================================================================ Title : Doom: RV-007's Doom_1_and_2_Animilation_Sprites_Scaled_v20 Filename : doom1and2_animilation_sprites_scaled_20.WAD Author (unoriginal_wad) : RV-007 Email Address (Author) : retrovirus_007@operamail.com Date of Completion : 07:58AM, 02/09/2011 (for about 3 months and 4 days [Date of Start Construction, 26/05/2011]) Misc. Editor Info : Stupid text editor closed on me. So to put this short, I am the original author of this wad and I grant consent to all (with the intention to bash this form of illustration) to wish to make use of this doom1and2_animilation_sprites_scaled_v06.WAD. This wad is both a pun to poke fun of post-war manga illustrations (including anime [post-war manga illustrations in form of animation]) as well to express bashing against the general (real-life) Nipponian attitude toward non-Nipponians (weeaboos included). This wad is of my work of hobby thanks to the many doom helpful resources and fun wads out there. doom1and2_animilation_sprites_scaled_v06.WAD is the very first doom wad project I was talking about. A lot of time had been spent to finish about five humanoid spirtes in around three months, so I hope doomers enjoy this wad to some extent, even though this doom wad is not revolutionary or innovative. I also created two doom wads before during the summer of the year 2011. I will ensure that a directory of my doom wads will be written on every wad readme note. Before I roll out the details on the progress and the back story, I want to provide credit to very important sources that made this doom wad possible and existent. First, there is SandersonCallum, for hosting the youtube link of that manga girls massacre video, and eventually the files linking to every source that is required to create these sprites. It took me quite a while to figure out how to generate the sprites. Traces of information around the internet led me to a skulltag forum member known as 'charcola', the wad author that started this manga-rooted sprite wad. I managed to exchange some insight information with 'charcola' about some ways to generate angles, lighting, and so on. Despite the same sprites, I believe we both have different goals in mind. charcola wanted to have the sprites as the players, while I think that it is time to serve some whoop-ass on these illustrations once in for all. Sorry charcola. I could not believe that this doom (monster) sprite wad could extend to three months!!! It took nearly one hour to completely clean up a single image! Each sprite had several sets of animation frames, and each set is about 8 images (that's eight hours or less). The application(s) required to create the sprites is not 100% set for doom wads, so I had to do some tinkering to get it generate the eight angles. I failed to control the lighting because there is no easy way to have it automated into preset angles. Some of the animation images are manually edited by me, but I kept the preset sprite pose files so that no one had to go thru the agony I went through. I also kept the costume files for apprioriate sprite creation. You can count on this wad project using up over one gigabyte. At first, I created this wad out of paraody, but I thought back why I had the time and resource to make this wad. That reason is because I was academically set back by two assholes who fucked up on a easy group project in the course of 'corporate responsibility' (two terms ago). That's responsible alright. One was a Nipponian, and the other seems to be a Palestinian or bi-racial Muslim. I don't know what the fuck is wrong with these two, but they seem to get the idea that they don't have to do any work regardless of any reason. It was just sharing the roster of email addresses and phone numbers; I thought it is better if everybody had their own roster so we can get communication going, but no, somehow silence became more easily understandable. I do not like shit like that so I probably stuck to my guns and barked out criticism like "Are you being racist?" and so forth. The end of that conflict led to the