=========================================================================== Archive Maintainer : replace akeldama in levels/doom2/megawads/ Primary purpose : Single + coop play =========================================================================== Title : Akeldama Filename : akeldama.wad Release date : 07/31/20 Author : Various Email Address : [redacted] Misc. Author Info : Team-based project. Description : Get ready to blaze through 32 action-packed levels fit to play in any port of choice - echoes of past megawad affairs such as Memento Mori and Alien Vendetta helped to shape the inspiration for this project. Akeldama continues in the spirit of collecting a group of talented mappers and creating a brand new experience for regular doom2.exe. Additional Credits to : Id Software =========================================================================== * What is included * New levels : 32 Sounds : No Music : Yes Graphics : Yes Dehacked/BEX Patch : Yes Demos : Yes Other : No Other files required : None * Play Information * Game : Doom 2 Map # : 01-32 Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : Player starts only Other game styles : None Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : 2 years Editor(s) used : Various Known Bugs : Savegame buffer overflow on some maps (see below). glboom graphic error on MAP16. Demos 2 & 3 desync in chocolate doom. Tested With : chocolate doom/chocorenderlimits/prboom-plus/ZDoom/GZDoom Map information: ---------------- MAP01: The Generator Author: valkiriforce/waverider Build Time: A month ------------ Simple introduction stage started around the project's inception to test out the new shelter textures. I created the areas from the start leading to the circular staircase and waverider did everything past that. Took roughly a month I think due to figuring out when to collaborate with someone and I handed it over to waverider to see where he'd take the map. MAP02: Knights of Ilasac Author: Philnemba Build Time: A month on and off ------------ A Memento Mori inspired map with some Plutonia inspired aesthetics. Fun fact: The name "Ilasac" is Casali spelled backwards ;) MAP03: Renegades Author: ZaBigBoss/valkiriforce Build Time: unknown ----------- A map repurposed from Back To Thunder Road, an excellent mapset by ZaBigBoss as he allows for the use of his work with permission and credit. All I did was edit the existing areas to fit a vanilla-friendly environment, and I included a new exit area as it originally ended at the exit door. MAP04: Chillwell Author: dt_ Build Time: unknown ------------ A map by dt_, I've worked with him before as he contributed to the small TNT: Resistance project. Was glad to have him on board again. MAP05: Bunker Hill Author: DerFurer'sFace Build Time: 2 weeks + revisions ------------ By the time I looked at the Alkedama CP, I was playing Plutonia again after years. I was on map16/17 at the time and I remember really enjoying the concrete base aesthetics of map17 and the rocky setting of map16, along with the narrow corridors and almost bunker feeling. I used this inspiration to create a map centered around fast-paced plutonia like gameplay but to include a mountain bunker setting, with trenches and attackers from elevated angles or kill holes. I wanted the elevated combat to make the map feel not so 2 dimmensional, and so the trenches added more aesthetic without making it impossible to attack the player. I also designed the map in a circular design so that the map would not feel too linear, with the player having to move between a figure 8 around two central areas visited later, allowing for half non-linear, and half more structured/controlled player-monster interaction. MAP06: Insurrection Author: Gothic Build Time: unknown ------------ A map by Gothic - one of the few maps that felt almost perfect without the need to make any adjustments. The only change I made is a bit of difficulty adjustment including a co-op error. I also thank Gothic for the awesome status bar as he's the one who created it for this project. MAP07: Carnage Facility Author: Michael Jan Krizik (valkiriforce) Build Time: A few weeks ------------ I started this map in February as inspired from the non-linear techbase maps of the Möller brothers and by the setting of Boise, Idaho where my brother had moved to in recent years. I had seen photographs of a city with a snowy mountain backdrop, and I thought it seemed like a unique setting for a high-tech fortress to be set in the middle of a city with a similar background. I liked the idea of sprawling inter- connected staircases and a layout that looked clean, and I tried to insert some unexpected sequences in the map progression, which include the megasphere anti-trap, the