=========================================================================== Advanced engine needed : GZDoom Primary purpose : Single play =========================================================================== Title : Deliverance 2600 (Final 1.32) Filename : d2600_v132.pk3 Author : Santtu Pesonen Email Address : santtu.pesonen@mail.com Description : Deliverance 2600 is a Metroidvania-inspired, exploration-focused total conversion for Doom, powered by the GZDoom engine. The player assumes the role of Stanford T. Pace, a former prison inmate who volunteers for Project Deliverance, which is intended to rehabilitate criminals by means of extreme discipline. He is then sent out on a mission to investigate a mysterious communications breakdown with a research facility on the planet Ferrus XII. But what he seeks is something else than redemption... Additional Credits to : id Software for DOOM Randy Heit for ZDoom Graf Zahl for GZDoom Pascal vd Heiden & Co. for Doom Builder SlayeR for SLADE Microsoft for Notepad and Paint The GIMP Team for GIMP Propellerhead Software for Reason The Audacity Team for Audacity Blue Shadow Darsycho Dude27th Piece of Pie Software snorigraphy TerminusEst13 Setup : Set your lighting mode to Standard (Display Options > OpenGL Options > Preferences) for the best visual experience. =========================================================================== * What is included * New levels : 1 Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : No Other files required : None * Play Information * Game : Doom / Doom 2 Map # : MAP01 Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Not implemented * Construction * Base : New from scratch Build Time : ~2 years in total Editor(s) used : Doom Builder 2, SLADE3, GIMP 2, MS Paint, Notepad, Reason Essentials 8, Audacity Known Bugs : During the battle sequences after picking up a keycard, the enemies can be prevented from spawning if you stand "on" their spawning spot when they should spawn, thus breaking the scripts that are supposed to re-open the path once they're all killed. Unfortunately, there appears to be no simple fix for this - just don't stand where they should spawn. May Not Run With : other ports than GZDoom (or at least non-ZDoom-based ones) Tested With : GZDoom 1.8.1-597-gcd6d653, 3.1.0, 3.3.2 & 3.7.2 * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You may NOT distribute this file in any format. * Where to get the file that this text file describes * Web sites: moddb.com/mods/deliverance-2600