Nipponian to distribute the information by email address. That Nipponian dropped the course soon after for the more likely reason to join another group that might let him get away from group work. The Palestinian would not respond to me, even to my email messages, nor did emailed a message to me. Nevertheless, I just focused my studies on more productive topics. That event happened before Osama bin Laden was announced dead and the 11/03/2011 quake shook and intoxicated Nippo. They definitely got served. The project failure set me back from further academica, but I will be back on my feet this month. I thought my studies were gone as good! This wad is not about Muslims because I do not have much encounters with this group of people. I do have enough encounters with Nipponians to know that they somehow have this hate instinct or policy embedded in their minds. Whatever it is, I believe it is some kind of racial superiority mentality. It is like you can see their eyes changing to hate mode right before your very presence. That Nippon did not did any upfront nasty (insert *RAWR* here) encounters, but I did not put all my eggs in one basket. Sometimes, I am concerned about how there could be weeaboos when Nipponians diss other people (as a truth). In the spirit of expressing the freedom of speech, I decided that this wad will be a statement in bashing Nippo and weeaboos (details in the description) because this is America, where the laws enforce the right to life, liberty, and the pursuit of happiness. Description (07:58AM, 02/09/2011) : On 11, 7, 1931, someplace in Korea, the weeaboo, Kim Chang-Ryong, initiated a Satanic ritual for eternal servitude to the Nipponians. On January 30, 1956, Kim Chang-Ryong was assassinated by his own peers for fear of his thirst of power and blood as a growing threat his fellow people. Fast forward many years in the future, a overzealous weeaboo working for Union Aerospace Corporation (UAC), desired a flourishing of a Nipponian world'. This weeaboo became so desperate, that he called forth demonic forces in rituals to make his wish come true. In a reality so unimaginable, manga characters appeared in existence and the weeaboo shouted, "It's a weeaboo's dream come true!!!". However, the weeaboo's wish also resurrected Kim Chang-Ryong's head in a unholy slate. Kim Chang-Ryong's head spoke, "Weeaboo, your service to Nippo is recognized. As a reward, you are to die as to be denied the fruits of your labor." The weeaboo inquired, "Why must I die? Have I not honor the way of Nippo?" Kim Chang-Ryoung's head replied, "Yes, weeaboo, you have honor the way of Nippo and for that you have my gratitude. However, there is something amiss..." The weeaboo inquired again, "And what is amiss, my master?" Kim Chang-Ryong's head laughed, "That is easy, you are a weeaboo; now die!!!" Kim Chang-Ryong's head spew boss cubes, which summoned forms of death to the weeaboo's dismay. What became of the weeaboo remains to be sought. Kim Chang-Ryong's head then encased himself in a giant demonic skull and sent manga characters, aided by the forces of hell, to compel the world to bend over to the Nipponian way. Additional Credits to : *WARNING*, this wad is definitely defined as immoral by my recognition of lewd adulterated standards; in fact, I do not think I would reveal the information on the application(s) that created these sprites unless there is a request for them. I am going to warn those to ask for the application(s) that there will be adulterated content (and it might thread towards pedophilia). The information, resources, and processes in creating this wad is not restricted from the access of areas involving adulterated content. By reading the credits section, I am not found responsible for any damages by your access of the references below. Doom is given a mature rating and so by you participating in activities about Doom, you acknowledge that you are at risk in exposing yourself to mature/adult content by your own freewill. Legal stuff aside, enjoy the wad and maybe learn something in the credits section. id Software, Inc., DOOM.exe | DOOM2.exe Developer of both DoomI and DoomII game resources and etc. Csabo, XWE116.exe ; Developer of XWE116 (Doom Graphics, Sounds and Music WAD Editor) Credits/Thanks: ReX (Gurkha Boy), Espi, Nigel Rowand (Enjay), Russell^, Doom_Dude, Fredrik, Angst, CacodemonLeader, Nick Baker, YicklePigeon for comments and ideas TZipMaster VCL by Chris Vleghert and Eric W. Engler http://www.doomworld.com/xwe/ wadedit@marchmail.com Christoph Oelckers (Graf Zahl), GZDoom; Developer of GZDoom (3D-accelerated Doom source port based on ZDoom-based port) Engine for Doom, Heretic, Hexen, Strife, Chex Quest, Hacx, Harmony, and Urban Brawl games Platforms: Linux, Windows; 32/64 I use this engine to fix the illegal errors http://www.osnanet.de/c.oelckers/gzdoom/index.html http://forum.drdteam.org/viewforum.php?f=22 n/a charcola (of skulltag forums), Pinkcat.wad| PinkcatII.wad| Santagirl.wad| SuccubusGirl.wad ; Author of catgirlskins.rar The wad that inspires to my Doom: RV-007's Doom_1_and_2_Animilation_Sprites_Scaled_v06 wad. This got me into making doom wads. http://wadhost.fathax.com/files/catgirlskins.rar ? RV-007, dumb_doom2_monsterplayersv20.WAD ; author of dumb_doom2_monsterplayersv20.WAD host of the required temptor/sprite_death projectile. Joseph Otey (Doorhenge) J S Graham (Psyren), BludhiRz.WAD (ZBlooD) ; host of: the inheritance requirement to replace the doom monsters (via BloatedButcher : Revenant 86) ?, gangsta_grosse.wad ; author of wad that could be used to test monster classes. http://wadhost.fathax.com/files/gangsta_grosse.zip n/a n/a irc lurker (of http://rowling.freenode.net/ , #legacy); These are the people who help with the scripting and other stuff around my doom wads. [14:39] <+Legas> does anyone want to be in the credits for my newest wad? [14:39] <+Frades> heh [14:39] <+Frades> what do you ask in return? [14:42] <+Legas> I dunno, you can say something about my wad, like, "the graphics are good, but i hate that it's in manga form" or just claim something like a beta tester. [14:44] <+Legas> in fact, I'm just going to put the irc channel in the credits. [14:45] <+Frades> it has been over 10 years since i released a map myself, so i wouldn't be too confident that my name would attract any interest :p [14:45] <+Legas> np [14:45] <+Frades> ok, maybe not 10.. but 5 definitely [14:46] <+Frades> would you care to try it out? [14:47] <+Legas> ok, I'm going to put the 3 lines as a quotes. [14:47] <+Legas> sure. http://www.zdoom.org/wiki/Category:Doom_II_monster ; Listing of data values for Doom 2 monster sprites http://www.zdoom.org/wiki/Classes:Doom#Explosives http://www.zdoom.org/wiki/Classes:Doom#Weapons ; Listing of data values for Doom 2 monster projectiles Various bits of information to tie in certain monsterplayer sprites for custom attack data ; http://www.zdoom.org/wiki/Actor_flags http://www.zdoom.org/wiki/Category:Decorate_Weapon_attack_functions http://www.zdoom.org/wiki/Category:Decorate_Generic_Attack_functions http://www.zdoom.org/wiki/A_CustomComboAttack http://zdoom.org/wiki/A_SetScale http://zdoom.org/wiki/A_SetAngle http://zdoom.org/wiki/A_Jump http://zdoom.org/wiki/A_CustomMissile http://www.zdoom.org/wiki/A_SeekerMissile Information on: A_SeekerMissile (angle threshold, angle maxturnangle, int flags = 0, int chance = 50, int distance = 10) A_SeekerMissile (angle threshold [view angle limit from shooter], angle maxturnangle [maxturn angle limit], int flags = 0 [SMF_LOOK|SMF_PRECISE], int chance = 50 [256], int distance = 10 [100]) http://zdoom.org/wiki/A_Jump Information on probability of jumping to which state http://zdoom.org/wiki/Actor_properties#Rendering http://zdoom.org/wiki/Actor_properties#Sound | http://zdoom.org/wiki/Predefined_sounds http://zdoom.org/wiki/SNDINFO | http://www.zdoom.org/wiki/Actor_properties#PoisonDamage Information on: PoisonDamage value[, duration[, period]] PoisionDamage (damage, time [seconds], seconds to kick in damage [zero also equals kicking damage for each second passed]) http://www.zdoom.org/wiki/Actor_flags#ADDITIVEPOISONDAMAGE Information on: Several hits from missiles or puffs with the