=========================================================================== Primary purpose : Gameplay Mod Advanced engine required: ZDoom 2.5.0 or Later Archive maintainer : Critical Bugfix update; was broke in later ZDooms =========================================================================== Title : Parkour Filename : xa-parko.wad Release date : 6/10/12 (updated 12/16/2015) Version : 1.1 Author : Xaser Acheron Email Address : xaser.88@gmail.com Description : Gameplay modification for Doom(2). It's a weapon modification you can fit inside a matchbox! Parkour is a full weapon enhancement mod, featuring swift n' snazzy takes on the original doom weapons, featuring reloading, dual wielding, and effects galore. True to its name, it also allows for increased mobility via kickjumping and super-unrealistic aerial dashing. Whooosh! This mod is a first in that it achieves its aims purely with code. There are no new graphical or audio resources included -- all work is done via the magic of ZDoom's TEXTURES. As such, it has a super-small filesize and is about as 'pure' as a mod can get in terms of content. Parkour was originally released on the ZDoom forums as an entry to Cutmanmike's Doom Mutator Contest #2 (which, sadly, was never judged), and is the first of its kind, providing the inspiration for mods such as WildWeasel's excellent "Style Mod" and Jimmy's kickass "Omega". For those itching for some extra gore, Parkour is also compatible with Brutal Doom Lite, with special care taken to preserve special deaths. Go nuts and splat some skulls! Additional Credits to : Cutmanmike for the Doom Mutator Contest 2. NeuralStunner, for some early bugfixing. Kate, Alex, n' Bouncy for being cool. Alex_Mercer (different Alex) for finding and fixing a sneaky Synthfire-got-borked bug. Everyone who tested n' liked this. Thanks, all! =========================================================================== * What is included * New levels : No Sounds : No Music : No Graphics : No, but you'd have difficulty telling. Dehacked/BEX Patch : Something much, much more. Demos : No Other : Diet Cola. Other files required : None * Play Information * Game : Doom2 -- be warned that Doom 1 will not display some sprites properly due to missing resources. Map # : N/A Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Other game styles : Yes Difficulty Settings : N/A * Construction * Base : Scratch. Build Time : Two-ish weeks for the initial release. Longer after. Editor(s) used : SLADE3, PSP7 (for graphic prototyping) May Not Run With... : Versions of Doom prior to 1.9 * Gameplay Notes * - Arsenal: What good is a weapon mod without weapons? No identity crisis here, just a slew of improved military goods just itching for use. * Fists: Twin arm-mounted meat-pounders. Good for reasoning with the enemy in times of personal stress. A berserk pack will increase your sleuth diplomacy skills dramatically, allowing you to reason with greatly increased fervor. Bloody fervor. Primary Fire: Punch someone in the face. Secondary Fire: More powerful punch, with longer wind-up. * Chainsaw: The bane of all trees. Coincidentally, the state of the modern world demands a very loose definition of the word "tree". Primary Fire: Rev up chainsaw. If motor is already running, use this skill to engage in focused dismemberment. Secondary Fire: Turn off motor, if engaged. Running engines tend to awaken angry neighbors and pending victims. * Pistol: Thanks to the popularity of guns that shoot bullets, the military decided to design another gun that shoots bullets. Primary Fire: Point small end at target and engage firing mechanism to release bullets, which will be cordially introduced to intended recipient. Notes: Semi-automatic fire. Requires reloading. * Akimbo Pistols: Twice the fun in the same amount of space! Obtaining a backpack will award you with a second pistol, which can be operated alongside the first thanks to its revolutionary one-handed design. Primary Fire: Fire left pistol. Seconary Fire: Fire right pistol. Both pistols can be engaged in simultaneous bullet dispersion via use of multiple trigger fingers. Notes: Semi-automatic fire. Requires reloading. * Shotgun: Human-operated pellet launcher. Fires up to six sequential concentrated blasts of raw pain at uncooperative citizens. Notes: Requires reloading. * Dual Sawnoffs: Double trouble... doubled! With these twin double- barreled shotguns, you can have twice the fun... twice! Notes: Requires reloading. * Chaingun: The military's favorite brand of salad maker. Primary Fire: Rapid-fire bullet shooting. Takes a short while for the chaingun to spin up to maximum bullet dispersal rate. Secondary Fire: Underslung grenade launcher, for extra spice. * Rocket Launcher: Man-portable explosion deliveration device. Designed to fire self-propelled nitro packages which provide a surplus of force to area-based threats. Primary Fire: Launch a rocket. The Launcher can hold up to five rockets at a time, and will automatically reload when not firing due to the high permeability of the device allowing for rocket osmosis. Secondary Fire: Underslung Remote Combustion Device, or "Flamethrower" to the layperson. Uses cells, for some bizarre reason. * Plasma Rifle: Battery-operated thermal deterrent device. Utilizes breakthrough scientific technology such as molecules and atoms to superheat a hearty ball of plasma. Serve with leeks. Primary Fire: Plasma pew-pew! Secondary Fire: Charged shot, because every good energy weapon needs a charge shot. Slight blast radius, so try not to melt yourself. * BFG 9000: The UAC is proud to display this prototype weapon in memory of its designer, Benjamin F. Geoffrey, whose remains can be found in the shoebox at the end of the exhibit. Primary Fire: Big Freakin' Glob of plasma, which does BFG-ish things upon exploding. Projectile may fragment slightly, which may or may not be a side-effect of excessive overclocking. Secondary Fire: Unstable bastardload of plasma. Nice for spraying a crowd or watering the garden. - Kickjumping: Your masterful skills as a Parkour Marine (a rather odd choice of profession, for the record) not only give you enhanced jumping abilities but also the power to perform a second "kick-jump" when hugging a wall or (in)animate object. Use this to lamely reach high areas (you cheating bastard!), leap over projectiles, or just look cool. Nobody will judge you for it. Much. - Dashing: By focusing your chi and performing some sort of ancient Chinese technique or another, you build up enough momentup to propel yourself forward at a high velocity -- even in mid-air! Physics be damned! Use this to escape from enemies, dash up to their face, or otherwise assist your speedy self in doing something extra-cool. Nice for maneuvering past your fellow Parkour Peers and blasting them in the back of the head in case of mutual disagreement. * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse. Just don't be a dick. Give credit where it's due. ;) You MAY distribute this file, provided you include this text 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 the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirror mazes.