Canary Squadron (v1.4)

PWAD 805 KiB 6 map(s)

Counts

endoom0
graphics1
lumps74
maps6
palettes0

Totals (across maps)

Things1418
Linedefs6071
Sectors1151
Monsters484
Items630
Raw model (for completeness)
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    "title": "Canary Squadron (v1.4)",
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      "Chris Bourke"
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        "contents": "<pre>\n=======================================================================\nThis document is best viewed with a fixed width font (as \"Courier new\")\n=======================================================================\n\nAdvanced engine needed: Tested in ZDoom & Doom95. SHOULD run in any limit removing port.\n\t\t\tVanilla Doom may crash due to VPOs.\nPrimary purpose       : Single player. Co-Op & Deathmatch incorporated but not tested.\n                        No Deathmatch starts in map 6.\nVersion               : v 1.4\n=======================================================================\n\nTitle                 : Canary Squadron (v1.4)\nFilename              : Cansquad.wad\nRelease date          : Jan 11, 2006\nAuthor                : Chris Bourke\nOther Files By Author : Helevator (Helav8.wad) - single player map\n                        Canary Squadron (Canary.wad) same as this file but ZDoom only.\nMisc. Author Info     :\t24 year old Doomer AKA Purist at Doomworld.\nEmail                 : chris_the_hot_male@hotmail.com\n\nDescription           : Definitive version of Canary Squadron to replace all previous versions.\n\t\t\tThis version has been tested all the way through in Doom95 to ensure\n\t\t\tit's compatible with all ports.\n\nAdditional Credits to : id software and the authors of the applications I used (see below).\n\t\t\tAlso, thanks to brother Steve for testing. Credit must also be extended to\n\t\t\tJean-Yves Delpech aka \"Jive\" who made some important changes to enable this\n\t\t\tversion of Canary Squadron to work on all the major .exe's.\n=======================================================================\n\n* What is included *\nNew levels : \t\tYes, 6.\nSounds : \t\tNo.\nMusic: \t\t\tNo.\nGraphics:\t\tYes - Titlepic and map names.\nDehacked/BEX Patch: \tYes - Canpatch.deh inlcuded in pwad. Required for map names on automap,\n\t\t\tintermission text, stealth imps and final Cyberdemon boss.\nDemos: \t\t\tNo.\nOther:\t\t\t.bat file to run with ZDoom.\n\n* Play Information *\nGame : \t\t\tDoom2.\nMap : \t\t\tMap01-06.\nSingle Player : \tYes.\nCooperative 2-4 Player:\tYes, but not tested.\nDeathmatch 2-4 Player: \tYes - maps 1 - 5 have 4 starts, but not tested.\n\nDifficulty Settings :\tYes - tested most thoroughly on skill 3, but skill 4 should be\n\t\t\tcompletable by advanced Doom players (I'm of average skill at\n\t\t\tbest). I doubt skill 5 is completable, post a demo if you can do it!!\n\n* Construction *\nBase : \t\t\tNew levels from scratch\nBuild Time : \t\tI made the first map in one day on 8.7.04 and finished the last\n\t\t\t30.12.05 but worked only intermittedly between these dates.\n\nApplication(s) used : \tWADEd (mapping), WADCat (compiling), WhackEd (patch), NWT\n\t\t\t(importing resources), ZDoom (testing) & Paintshop Pro (graphics).\n\nKnown Bugs : \t\tTexture alignment bugs, hopefully nothing serious.\n\nPossible to get stuck:\tMAP02: Nukeage hole behind middle switch door, caco/nukage pits in\n\t\t\tblue key room before they raise & by walking upto the switch that\n                        lifts you to the small teleport room but leaving before you press it,\n                        then going into the blue key area (too convuluted to do by mistake).\n\t\t\tMAP03: By lowering lift/trap with chaingunner(s) on then running up\n                        the stairs and getting onto it before it has chance to raise\n                        (cheers for spotting this one Steve - you dolt!)\n\t\t\tThe end of MAP03 should kill both you and a Romero head - sending you\n                        to MAP04 but with no weapons/armour. If you find yourself back at the\n                        start of MAP03, as occasionally happens, used IDCLEV04 as it has the\n                        same effect.\n\nMay Not Run With... : \tScissors.\n\nStory :\t\t\tAs a convict serving an indefinate sentence, the Prison Service have\n                        given the UAC permission to send you and some others on a probe mission\n                        beneath the surface of an unamed planet. However, as it's hostile\n                        inhabitants are discovered and things start going wrong, communications\n                        with the UAC starcraft fail and you are left to rot. Before long your\n                        comrades are all shredded but, being as tough as you are, you survive\n                        the initial ambush and venture deeper - hoping to find a way out.\n\nMAP01 - Hidey-Hole    : After searching the rocky caverns for some time you come across what\n                        appears to be a man-made out-post. Naturally, it's guarded by hellish\n                        creatures.\n\nMAP02-Subjugated Mines: Breaking through the guardpost leads to a working mine system, only\n                        with all human workers replaced by a new evil presence. You notice the\n                        UAC logo on walls - if the UAC had been down here before why was a\n                        probe squad required? Something\tterrible must have happened!