PoisonDamage property and this flag cause the poison damage suffered by the victim to increase. http://www.zdoom.org/wiki/Actor_flags#ADDITIVEPOISONDURATION Information on: Several hits from missiles or puffs with the PoisonDamage property and this flag cause the poisoning suffered by the victim to be prolonged. http://zdoom.org/wiki/A_SpawnItemEx Information on spawning items now with properties!!! This statement drops the spawned item (unless specified) :. http://zdoom.org/wiki/Actor_properties#BloodColor http://zdoom.org/wiki/A_MonsterRefire A_MonsterRefire (int chancecontinue, str "abortstate") Calls A_FaceTarget and then checks whether the monster should abort its attack sequence and go back to abortstate. If the target is out of sight or dead, has a chancecontinue/256 chance to continue nonetheless. The monster-specific functions use the following parameters: A_CPosRefire: 40, "See" A_CrusaderRefire: 0, "See" A_SpidRefire: 10, "See" A_SentinelRefire: 30, "See" All these functions jump to the "See" state if the attack is to be aborted. The loop has to be explicitly coded in the actor definition. A_SentinelRefire also has a 10/256 chance of aborting the attack even if the target is still in sight. A_CrusaderRefire is restricted to Crusader and derived classes. http://www.zdoom.org/wiki/Actor_flags#FLOORHUGGER Defines a projectile that is moving along the floor. Floor hugging projectiles pass over all obstacles until they hit a solid wall (not a raised floor). http://www.zdoom.org/wiki/Actor_flags#SPAWNFLOAT Actor is spawned at a random height in the sector. http://www.zdoom.org/wiki/A_SetFloorClip Sets the FLOORCLIP flag so the calling actor is affected by a terrain's footclip property. Actor's lower part is clipped when standing in a sector with a liquid texture (defined in the TERRAIN lump). Seems to be useful for flying solid monsters. http://www.zdoom.org/wiki/A_UnSetFloorClip Clears the FLOORCLIP flag so the calling actor is no longer affected by a terrain's footclip property. Actor's lower part is clipped when standing in a sector with a liquid texture (defined in the TERRAIN lump). Seems to be useful for flying solid monsters. http://zdoom.org/wiki/Actor_flags#NEVERRESPAWN A monster with this flag will never respawn, even in Nightmare. http://zdoom.org/wiki/MAPINFO/Intermission_definition#Cast_properties For the Doom 2 ending cast sequences. http://zdoom.org/wiki/Actor_flags#LOOKALLAROUND Looks in all directions for targets, not just in front of itself when A_Look or one of its variants is called. http://zdoom.org/wiki/Actor_flags#QUICKTORETALIATE Normally, when an actor acquires a target, it is prevented from switching to a new target for a set period of time (Specifically, it sets a counter at 100 and counts down by 1 for every A_Chase call the actor makes). If this flag is set, the monster is exempted from that code and is free to switch targets repeatedly. Monsters with this set will tend to turn on a new attacker immediately, rather than focusing on their current target. The Archvile uses this flag. SandersonCallum (of youtube); Host of the Doom 2 - Anime Girl Massacre youtube video This link allowed me to start making this wad. Mircosoft Corp. (?William Henry "Bill" Gates III?), mspaint.exe (Microsoft Paint); Image painting application for editing images for a pixel clean up. It is like 'pimping' the sprite's overall image. Included with Microsoft Windows 1.0 and later Windows operating systems. This program is the essential application to do all the pixel clean up. Kudos to the Mirsoft Corporation. I use this program to edit ANM09.bmp with "Copy To..." and "Paste From..." option labels in the Edit menu. Seriously, those option labels is something new I learned in the Mircosoft Windows OS! :) I also found out that there is a "Edit Colors" option label (in the Colors menu) that shows a chart of basic color codes; useful for BloodColor (color in rr gg bb [no parentheses]) flags. n/a ?; The very application that allow the 2.5/3d sprite generation possible. Has simulations that might disturb you with possible pedophilic content, but