Batman DooM fix for ZDaemon

PWAD 16 MiB 32 map(s)

Counts

endoom1
graphics5
lumps2592
maps32
palettes14

Totals (across maps)

Things7130
Linedefs48484
Sectors9372
Monsters1195
Items1310
Raw model (for completeness)
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        "contents": "===========================================================================\nArchive Maintainer      : UberGewei\nUpdate to               : batman.wad\nAdvanced engine needed  : ZDoom or ZDaemon (build for ZDaemon)\nPrimary purpose         : Trying to bring this masterpiece to ZDaemon\n===========================================================================\nTitle                   : Batman DooM fix for ZDaemon\nFilename                : bm_zuberfix_v14.wad\nRelease date            : 6-12-14\nAuthor                  : Team ACE & UberGewei for the ZDaemon fixes\nEmail Address           : UberGewei1@hotmail.com\nOther Files By Author   : ZDCity, Rubberducks, xxxhq,\n                          Reliant United, Heretic maps and much more not important crap!\n\n============================= What is fixed? ==============================\n# - 1\nProblem - Things don't spawn in Multiplayer games\n\nFix - Almost all items are replaced with proper\n[NO COOP], [MULTIPLAYER] & [NO DEATHMATCH] settings.\n===========================================================================\n# - 2\nProblem - Keys are fucked up, the Shotgun is assigned to be a key, so the\nThief could drop the key, this wasn't possible without ACS.\n\nFix - I put a shotgun on every Thief and made PATCHINF replace the shotgun\nwith a Blue Keycard on every map.\n\n===========================================================================\n# - 3\nProblem - Bosses were way too weak in multiplayer games.\n\nFix - Made 'em stronger.\n===========================================================================\n# - 4\nProblem - Chairs dropped a Joker when they died. This was because\nTeam ACE used the Dead Trooper's dead body frame as first state.\nIt is hardcoded in the engine that a Trooper (Former Human) drops a ammo clip (Joker).\n\nFix - I decided to use Dehsupp (Pod) so i could avoid\ntouching the Dehacked mess Batman Doom is.\n===========================================================================\n# - 5\nProblem - The blue thief didn't make a firing sound when using it's shotgun.\n\nFix - Added a sndinfo lump and assigned (Doom 2's original) DSSHOTGN to it's attack sound.\n===========================================================================\n# - 6\nProblem - Map01 wasn't coop friendly especially because of the \"moving train\".\n\nFix - Re-written the map a little, made the train not \"moving\" and fixed the doors\n===========================================================================\n# - 7\nProblem - No player death messages.\n\nFix - Added those strings.\n===========================================================================\n# - 8\nProblem - The gray thief didn't make a firing sound when using it's shotgun.\n\nFix - Added a sndinfo lump and assigned (Doom 2's original) DSSHOTGN to it's attack sound.\n===========================================================================\n# - 9\nProblem - Strange ammo-hud pictures.\n\nFix - Some nasty work-arounds.\n===========================================================================\n# - 10\nProblem - Players running into bugs.\n\nFix - Added a \"Intro-Hudmessage\" to the Batcave to make players aware of certain bugs, but also\ninforms the player to contact me about the bugs that are found.\n===========================================================================\n# - 11\nProblem - Map04 bugged out, wasn't multiplayer friendly\n\nFix - Removed the causing sector's tag (It was useless anyway)\n===========================================================================\n# - 12\nProblem - Bane message when switching to another weapon when having the \"Bane Fist\" equipped\n\nFix - Fixed all the states and reassigned them, got rid of the message 'Dehackedwise'.\nAdded a script to BMACS that takes the weapons away on MAP30 and tells the player what to do.\n===========================================================================\n# - 13\nProblem - Map12 bugged out, wasn't multiplayer friendly\n\nFix - Deleted the sector that is supposed to raise a sector so players can get out of\nthe ditch between the two buildings, instead i made that sector stay raised all the time.\n===========================================================================\n# - 14\nProblem - Enemies are too big compared to Batman's VIEW (it's sprite is huge too)\n\nFix - Scaled them all by 20% including Batman himself.\n===========================================================================\n# - 15\nProblem - Rocketeer doesn't have an attack sound.\n\nFix - Reassigned the attack sound.\n===========================================================================\n# - 16\nProblem - Glitchy wall in map29.\n\nFix - Redone the whole wall.