=========================================================================== Advanced engine needed : The latest version of GZDoom is recommended. Primary purpose : Single player, Co-Op =========================================================================== Title : Reelism Expansion Pack # 3: Reelism Gold Filename : reelism_x3.pk3 Release date : 11/09/2015 Author : The Kins and 300 Pounds Email Address : thekins@gmail.com Other Files By Author : ReDoom, Truckasaurus: The Worst Christmas Ever, and some other stupid crap. Misc. Author Info : http://www.thekinsie.com/ Description : A weird, interesting take on the Invasion/Horde modes so popular lately. Each game is divided into five sixty-second rounds. In between rounds, a little slot machine in your HUD rolls, deciding the rules for the next round. Will you be fleeing Barons in low gravity, or running over hobos in a tank? Will you be lobbing petrol bombs at Imps, or taking magical weaponry to creepy neo-furry manchildren? The choice, for once, is not up to you. Expansion One adds a whopping twelve new rules, three new bosses, two maps, co-op play support, and more dogs than strictly necessary. Expansion Two adds nine new reels, five new maps, new gameplay mechanics like Superweapons, terrifying secrets and still even more dogs. Expansion Three adds six new reels, seven new maps, three new bosses, improved modding capabilities and two new modes, including the adrenaline-pumping Boss Rush! Additional Credits to : Too many to fit in this text file! Check "View Credits" ingame. =========================================================================== * Changes in Version X3.1 * Code Fixes: - Removed A_SetSpeed stuff from a secret morph for 1.8.10 compatibility (thanks Anon!) - Fixed a bug where Barkblasts don't work if an enemy is touching you (Thanks Mak0rz!) - One of the Quantum Gun's side-effects now vanishes after a while. (Thanks Beed28!) - Readded ZDoom network options menu to the... options menu (Thanks Edward850!) - Added options for disabling reflective floors and dynamic lights to Reelism Options Map Fixes: - Reel Stadium: Fixed a lack of multiplayer starts - Reel Stadium: Fixed reversed sign floating above the cash register in the gift shop (thanks Anon!) - JRPGVille: Minor bug fixes to the ruins just before the boss area - Secret: Various bug fixes, geometry tweaks and gasping at my terrible old level design - Fort Firestorm: Fixed a bug where two bits of barbed wire at the starting base couldn't be flown over (Thanks Horse Mans!) - Fort Firestorm: Made the waterfall path slightly less horrific to traverse. It's still a bit of a mess, mind, but it's easier now. - Planet Eioneus: Fixed bosses cheerfully letting themselves fall off the edge to an easy demise (thanks Anon!) * Changes in Version X3.0 * Tons of changes under the hood, including a complete conversion to "proper" PK3 format! - 6 new reels - 2½ new monsters - 17 new weapons - 3 new bosses - 6 new maps - 2 major map updates - 2 new morphs - 5 new jackpots - And more frequent jackpots! - Boss Rush mode - Togglable announcer - Enhanced co-op lobby - Custom boss and custom reel support - 13 new startling facts - 10 new billboards - A whole bunch of tweaks and polish - Shockingly few additional dogs * Changes in Version X2.1 * Lots of bugfixes, no new content. WEAPONS AND ITEMS: The Evanger SMG's can no longer be selected when ammo is empty, and the dualies will take precedence when auto-switching from an empty gun. Thrown barrels don't become solid until the player that threw them step away from them, to avoid getting stuck when throwing them straight. The Explosive Shotgun now has a proper pickup sprite. MONSTERS: Revenants now shoot their missiles a bit higher up, to emulate the original mechanism from Doom II. Car crashes should now trigger Birthday Explosions during the proper reel. Crushed monsters no longer create infinite goo. Sectoid attacks reworked: ~2 sec life, can hurt other aliens, can't hurt bosses but player psionics can. Whoopsy's vomit will keep spraying out of its mouth instead of magically angling towards the target BOSSES: Bosses now become immortal when the player dies in single-play (bosses now get the TID 906 to accommodate this) Fixed MacGuffin missing some damage resistances. Fixed a bug where the Wizard would do his sight bark twice. MAPS: JRPGVille now has co-op starts and a roomier boss area that's easier for the bigger monsters to path around in. MISC: The smoke/effects toggle script will now turn off raindrops (but will not silence the ambient rainfall sounds). Disabled X/Y Billboarding due to visual glitches on 3D terrain Completely rebuilt the system for radius-based instakill crushing (tank, JERKs etc.) * Changes in Version X2.0 * Five new maps! Nine new slot rules! Three new bosses, plus custom boss support! Hordes of new guns and jackpots! Superweapons! Tons of bug fixes! Heaven! Hell! Let's Rock! Also, better documentation for mapmaking and multiplayer is provided for your convenience and her pleasure as part of the manual in the "docs" folder. Always read the label, and if the rash persists, please ask your vet. * Changes in Version X1.31 * This is where we fixed oopsies from X1.3. Our bad! HellKnights no longer gatecrash Night of the Shooting Dead, and Jerks no longer hunt in packs. * Changes in Version X1.3 * So many! Big thanks to Ed the Bat and Xutawoo for most of these! Here's the abridged version... LOBBY MAP: A handy, comfortable map to chill out and select your next level in. Best in co-op! Set the host's starting map as "lobby" to use it. BALANCE TWEAKS: The pistol hits nearly twice as hard, the baseball bat now kills normal enemies in a single mighty blow, and the flare gun now starts fires. Oh, and a bunch of monster spawns were removed from DISCORD, making it vaguely possible to finish. OTHER LITTLE THINGS: New victory playlist for when you win a round Environment