I can ensure that the application does not force users to this feature. Thomas Knoll (Adobe Systems, Inc.), PHOTOSHP.exe (Abode Photoshop [oldie rules!]) Raster graphics editor used to render those two lens flares (50-300mm zoom) and lighting effects on the image of Kim Chang-Ryong's head. http://en.wikipedia.org/ ; host of Kimchangryong2.jpg http://upload.wikimedia.org/wikipedia/en/8/8b/Kimchangryong2.jpg The Death Illustrated Team; Producer of: skullpoint.cur (skulpoin.bmp cursor) http://www.caiman.us/scripts/fw/f1517.html Joseph Otey (Doorhenge) J S Graham (Psyren), BludhiRz.WAD (ZBlooD) ; host of: the inheritance requirement to replace the doom monsters (via BloatedButcher : Revenant 86) DSCHANT.wav DSPOSACT.wav DSTELEPT.wav DSWHSPRS.wav http://wadhost.fathax.com/files/zbludv33MOD.zip n/a for website doorhenge@yahoo.com psyren@easy.com TheCraftyTitan (of youtube), DoomHack 05-09-10.rar (DoomHack 04.14.10 - Public Beta version [which goes by the name of zdoom.wad|DOOM2.wad]); host of: DSBFG.wav DSPESIT.wav DSGETPOW.wav http://www.youtube.com/watch?v=ZCdzBIuKF6I http://www.megaupload.com/?d=5HKZZ7GE Paul Corfiatis, spacia.wad (SPACIA: A Silly DOOM space advanture); host of: DSSPISIT.wav http://www.doomworld.com/idgames/?id=11529 pcorfiatis@our.net.au Justin White, toonporn.wad; host of: DSCACSIT.wav http://www.doomworld.com/idgames/index.php?id=9662 jlwhite71@aol.com Pantheon; composer of: m-crown.it (27.12.2000) For the R.E.D. -Spiritual Annihilation music disk compilation http://www.armagon.org/mods/R.E.D%20(group+compilation)/R.E.D%20-%20Spiritual%20Annihilation.zip n/a Acer PC Laptop (Aspire 5515); Pretty tough machine for a cost estimate around three hundred dollars. Free Shipping - Factory-Direct e-Commerce platform; Supplier of the Acer (Aspire 5515 PC) Laptop Battery Replacement (not free). http://www.6cheapest.com/ ================================================================ * Play Information * Episode and Level # : No Single Player : Yes Cooperative 2-4 Player : Yes, but untested Deathmatch 2-4 Player : Yes, but untested Difficulty Settings : Yes New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : dumb_doom2_monsterplayersv20.zip Editor(s) used : doom1and2_animilation_sprites_scaled_v06.WAD : XWE116, Doom Graphics, Sounds and Music WAD Editor : Notepad.exe, Editing images for a pixel clean up. It is like 'pimping' the sprite's overall image. : ? The very application that allow the 2.5/3d sprite generation possible. Has simulations that might disturb you with possible pedophilic content, but I can ensure that the application does not force users to this feature. Known Bugs : Not that I know of, the wad seems to work well with GZdoom * New Stuff * Change in monster sprites in the programming of Doom2 AI Weapons: n/a Enemies: School Girl (zombman) Maid (shotgunguy) Youth League Girl (wolfenstein_ss) Samurai Girl (chaingunguy) Temptor (doomimp) * Copyright / Permissions * Authors (MAY) use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this 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 this WAD * http://wadhost.fathax.com/files/doom1and2_animilation_sprites_scaled_v20.zip DEFINITELY Not at doomworld.com or any website that demands too much documentation for a doom wad (at this moment). * Notes * +Upcoming changes for doom1and2_animilation_sprites_scaled_v20+ Consider fix of head position of all walk/run animations for all sprites Attempt better strafe+fire abilities to enemy monsters +Unchangable? n/a * Changes * 07:58AM, 02/09/2011 -Grand Opening The weeaboos are invading!!! 02:57PM, 02/09/2011 -Credits for Assistance Credits to the #legacy irc channel (http://rowling.freenode.net/ ) for helping out with my doom wads. 4:45AM, 03/09/2011 -Obituaries and Strings Forgot to correct the obituary messages. 04:22AM, 09/09/2011 -Added In More Credits I forgot to give kudos to a website (http://www.6cheapest.com/) that helped me continue making this wad. For that, I thank you. Also, I mistaken notepad.exe for mspaint.exe, whoops. Forgotten about including Kimchangryong2.jpg . 