\n\nMAP03 - Cooling Vats  : The UAC had been mining a sort of unstable green nukeage. Here you find a storage\n\t\t\tsystem for thousands of gallons of it.\n\nMAP04 - Quarrantine   : After stepping onto a teleporter you're not sure what happened.\n                        When you wake all your weapons and ammo are gone...\n\nMAP05- UAC Hidden Labs: Even the secretive UAC's hidden labs have been overcome by this evil\n                        invasion. Turns out the myserious green nukeage is a powerful fuel,\n                        many times more efficient than ever known before. Problem was trying\n                        to get the fuel back to Earth - it's tendancy to blow under the\n                        slightest pressure being the chief stumbling block. Teleportation\n                        seemed to provide an answer but creating a gate powerful enough to\n                        transport a meaningful amount of fuel is what apparentley allowed the\n                        demons access from another dimension\n\nMAP6-Rendezvous (Finale): You gather together a dossier of information on the UAC's illegal\n                        experimentations and transmit an S.O.S. Sadly the transmitter was only\n                        one-way so you leave a rendevous point and set off towards it with\n                        haste, hoping your message has been received - and that nothing\n\t\t\ttoo troubling stands in your way...\n\n* Copyright / Permissions *\nAuthors may use the contents of this file as a base for\nmodification or reuse as long as I'm given credit.\n\nYou MAY distribute this file, provided you include this text file, with\nno modifications.  You may distribute this file in any electronic\nformat (BBS, Diskette, CD, etc) as long as you include this file\nintact. This file may not be used for any commercial purposes without the\nauthor's agreement.\n\n* Where to get the file that this text file describes *\nThe Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors\n\n=======================================================================\nAlterations made by Jive for DLW on jan. 9, 2006:\n\n- The deh file is included within the pwad, so you don't have to worry anymore about it.\n- Pretty all the maps had residual zero length linedefs and unused linedefs.\nThis kind of thing may hang a port. So, I cleaned the maps.\n- Map02: Changed action linedef 350 & 313 from nothing to \"Floor lower to lowest floor\".\nOtherwise, the player can be trapped in sectors 44 & 51 (the fact to press the 3 triggers\nat the beginning is not obvious. You can press only one, and 2 walls will remain closed).\n- Map04: doors (sectors 330 & 334) opened when shooting them... What about a lack of ammos?\nYou're trapped, and if you saved your game just at that moment, you lose the entire game!!!\nSo, I have added some hidden way to open them.\n- Map05: I had to tag the door (sector 88) in order to be able to open it...\n- Map06: Added missing textures linedef 0\n\n- Edition / Rectification / Missing textures research and addition with :\n       \"XODE Multimedia Doom Builder\" (\"The cornerstone of every map\")\n       by Pascal \"Gherkin\" vd Heiden, Version 1.67.\n       http://www.doombuilder.com/\n\n- PWAD examination with \"Wintex\" ver 5.0 (A WAD Editor Copyright (c) 1995-2002)\n       Olivier Montanuy  montanuy@inf.enst.fr\n       Javier Almenara   aojavierfdo@hotmail.com\n                         jao2000@evangelion.com\n              WEB Pages: http://doortohell.tripod.com\n                         http://www.geocities.com/locusfocus\n\n- Nodes, Blockmap and Reject Table rebuilt with :\n       \"Zennode.exe\" (Ver 1.2.1, from Marc Rousseau)\n            rousseaum@pictel.com\n            http://www.mrousseau.org/programs/ZenNode/\n\n- Graphic's creation or modification\n       Paint Shop Pro 7 (WinShare Killer Apps)\n            http://www.wska.com\n\n- \".dfl\" file to use with KDX, the King Elvis Launcher:\n        The King Doom Experience - Your Doom Frontend Experience.\n        This toolset allows you to get the best out of your Doom installation.\n        This is the best software available of this kind\n        Available at http://kingdoom.tk/\n\n#######################################################################\n#  Author   : Jean-Yves Delpech aka \"Jive\" aka \"The Freeman\", 52      #\n#  Email    : dlw@newdoom.com                                         #\n#  Web site : \"Doom Legacy Wads\" aka DLW                              #\n#             http://newdoom.com/hosted/dlw/                          #\n#######################################################################\n                    Where to get Doom Legacy :\n#######################################################################\n#  Web site: http://legacy.newdoom.com/                               #\n#  e-mail  : doomlegacy@newdoom.com                                   #\n#######################################################################\n# Special thanks to Steven McGranahan, Robert Bäuml and Bell Kin for  #\n#  their large contribution and to others Legacy Team members.        #\n#######################################################################\n</pre>"
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