sounds are louder and thus actually noticable A couple more billboards Slots now appear in ZDoom's alternate HUD Shotguns now fling enemies further backwards when used up close Super Shotguns fling enemies further than regular ones BUG FIXES: Improved how respawning works in co-op Tanks and Jerks no longer leave blood splatters on walls Tank gets pushed backwards by firing the cannon Coffee break jackpot freezes players in mid-air Find the Antidote no longer causes player anim stuttering Upgraded a couple of jackpot enemies Slot Rigging cheat is now clamped to valid values and prints the player that used it Fixed Railgun not switching away automatically when out of ammo Fist, Hammer and Laser better honor Caffeine Time Evened out randomness on car colour selection Lots of clean-ups and improvements to boss code Fixed the Transpo PA announcer talking over himself in multiplayer Added text names for maps that didn't have them, for future-proofing purposes Merged all map WADs into one file for convenience sake. Fixed Larry's Laser occasionally being silent Fixed Lightning Gun stunlocking bosses Fixed a situation that causes bosses, Jerks and jackpot enemies to sometimes not spawn * Changes in Version X1.2 * Re-enabled automatic weapon switching Fixed a possible endless loop crash in the enemy definitions Fixed Trackbot complaining about a "CorpseFlying" state Fixed dead Firebots never getting cleaned up Tweaked health spawning Added a "new" item! Fixed boss spawn points despawning after a boss spawns in Infinite Mode Added TDA's fullscreen HUD fix - thanks! Disabled HUD on credits map Added a debug cheat (Thanks Xaser!) * Changes in Version X1.1 * NEW(ish) GUEST MAP! By the one and only Xaser! Fixed Jetpack Larry complaining about a "CorpseFlying" state Fixed Infinite Mode bug where weapon spawners would always use the Boss Round weapons setup after a boss round Larry's Laser Gun is now affected by Caffeine Time The Archer has had his insane arrows replaced with less insane ones Fixed Barons and Imps' melee attacks damaging bosses and generally causing grief Replaced Scientist Zombie's dumb placeholder Doom64 dart sprite with a more fitting knife sprite by NeoWorm New sounds for the Scientist Zombie, SOAB and Baron Arm Fixed where I'd somehow never added Larry's sounds to the WAD. I'm good at modding, me Disabled Boss Test mode. Sorry! I didn't mean to keep it enabled Made health spawn more, and biased item spawners towards health Fire now does half damage to players Made baseball bat more hardcore Fixed Eye and Batghost dropping ammo twice Tank Alt-Fire now spews spent casings everywhere, AS IT SHOULD Made OpenGL sprite billboarding more consistent Modified a bunch of doors in Creature of Chaos so that enemies can open them Tweaked the secret stairs a little in Creature of Chaos to reduce the chances of the tank getting stuck on them Added subtle particle markers for item/weapon spawners (Thanks Torm!) Doubled raise/lower speed of MOST weapons Subtle tweaks to Jackhammer, Flare Gun and Baron Arm Changed Raven Hammer ammo usage to make actual sense Disabled auto-switch on picking up a new weapon Added a round timer to the HUD, among other little tweaks Added a range limit to the Former Humans, fixing your getting insta-sniped from across the map Logged reel names to the console, and made reel name/description text stick around for two more seconds * Changes in Version X1.0 * Twelve new slot rules! Three new bosses! Two new maps! New items! Lots of new guns and enemies! Co-op support! Lots of new jackpots! Mini-jackpots! Countless fixes and adjustments! Everything you know is wrong! * Changes in Version 1.3 * Minor player tweaks Skill settings added Fixed bug where bosses wouldn't spawn if something was in the way Fixed Eyes and Larry vanishing upon being killed with an explosive Various changes, fixes, additions and improvements to sounds Fixed bots spraying blood decals when shot near walls "Improved" 444 Jackpot Added capital letters to big font Adjusted all text to suit Added unique end-game messages for each boss Fixed a sound typo * Changes in Version 1.2 * Fixed Tank getting stuck in walls when morphing Made Tank awesomer Made Imp Tank boss a little less likely to kill you in a single shot Forced player to be the winner no matter who kills the boss Baseball Bat improvements Reelism is now Widescreen-Friendly! Fixed a bug where Flamethrower ammo would stay around forever Bosses no longer get stunlocked by fire Fixed a crash bug when dying from fire during the Bloody Screen So Real rule Less starting ammo for Flamethrower Minor selectionorder fixes * Changes in Version 1.1 * Corpse Cleanup System Optimised Laser Effect Flamethrower Improvements Skulltag Tags Spawners and Crates are Randomer Code Janitoring Fire Death Effect Dynamic Lighting Added Firebot =========================================================================== * What is included * New levels : 17 Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : What is this, 1994? Demos : No Other : Yes (DECORATE et. al) Other files required : * Play Information * Game : DOOM2 Map # : Not used Single Player : Designed for Cooperative 2-4 Player : Yes! Deathmatch 2-4 Player : No Other game styles : No Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : Eeesh. Editor(s) used : SLADE 3, GZDoom Builder, Photoshop CC, Audition CC, Goldwave, HLMV, Source Filmmaker, Trello, Evernote, Atom Known Bugs : All of them. May Not Run With : The software renderer, Zandronum Tested With : GZDoom Dev Builds. Loads but otherwise untested in GZDoom v1.8.10. * Copyright / Permissions * Authors MAY 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, where possible. As far as distribution goes, I would prefer that you just link to the Reelism website so that people get the latest version. Thanks! * Where to get the file that this text file describes * Web sites: http://www.thekinsie.com/reelism/