6:19AM, 14/09/2011 -Wad Combination Friendiness/Unfriendiness I switch the dehack lump to the decorate lump; needless to say, it turned out better than I expected. The Scale should also pass over with other wads. Also, I made the AI of the sprites to semi-strafe/dodge/scamper so it's going to be much tougher than usual. After all, this is doom with manga/anime monster sprites. 6:08PM, 15/09/2011 The temptors has fire-breathing doomimpballs now and they could fly so watch out. I changed the death and xdeath animation to something more of a robotic malfunction (which means they are still deadly), but the original pictures are still there until further notice. 2:25AM, 23/09/2011 The pervy death and xdeath animation is back!!! The temptor's projectile is now more aggressive. Temptor also have (draining) melee attack. All sprites can be raised now. 5:56PM, 24/09/2011 Applied the +SPAWNFLOAT actor flag to the temptor monster sprite. Fixed the death sound of school girl monster sprite. There is not robotic death animations anymore b/c the filename was too long and I don't want to hoard up extra space. Sorry about that. 11:07AM, 08/11/2011 -Temptor's XDeath Entry Fixed the Temptor's XDeath. I couldn't figure out why the XDeath animation does not stay. I also place some FloopClip statements since a Temptor is now a flying monster. The Temptor's XDeath is now back!!! :D 7:56PM, 23/12/2011 -Demonic Difficulty Upgrade! Just before Christmas, I thought I should upgrade the final boss of doom2 with more health and a holocaust-type attack (of course, this is a Nazi reference). Just to point it out, the attack looks more like skies of sperm cells, hence the perviness of this wad (lol). The boss can now attack so that means easier access to cause damage. The boss will move and duck about when in his pain state so try not waste the ammunition. This update took the start around 6:00AM so that is about fourteen hours. The new and improved boss will attack if players try to use the rising pillar so it's best to come up with a strategy (lots of good luck also recommended [I tried to make it easy as possible on hard skill level, but I can't even beat it easily {maybe chaingun would be more useful in conserving plasma cells?}]). The temptor have a upgraded projectile that will burst into floorhuggin' flames upon death so I advise to jump when necessary. The good news is that the turn limit is now 13 degrees. Still dangerous even for doom2's map01. You can be assured that these temptors will change the gaming style of the doom iwads. The BossEyes will only spawn the anime monsters, but that doesn't make it any easier. Watch for the temptors. Good luck. Doom 2 ending now contains the correct monster sprites, but the scale property remains to be amiss. There is now a different cursor. A SkullTag-compatible version may come soon so the boss fight will be available online. New music for doom2's map30, "Icon of Sin". I'm thinking to correct the normal death animations for all anime monsters. 10:40PM, 23/12/2011 -dspopain Sound OverLap Fix Update already! Forgot to fix a sound for quite a while. lol. 04:09AM, 25/12/2011 -Custom Image/Audio Configuration Changed sndinfo lump for consistency in case of wad combinations. Finally fixed all of death, xdeath, and raise animations. Now there won't be any dubious positions that might stop gameplay. All frames are standardized by coordinates. Even better, the file size is now reduced to a total of 51.6Mb uncompressed, 12.9Mb compressed. Monster spawn/walk animation now more casual. 01:22AM, 26/12/2011 -Winter Break !see statement in pain state allow infighting between anime monsters (while spawn statement in pain state disallow infighting, they still hurt each other). !the original dsslop sound is back in place in case of archvile ressurect sound. !see sounds for bossbrain. 09:59PM, 31/12/2011 -New Year Update BossBrain will now fire missiles much slower than before. That doesn't mean his attacks are much weaker. The red baronballs are usually fatal. * Directory of wads by RV-007 * doom1and2_animilation_sprites_scaled_v20.zip dumb_doom2_monsterplayersv41.zip nsdoome_remix.zip