For Doom 2 with Doom Legacy or ZDoom ================================================================ Title : Bomberdoom version 0.92 Filename : bomb92.wad and bomb92.deh Author : Gokuma Changes from v0.91 : Barrels respawn Some changes to the map01's textures Power bomb explosion changed Cyber-bomb bug fixed. You may have tried Oniko's bug fix patch for version 0.91. I fixed it better. Description : Based on Super Bomberman 2 for SNES and Atomic Bomberman for PC Play on old Deathmatch 1.0 with monster respawn on. Play with monsters on because the piles of bones and barrels are technicly monsters. Weapon 5 is drop bombs. Weapon 6 is throw bombs. Weapon 7 is the power bombs. I suggest using original weapon switch and Tom Harvey's Bomberman skin when he finishes it. Lay bombs and get away. The fuse burns away and they explode. Get the power glove and you can throw them. Aim upward and stand back a little or jump to throw them over piles of bones. The power bomb's explosion is wicked. You have been warned. Sometimes you might get set on fire but it doesn't hurt. Some piles of bones contain health, a power glove, or the power bombs. If bones respawn too fast use the respawnmonsterstime # command in the console where # is the number of seconds. The default is 12. Just type r and press tab a couple times in the console and the command will come up. In Legacy's console mess with the viewheight # command to see around better in the first three levels. 41 is default. 56 is max. This patch was designed for Legacy and I do not plan on making special edits for ZDoom. The power bombs are not the right color in ZDoom and the levels were not designed for the height you can jump in ZDoom. I suggest playing the first three levels with jumping disallowed or gravity raised in ZDoom. For fun turn the gravity down in map04 or set an alias to change it at certain times. Plans : Make more and better levels Change levels to support more than 4 players Maybe make player deaths hurt like an explosion so players can't punch each other to death. If I do that, you will have time to move away so you can still telefrag. Any suggestions? Usage : In Doom Legacy : doom3 -file bomb91.deh bomb91.wad -deathmatch -respawn -warp 1 or doom3 -deh bomb91.deh -file bomb91.wad -deathmatch -respawn -warp 1 In ZDoom : zdoom -deh bomb91.deh -file bomb91.wad -deathmatch -respawn -warp 1 Additional Credits : Id The Legacy Team. Thanks for the suggestions, Fab Tom Harvey, since he's making a skin I got the idea to make a patch. Oniko for showing me how to fix the Cyber-bomb bug Hudson and Interplay Westwood. I took the nuclear mushroom cloud explosion from Red Alert ================================================================ * Play Information * Levels : map01 = Haunted House from Atomic Bomberman map02 = Battle Stage 3 from Super Bomberman 2 map03 = Battle Stage 6 from Super Bomberman 2 map04 = a level I quick made for Bomberdoom but it's the funnest Single Player : Yes, but nobody to kill Cooperative 2-4 Player : Yes, but nothing to kill Deathmatch 2-4 Player : Yes (only 4 player max) Difficulty Settings : Not implemented New Sounds : Yes, a few New Graphics : Yes New Music : no Demos Replaced : none * Construction * Base : Patch from scratch but see credits Editor(s) used : DHE 3.0a, DETH 3.85, DEU 2, BSP, NWT, dmgraph, dmaud, RAmixer, windows paint, Spry ImageView, Paint Shop Pro shareware 1.0 cause the newer PSP pisses me off how it messes with my file associations. I change them back and PSP changes them again. Known Bugs : The power bombs are green instead of red in ZDoom. Weird kill % in single player and cooperative because bones and barrels count as kills so that they respawn. This patch is for deathmatch so it shouldn't be a problem. * Copyright / Permissions * Authors MAY use this patch as a base to build additional patches as long as they give credit. Here's info if you just want to make levels for it. Please notify me of your levels so I can link them on my site or something. Please make them replace levels that Bomberdoom doesn't already replace. imp = pile of bones zombieman = pile of bones that contains health heavy weapon dude = pile of bones that contains power glove shotgun guy = pile of bones that contains power bomb rocket launcher = bombs (put on the same spot as each player start) plasma rifle = power glove BFG 9000 = power bombs dead lost soul = invisible bridge thing for 3d bridges that are 128x128 although not used in any levels yet and this doesn't work good in ZDoom Textures replaced or added: sw1cmt sw2cmt hhwall hhshort Flats replaced or added: floor4_1 floor4_5 You MAY distribute this WAD, provided you include this 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. * Where to get this WAD * http://gokuma.neocities.org * For reading down this far I'll tell you a secret * Warp to level 32 and check out the cyberdemon. You will laugh your ass off. Most changes to the cyberdemon were totally unintended. They're a side effect of Bomberman Doom. I wasn't even thinking of the cyberdemon when I was choosing the bomb laying sound. I was planning on having a fart sound but I didn't have the cyberdemon in mind. Th only changes on purpose were the cyberdemon's attack animation. * For reading down even farther I'll tell you more * Part of Fab's reaction: "the Cyberdemon on map32 was really looking like if he was 'shitting' (pardon me) :) very funny.. you won't say you didn't choose a good sound for it :)" * And more * Here's an email from Oniko in which he sent me a new deh file: "You might wanna try this one... It's essentially the same thing, but the Cyber-bomb bug is 'fixed,' so to speak. Heh heh..." I fixed this in this version basicly the same way but better.