his text file that we are
NOT allowed to modify his wad. The consequence is that we ARE allowed
to do it. But, this modified map was deleted by FunDuke!!!
- Nathan Kidney, the author of E1M3 (GOTHMOG.WAD) wrote: "You may do whatever you want with this file".
- Dave Sawford,
the author of E1M4 (CAVLAB11.WAD) wrote: "You may do whatever you want
with this file as long as you put my name in it somewhere"...
- David & Kathy Bruni, the authors of E1M5 (omen.wad) wrote: "Authors (MAY) use the contents of this file as a base for modification or reuse"...
- the author of E1M9
(Tek.wad, Land of the lost) wrote in his text file: "Feel free to add
on to it". So, if the author himself told us that we are free to modify
his map, why the hell FunDuke deleted the modified map?!?
Ok, let me investigate a bit more deeply...
- E2M7: this map, made on April 26, 1994 is Map30 in "Cobra2_4", a compilation made by COBRA COMPUTER LTD. and they wrongly named the author "Brian J. 'Blazkowicz
' Rowan". The reality is that he is Brian J. Jacobs, student at the
Rowan University (College of Business). Of course, 12 years after, he
don't care anymore at all of the fact to use his work, as long as you
respect him and you are distributing it WITH the text file!!!
So, eat your "copyright" and good bye.
Must I put more to prove that the legalization made by FunDuke was made no matter how?
At
least, he has NOT respected the volunty of the authors, no matter who
they are (the group Impact or the different authors compiled).
About e2m5, FunDuke wrote that he don't know if it's "Cubos" or "Landing"...
The
principal area of the map "Cubos" is a huge cube, and there is what
could be a landing area (a huge star) in "Landing", when there is no
cube at all in Landing, nor landing area in Cubos.
So, I'm pretty sure that e2m5 IS "Landing", by Pedro Imaz.
Now,
with my version 7.0, you will be able to enjoy again the great work
made by Impact, and thanks to FunDuke, to know the name of the
originals authors for all the stuff of Doom3.
Resume of what was done by me (Jive):
The
corrections, rectifications, debugs were too much numerous for letting
me describe exactly the detail of what I done. So, here is only a
resume...
- Maps are back
- Sprites are back and well sorted
-
The dehacked file has been heavily modified. I put back the names of
the levels as they are displayed graphically at the end and the
beginning. I have added the name of the original pwad and of the
author(s). This patch is stored within the pwad, so you don't have to
worry about it. I kept the format of the file (a classical dehacked
text, and not a bex one) for the purpose to keep the compatibility with
Doom Legacy and all the modern ports not able to handle the bex entries.
- I have deleted the patches and floor entries (unmodified original stuff)
- I have deleted the illegal sprites and gfx (unmodified original from idsoftware)
- Beavis and Butthead sounds are back
- All pictures by me.
- I have interverted E1M1 and E1M3 because of the secret entry line which was in the wrong map.
Before: E1M1 ==> E1M9 ==> E1M5
Now : E1M1 ==> E1M2 ==> E1M3 ==> E1M9 ==> E1M4
- E1M2: added numerous missing textures
- E1M3: added numerous missing textures and corrected errors
- E1M5: removed unused sectors. 2 spectres were stucked.
- E1M8: corrected remaining problems
-
E1M9: I moved the sector 152 for the purpose to display properly the
texture of the ceiling. Linedefs 5 & 6 aligned. Height sector 14
& 49 changed to display a small side before the ceiling which is a
sky.
- E2M3: added missing texture, and the thing 432 (the ennemy former human) was outside the map...
-
E2M4: this level, originally made on May 15, 1994 by Steven L. Bareman,
is an edited (by me) version. I have embedded some areas, adding some
very few details here and there. The gameplay is absolutely not
changed, and it's only a graphical work, nothing else. For example, the
outside part of the map was really very hugly, and none of the textures
was aligned. We must have in mind that, at that time (1994), aligning
textures was really a pain. Now, we have powerful editors. So, I made
what would have made the author himself with such editors. But I don't
care is you don't credit me for this editing work. My only purpose was
to bring this wad upper on the scale of value, without changing its
gameplay and what was intended by Steven.

- E2M6: I have embedded the room for the exit:

and here is my edited version:

Here
again, like for e3m2, this exit room is opened very early and the
player could think that it's a trigger activating something. I highly
dislike to press such a trigger and to end a game without the desire to
exit. Of course, there is nothing to comment about the texture, which
was NOT designed for an entire wall.
-
E3M1: made on January 20, 1994, it's one of the earliest pwad ever
released. Its author, Kenneth S. Forte, made a very good work, but what
was done to this level on Doom3 was pure shit!!! Absolutely unplayable
(even on God mode, I had to cheat again and to reload 3 times my BFG to
be able to kill all the monsters of the first room...)!!! So, I
replaced this shit with its original version. It was perhaps playable
on cooperative mode? Bah, who cares?
- E3M2:
secret exit removed
(otherwise: E3M2 ==>E3M9 ==> E3M7, and the maps E3M3 to E3M6 were
skipped). Sector 162 declared secret, otherwise, you can ignore it...
The final room for exit slicely modified (the sign "exit" was added,
because it's accessible as the very beginning of the game and the
player could think that it's a trigger to activate something). The
author Tim Scott wrote: "You may do whatever you want with this file "
- E3M3: numerous bugs removed.
-
E3M4: I have always thought that this level (DooM's e3m1) was just shit
and that its author made it in a hurry and, by the way, made pretty no
matter what... I have edited it and I have added a very few details.
When a work is poor, the possible corrections will be also as poor,
right? Anyway, my purpose was not to change it, but to embed it a
little bit. You won't notice it while playing.
Here is an example:

and here is my edited version:

As
you can see it by yourself, I didn't change it deeply... By the way,
this area was really hugly, with all those textures put together
without any purpose. The huge switche at the left side was not well
integrated, and the door itself had a tiny left side and a large right
side., with unaligned textures. I kept the unaligned texture between
the 2 doors to let you see by yourself that even an official level can
have wrongly designed aspects...
- E3M4 to E3M9: numerous errors corrected.
- E3M9:
its author Jeremy Drye built after it a "Deathmatch designed series" of
7 other maps. Here is the original design or the exit room...

and here is my edited version:

Have fun, and keep in mind that we MUST respect the authors and their work, no matter is this work.
And also that the final purpose is to let you have a maximum of pleasure...
I don't care if you remember my name, but the one(s) of the concerned author(s)
About
the gameplay: don't take too easy, or you'll die more than once, and
you'll begin to get more and more nervous. Save your progression as
soon as possible.
¤¤¤¤¤¤¤¤¤¤¤¤¤¤
¤¤ Tools used ¤¤
¤¤¤¤¤¤¤¤¤¤¤¤¤¤
I
didn't make any fondamental modifications of the levels, but
adaptation, when needed, in order to debug remaining problems. At least, you should
not find that I made anything on it, and ALL the credit should be
rewarded by the author.
I am only a supervisor, with the idea to let
you think that the author made a good job with the concerned wad !!! It's what he
would have done if he had have the following tools used by me and the very latest version of Zdoom or GZDoom:
- Edition / Rectification / Missing textures research and addition with :
"XODE Multimedia Doom Builder" ("The cornerstone of every map")
aka "Doom Builder" aka "DB" (free of charge)
by Pascal "Gherkin" vd Heiden, Version 1.68.
http://www.doombuilder.com/
- PWAD examination with "Wintex" ver 5.0 (A WAD Editor Copyright (c) 1995-2002)
Olivier Montanuy montanuy@inf.enst.fr
Javier Almenara aojavierfdo@hotmail.com
jao2000@evangelion.com
WEB Pages: http://doortohell.tripod.com
http://www.geocities.com/locusfocus
- Examination with XWE:
XWE - extendable Wad Editor version 1.16
Developped by Csabo
wadedit@marchmail.com
http://doomworld.com/xwe
- Normal Nodes, Blockmap and Reject Table rebuilt with :
"Zennode.exe" (Ver 1.2.1, from Marc Rousseau) (C) 1994-2004
rousseaum@pictel.com
http://www.mrousseau.org/programs/ZenNode/
- Gl Nodes built with:
"glBSPX Node Builder" (v2.20) by Andrew Apted (C) 2000-2005
Based on BSP 2.3 (C) 1998 by Colin Reed, Lee Killough
http://glbsp.sourceforge.net
- Graphic's creation or modification
Paint Shop Pro 7 (WinShare Killer Apps)
http://www.wska.com
- ".dfl" file to use with KDX, the King Elvis Launcher:
The King Doom Experience - Your Doom Frontend Experience.
This toolset allows you to get the best out of your Doom installation.
This is the best software available of this kind
Available at http://kingdoom.tk/
- All the stuff is zipped, using a buyed WinZip(R) Version 10.0 (6698)
Copyright (C) 1991-2005 WinZip International LLC
http://www.winzip.com/version.htm
#######################################################################
# Author : Jean-Yves Delpech aka "Jive" aka "The Freeman", 52 #
# Email : dlw@doomwadstation.com
#
# Web site : "Doom Legacy Wads" aka
DLW
#
# http://doomwadstation.com/dlw/
#
#######################################################################
#
Email :
gzdoom@doomwadstation.com
#
# Web site : "GZDoom Wads" aka
GZW
#
# http://gzdoom.doomwadstation.com/
#
#######################################################################
#
Where to get GZDoom
:
#
#
#
# Web site: http://grafzahl.drdteam.org/index.php?page=topic&id=230 #
#######################################################################
# Thanks to T.v. Elsuwé, Steven McGranahan, Robert Bäuml and Bell Kin #
# for their large contribution and to others Legacy Team members. #
#######################################################################