\n=================== Permission that ACE Team gave me ======================\n\nHi Michael,\n\nOf course! Please go ahead and promote the game as much as you want. This brings us back great memories and it is nice to know that people around there are still playing Batman Doom.\nI'll be sure to get your ZDaemon version some time to re-play it with the guys here. Smile\n\nBest,\nCarlos\nACE Team\n\nThis does NOT mean you have permission aswell.\n\n=========================== Original Text file ============================\n\n\t\t\tBatman DOOM for DOOM2\n\nName:\t\t\tBATMAN.WAD\nAuthors:\t\tACE Team Software\nConstruction time:\tAbout three years\nLevels:\t\t\tAll levels replaced\nNew Monsters:\t\tYes\nNew Physiscs:\t\tYes\nNew Textures:\t\tYes\nNew Sounds:\t\tYes\nNew Weapons:\t\tYes\nNew Music:              Yes\n\nSingle player:\t\tYes\nCooperative:\t\tYes\nDeathmatch:\t\tYes\nDifficulty settings:\tYes\nNew demos:\t\tYes\n\nEditors used:\t\tHellmaker v1.1, Deimos FAT, WAD Compositor, Mac BSP,\n     \t\t\tDOOMinator, WADenizer 2.0, Wintex (for flats).\n\nApplications used:\tAdobe Photoshop 2.5, Soundedit 2.0, SoundApp PPC\n\n     \tThank you for obtaining Batman DOOM. This is the complete version\nthat replaces almost all the features you can find in DOOM2. This game took\nthe efforts of three years of hard work so we would appreciate if you mail\nus sending your comments and impressions (see our mail below). Remember you\ncan always get more info of Batman DOOM at our web site (see below). Enjoy!\n\n\tFor more information e-mail us at: ebordeu@rdc.cl\n\n\tOur web site is at: http://www.doomworld.com/batman/main.shtml\n\n     \tSome important info:\n\n\tBatman DOOM's multiplayer game was never tested due to time limits.\nIf you find any significant bugs in multiplayer or solo play please e-mail\nus.\n     \tAlso, Batman DOOM has a new feature: if you play in \"Nightmare\"\n(Knightfall) monsters will not respawn like in DOOM. We considered that\nthis would enable the Nightmare level to be playable. But because of this\nwe had to sacrifice the kill percent in the game. So don't be alarmed when\nyou see that the kill percent is missing and a zero is at the upper right\nof the screen. We just couldn't figure how to erase that zero, so it will\nalways appear. See if you can beat Batman DOOM in Knightfall; it's a great\nchallenge!\n\n     \t*Batman DOOM credits:\n\n*ACE Team Software:\n\n-Level Construction:\tAndres Bordeu\n\n\t\t\tCarlos Bordeu\n\n\t\t\tEdmundo Bordeu\n\n-Sprites/Textures/Graphics:     Andres Bordeu\n\n\t\t\t\tCarlos Bordeu\n\n\t\t\t\tEdmundo Bordeu\n\n-Dehacked:   Edmundo Bordeu\n\n-Music:\n\n        Martin Linda\n        \t\"Morg\" (level 04)\n        \t\"Inferno\" (level 12)\n        \t\"Heavy on the DOOM\" (level 22)\n        \t\"Boots\" (level 23)\n        \t\"Overtur\" (level 25)\n        \t\"Zone\" (level 27)\n\n\tJuan Sanchez\n        \t\"Between Bat and Man\" (level 01)\n        \t\"Falling Time\" (level 08)\n        \t\"Mirar2\" (level 10)\n        \t\"Life\" (level 14)\n        \t\"Fountain\" (level 16)\n\n        Janek Szulew\n        \t\"Title\" (title music)\n        \t\"Hall of Mirrors\" (level intermission)\n        \t\"Streets of Gotham II\" (Batcaves)\n         \t\"Waiting for the evil\" (level 11)\n        \t\"Scarecrow\" (level 15)\n        \t\"Streets of Gotham\" (level 19)\n        \t\"Runaway\" (level 24)\n        \t\"The doomed city\" (level 31)\n\n        Andrew Wood\n        \t\"Batdoom\" (level 03)\n        \t\"Gothic\" (level 06)\n        \t\"Fugitive\" (level 07)\n        \t\"Paranoia\" (level 18)\n        \t\"War Zone\" (level 20)\n        \t\"Dark Knight\" (level 28)\n        \t\"Gothic 2\" (level 29)\n        \t\"Bane\" (level 30)\n\n\tUnknown Author\n        \t\"Batman\" (level 32)\n\n-PC conversion:\t\tAnthony Soto\n\n-PC deh conversion:     Ty Halderman\n\n\t\t\tLaz Rojas\n\n-Special thanks:\n\n-Edmundo Bordeu for drawing that Tally Man sprite that started it all; and\nfor his tremendous efforts for the game.\n\n-Anthony Soto for making Batman DOOM possible in the largest gaming\nplatform in the world: PC's.\n\n-Laz Rojas for helping us with the dehacked text (strings) files.\n\n-The people from Doomworld and Telefragged for hosting us.\n\n-id Software for creating DOOM\n\n-DC Comics for Batman\n\n\tTips & Fun stuff:\n\na) Each Batcave has a hidden secret! See if you can find them all.\n\nb) Where is Wally? We're sure he's hidden somewhere in Gotham. Can you\nfind him?\n\nc) In level 15 you must rescue major Kroll from the Scarecrow. Depending\non if you're succesfull or not you will take a different path in the game.\n\nd) Batman DOOM has a secret level. A pretty bizarre one :)\n\nImportant:    You may NOT use (parts of) this wad file to construct new\nwad files without permission of the authors. If you do so, you will go to\nhell.\n\nDOOM is trademark of id software\n\nBatman is trademark of DC Comics\n\nBatman DOOM was made in Chile and made with Macintosh!"
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