exploding hall area and the transforming rocket launcher area. This was also around the time I started my Vinesauce contest map (Lost Dreams) but I had put it on hold to complete this map first. I'm very satisfied with the results - also it does make little use of the MAP07 tags, which includes a fail-safe secret for those playing the map monsterless, so it does not require killing the mancubus to exit the map. MAP08: Arctic Compound Author: Diego 'DJV' Villarroel/valkiriforce Build Time: A few weeks ------------ DJV's comment: I was aware that one of the maps for the first episode wasn't going to be accepted, right at the gates of the last week of the E1 "check-in". At the same time, I was experimenting on making a cool Akeldama E1 inspired map with Akeldama's textures, so I decided to try and make a good layout for someone to edit and add more things on it. I took the advantage of having a new free slot to make yet another map (I made MAP24 before this one), or at least a nice layout. So I gave it to Valkiriforce for him to complete. The result was a really fun map, where the main layout worked out really well. I really liked Valkiriforce edits and I really liked to see the map with well-placed monsters, since I consider myself not being a master at the "monster placement" department. valk: It was fun looking over an existing map and having creative freedom to rework areas, as it's not something I do very often. I really like the open nature of the map and it works really well for co-op players to run around in. Lots of edits and slightly restructured areas, including some traps and a towering chaingunner hideout near the red key switch. MAP09: Winter Stronghold Author: The Mysterious Moustachio Build Time: unknown ------------ A map by The Mysterious Moustachio - I was enjoying his Atonement episode for Doom 2 and wanted to ask him to be a part of this project, so I was glad he was able to contribute in some way. I'm also looking forward to his other work with Interception II and hopefully the rest of Atonement! MAP10: Hangar Facility Author: valkiriforce/The Mysterious Moustachio Build Time: A few weeks ------------ Tried to avoid using the "facility" title again but what can you do...I intended to work on half of the map and leave the rest open for another author, of which I asked Moustachio to contribute to. He worked on the areas past the yellow key bridge and leading to the red key. I later extended the map past the red door as it originally ended where the red key is found. Had to find a place to put that truck trailer buried in the snow! MAP11: The Glacier Base Author: Mattias Johansson (waverider) Build Time: A couple of months ------------ I wanted to make this large and highly detailed map consisting of a tech base in some snowy mountains where I wanted to mix tech base style with snowy caves as well as finishing out on top of a glacier. I hope I managed to create this style in a faithful way. The map is quite challenging I think with a quite high monster count. It's also quite non-linear with several available routes - hopefully it's not too difficult to navigate. MAP12: Urban Strike Author: complexDoomer/valkiriforce Build Time: Some weeks probably ------------ complexDoomer had this map to offer which originally was completely interior, but I reworked it to divide the tech areas by including a large outdoor section and set it in the middle of a city backdrop. The map in spirit is still complexDoomer's work though I worked to include some additional traps and secrets - one of them is a lift area behind the starting area and lots of extra details throughout the map. MAP13: Toxic Disgust Author: Juza Build Time: unknown ------------ Cool toxic brick/cave level from Juza, definitely gives me Alien Vendetta vibes. Hopefully all the coop-breaking sequences have been fixed! MAP14: Darkness Beneath Author: Chaingunner Build Time: unknown ------------ An excellent map from Chaingunner. MAP15: Breaching the Source Author: gaspe Build Time: 8 months, on and off, map slower gaspe ------------ This was mainly inspired by MAP20 of TNT and with the idea of merging it with the Plutonia aesthetics to create a twisted, evil techbase with a dark trip to venture into the depths of the base with its demonic machineries. In the end I didn't put more crushers as I planned but there's quite a lot of ground to cover on the liquids that are all damaging in this level. I must say that I'm happy with the result, in paticular with the secrets and the little optional areas. MAP16: Aqueduct Fortress Author: valkiriforce Build Time: 2 weeks ------------ Inspired from the dark, hellish brick and stone themes from both Memento Mori megawads. Wanted to give it two possible routes for completing