./games/doom-pwad-shotgun-symphony, Doom mod

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Branch: CURRENT, Version: 1.0, Package name: doom-pwad-shotgun-symphony-1.0, Maintainer: pkgsrc-users

Attention: This is a mod for Doom, not a standalone game!
It has received one of the 2019 Cacowards on Doomworld.

For the look & feel intended by the author, you need the original Doom or
Ultimate Doom from id Software as base (doom.wad or doomu.wad as IWAD).
If you don't have Doom, you can use Freedoom (freedoom1.wad as IWAD) to
play, but the Freedoom graphics doesn't match well to the style of this mod.

Advanced engine needed : Boom Compatible
Primary purpose : Single play

You have received orders to investigate the giant UAC complex on Phobos.
Expect extreme enemy resistence from the moment you arrive. They are waiting
for you. You will find a new and powerful enemy caged in the final stage
of the first complex. Do not try to kill it. Instead, journey through
later stages of the vast, interconnected facility. We believe you can find
a way to attack it from behind, when you have stronger weapons.

Required to build:

Master sites:

Version history: (Expand)

CVS history: (Expand)

   2021-10-26 12:44:37 by Nia Alarie | Files touched by this commit (466)
Log message:
games: Replace RMD160 checksums with BLAKE2s checksums

All checksums have been double-checked against existing RMD160 and
SHA512 hashes
   2021-10-07 16:08:04 by Nia Alarie | Files touched by this commit (466)
Log message:
games: Remove SHA1 hashes for distfiles
   2021-06-25 16:25:01 by Michael Baeuerle | Files touched by this commit (2) | Package updated
Log message:
games: Drop maintainership for Doom level packages

The levels likely will not be updated anymore.
   2020-02-03 13:08:06 by Michael Baeuerle | Files touched by this commit (5)
Log message:
doom-pwad-shotgun-symphony: Version 1.0 added

An oldschool mapset for E1 of Ultimate Doom, in the combined E1/E2 style
of Fava Beans, but much more violent. Mapset is optimized for pistol start,
though there are occasional goodies for continuous players. Every map exits
directly into the next, creating a single, giant facility.