the map - blue key is a bit longer but safer, and the red key is quick but more dangerous. I kept returning to this map on and off and changing around details and areas a bit for the sake of texture variety. MAP17: Blood Covenant Author: antares031 Build Time: Two months, on and off ------------ This is the third level that I designed with vanilla compatibility. Pretty simple level, with only a few tough moments. The name was from one of levels of Quake Champions. Thanks, and please enjoy the awesome soundtrack, composed by Eris Falling. :) MAP18: Mortar Author: wolfmcbeard/Khorus Build Time: unknown ------------ wolfmcbeard started this map and later handed it over to Khorus to finish it. Definitely reminds me of the classic techbase maps of older megawads like Memento Mori II. MAP19: Death March Author: Pegleg (and valkiriforce) Build Time: 3 months, working for an hour or two every few days (with the occasional day featuring a flurry of activity for several hours) ------------ Pegleg: I was inspired by the red sky for Episode 2, which led to creating a map with a lot of metallic textures and blood mixed with brick and rock/stone. One of the goals I had going into this design was to add interconnectedness, so that there would be a number of ways that you could make it through the map, with the ability to see things from different vantage points (often at different heights) that you might need later. I also wanted to have areas that were optional to visit; it would be beneficial to visit them, but not essential (and likely rather dangerous). The final result of all of this was a map that ended up being something akin to a meandering brick and stone fortress attached to rocky caverns and a canyon. The map was originally titled "Blood March," but there were already a number of map titles featuring blood, so the title was changed to "Death March." Valkiriforce added detailing that added some flair to some of the areas. He also moved around some of the health and ammunition, and revised the final arena to avoid it being simply a dash to the exit and ensure that the final encounter had some teeth, as I had meant for it to have. valk: I kept coming back to this one and changing or adding details here and there, or changing around textures and even created a new brick texture for this map. It was great breathing new life into some areas including the red key area and the switch bridge with added brick towers and rockies all around the place. MAP20: The Devil's Triangle Author: Juza/valkiriforce Build Time: months between the two of us ------------ Juza started this map and worked all the way past the train station to the open outdoor area with the cyberdemon. There were quite a few areas following this that were left incomplete, so I worked to finish the map and create some huge outdoor areas with an ocean backdrop. I was inspired from Plutonia 2's mapping style when making my portion of the map. MAP21: Disaster County Author: valkiriforce Build Time: Maybe a couple days ------------ A menacing introduction to the episode 3 theme with the burning landscape and dark sky - I imagined the player emerging from a dug-in area into a graveyard where enemies are released. This map also gives a couple of options for clearing the regular areas with only one key being required to exit, but what fun is that for us completionists? ;) MAP22: Dark sacrifices Author: Paul977 Build Time: some hours ------------ This is a map inspired by the visual themes of Alien Vendetta maps 17 and 23. Some spots of this map can be tricky but overall this level is not too difficult if you stay in guard. MAP23: Chimera Author: valkiriforce Build Time: two weeks ------------ Originally someone else was working on a MAP23 entry, but they lost their work and dropped out, so I decided to fill in for them. Went for a large, open non-linear map that was originally going to have more techbase themes but the older version of this map was scrapped in favor of restarting it to get a better idea for what I wanted to make. Really like how this came out, and it's got most of the Doom 2 monsters and weaponry so you know it's fun. MAP24: Alexandria's Library Author: Diego 'DJV' Villarroel Build Time: A month (5 years) ------------ This is what actually happened to the mythical Library that randomly burned into ashes during early modern times. It was a work of hell, the forces of evil made this ancient place of knowledge burst into oblivion. Hell probably could not stand mortals having that much information in a single place. This was at first, a map for a mapping tournament on an old Spanish-Speaking forum back in 2014, I never finished it, and only made up to the central courtyard (the main starting room and hall, and the "maze" room aswell). I probably worked on it three days and then left it. It was a vanilla mapping tournament, but I wasn't aware back in the day about VSP Overflows and other engine limitations, things that started appearing when I was back on this, for Akeldama. I always thought this map suited MAP24 well, for some reason, I also think it makes me remember to those oldschool maps in MM1/MM2/Requiem. When I came back again with this map for the project, I worked on it for less than a month, and, to be honest, I didn't like the final result at all. Luckily I managed to like it a little bit more making many changes based on feedback over the course of the project. Map25: Opulence Author: Joe Pallai Build Time: Over a year with parts made in 2000 (seriously) ------------ So this map started off as the sections deleted from Plutonia2's "Aztecorum". This would be sectors 0 - 1, 10 - 15, 19 - 28, 30 - 32, 42, 46 - 49, 51, 57, 61, 66, 68, 186, 193, 207 and 235 (there may be a few more but I don't recognize them any more). Stupidly I thought re-using parts of an old map would be a quick way to knock out a map for this project since I initially signed up for two maps--HA! Eventually I realized my foolishness and concentrated only on this one map. It went from trying to shoehorn in as much of the original Plutonia2 map into it; to eventually cutting half of what I had previously made and settling into a nice weird Brick/Hell influenced tech-base thing with an optional red key path. It's a map made for explorers and I hope you enjoy it. MAP26: Duskbound Author: Breezeep Build Time: don't ask ------------ After months of procrastination, IRL related stuff, and struggling to add to this map, it's finally done. Once again I apologize to Valk and the rest of the gang for the wait. I hope you enjoy this. MAP27: Bitter Waters Author: valkiriforce Build Time: a month ------------ I had an idea for a map that was largely connected with a river crossing over the whole map, with each section containing different themes and unlocking the next area, taking you further down the river. It was actually inspired from another game a friend showed me at the time, I think it was one of the Kao The Kangaroo games where you sailed down a river and had to unlock the next area further down, so I borrowed that concept and turned it into something Doom-specific. MAP28: Climbing Blood Mountain Author: Khorus Build Time: unknown ------------ A 15-20 minute linear adventure map inspired by my favourite Alien Vendetta levels. The map is also a tribute to my Grandmother who passed away in February. She taught me to paint, cook and make things to help express myself from a very young age. She always had an amazing garden to explore and get lost in, so there are patches of greenery around the map with goodies and such to represent that. MAP29: Boglach Author: Paul Corfiatis Build Time: unknown ------------ A map by Paul Corfiatis - great penultimate map with a nice music track from the map author as well. MAP30: Mind of Enmity (or "The Devil's Capital") Author: valkiriforce Build Time: some weeks ------------ Had a good time trying to imagine how this map might play out - I checked around with other members of Doomworld asking what kind of last level they preferred in a megawad, and most people agreed they liked something that was more like a regular map, and in fact someone had made a similar thread where some have even said they tend to prefer MAP29s in megawads because they're huge and feel more like they would work better as an ending than another Icon of Sin fight. So I wanted to make something gigantic like a MAP29 slot that works with the intent of being a MAP30 encounter instead. I imagine the map is set in the heat of battle during wartime in the middle east, with a military bunker hideout with a hangar area containing a jet and another brick fortress holding a tank. You, as the player, have just entered the occupied city where the anti-christ is working his plan for world domination and genocide. MAP31: Make Believe Author: valkiriforce/DerFurer'sFace/Joe Pallai/gaspe Build Time: a few months between various authors ------------ gaspe: (red skull area) This area is like a continuation of MAP15 and I followed the same idea but my main inspiration here was MAP25 of Plutonia. valk: secret maps are fun! I couldn't get the image of starting on an old abandoned ship out of my head, so I had to find a way to work that into a map that would ultimately have lots of connecting areas via a teleporter hub. I think it works out really well for all the different themes on display. MAP32: Operation Pump and Dump Author: Doomkid & Valkiriforce Build Time: It's always build time ------------ Notes by Doomkid: Originally this map was way easier and somewhat less detailed. Valkiriforce gave it the Go2It treatment and it looks way cooler now and will slap your helpless ass, so stay on your toes. Keep moving - standing still is a death sentence! If you're having trouble, just remember: Step 1, pump. Step 2, dump. Step 3, revel in your success, gloat over the carcasses of many slain baddies. valk: I may have gone overboard with the monsters seeing as they exceed the vanilla sprite limit. I'm sorry, I broke my own rules... Credits ------------ I want to thank all of the playtesters involved, including the level design artists and musicians who were able to contribute to such a large project and those who tried but in the end didn't make it into the final product. Thanks to James Paddock for pointing me to LewkForce's MIDI work for use in this megawad. Thanks to The_SloVinator, ETTiNGRiNDER and Walter confetti for making the effort to contribute their maps, although they didn't make it into the final lineup. Thanks to galileo31dos01 who made the effort to create the original status bar graphic, which was later replaced. A special thanks to waverider for being the first contributor to this project in our collaborated MAP01, and checking in now and again to playtest and give feedback as well as being a close friend of mine. Really looking forward to his megawad project Curse of Blood, be sure to check it out! Thanks to all of the contributors and forum lurkers who showed their support throughout the development of this megawad. Even when I wasn't posting I checked the thread almost every day for over a year and I'm really excited to see so many people have enjoying playing this megawad even in its beta phase and to all future players who get to enjoy it in its final release. Levels: ------------ waverider (01, 11) Paul977 (22) joepallai (25, 31) gaspe (15, 31) Doomkid (32) antares031 (17) Philnemba (02) DerFurher'sFace (05, 31) Juza (13, 20) The Mysterious Moustachio (09, 10) Chaingunner (14) ZaBigBoss (03) dt_ (04) Diego 'DJV' Villarroel (08, 24) wolfmcbeard (18) Khorus (18, 28) complexDoomer (12) Paul Corfiatis (29) Pegleg (19) Gothic (06) Breezeep (26) valkiriforce (01, 03, 07, 08, 10, 12, 16, 19, 20, 21, 23, 27, 30, 31, 32) Musicians: ------------ Stuart Rynn (27) LewkForce (02, 03, 09, 16, 23, 25, 31, Text Screen) Paul Corfiatis (05, 11, 15, 29) AD_79 (01, 04, 13, 20, 26, 28) Seybsnilksz (10, 32) Doomkid (30, Intermission screen) Eris Falling (17, 19, 30) Viscra Maelstrom (06, 07, 08, 12, 14, 18, 21, 22, 24, Title Screen) valkiriforce (30 - just a small edit!) Graphics: ------------ valkiriforce - INTERPIC, TITLEPIC, BOSSBACK & CREDIT graphics, sky textures, M_DOOM & ENDOOM graphics and new textures Gothic - Status bar Various Plutonia textures TNT textures Some CC4 textures A couple of 32IN24 textures Playtesters: ------------ valkiriforce gaspe dt_ DerFurher'sFace waverider galileo31dos01 Juza Diego 'DJV' Villarroel joepallai obake xvertigox NuMetalManiak Aquila Chrysaetos Bob9001 Count651 lirui1001 EffinghamHuffnagel Veinen BjarneC P41R47 Caleb13 Bryan T Firedust Degree23 Horus damo2k Keyboard_Doomer and the TNS gang A note on bugs: --------------- Savegame buffer overlow is likely to occur if you try to save it using DOSBox or any vanilla port which cannot save game files larger than 180KB, so it is recommended that you use Chocolate Doom (with 'Vanilla Savegame Limit' unchecked) or any ports that allow for larger save files. This error occurs specifically on the following maps: MAP06, MAP07, MAP10, MAP11, MAP14, MAP16, MAP17, MAP18, MAP19, MAP20, MAP23, MAP25, MAP26, MAP27, MAP30, MAP31 and MAP32. MAP16 can get a visual error in OpenGL due to an HOM trick. Project development history: ---------------------------- Thread link: https://www.doomworld.com/forum/topic/103867-akeldama-beta-6-released-040820/ Akeldama began work on Nov. 15th, 2017 with new textures and direct contact with close friends. It was kept under private development throughout 2018 and made public in 2019 when there was enough to show for it to gage interest from Doomworld users. Hopefully this thread will serve well in showing how these kind of projects can be handled. If you wish to reach out, you can contact me through my Doomworld user page or Twitter account at valkiriforce. * Copyright / Permissions * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/ You are free to copy and redistribute the material in any medium or format. If you do so, you must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. You may not use the material for commercial purposes. If you remix, transform, or build upon the material, you may not distribute the modified material. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors