=========================================================================== Advanced engine needed : Boom-compatible Primary purpose : Single play =========================================================================== Title : Breakpoint Zero Filename : bp-zero.wad Build date : 2026 Mar 27 Release date : 2026 Jun 29 Author : QJ_kent Email Address : [redacted] Description : Single-map PWAD initially made for "2 Decades of Dooming" mapping contest, where it received an honourable mention. Changes from the contest version of the map: - Added Co-op monsters (Mainly for Ultra-Violence+); - Reworked blue key area encounter; - Slightly reworked the difficulty settings; - Changed DEHACKED for pistol; - Fixed minor graphical oversights; Co-op was tested, but on UZDoom only, as I tried to setup Woof! prior for co-op, but abandoned that, as the port forwarding process drove me nuts. Plus, actual co-op was kind of an afterthought anyway, as my reason to add co-op monsters was the UV+. Original description: While technically not my first foray into Doom mapping, as I was previously making either test maps, proof-of-concepts or other stuff, very few of which I only shown to a handful of my friends (and my younger bro), this is the first Doom map that I actually got to release, after I decided to sharpen my Doom mapping skills for once. The idea of the map came after randomly listening to Descent OST, of which one track I ended up using for this map. Thematically, it's an inside of a hell-infested computer, I guess, and Doomguy does a "full-presence" debugging... Yeah, go guess how that works. Inspired by Speed of Doom MAP31 (1010011010), mainly by similar theme of cybernetic landscape and restricted monster variety (even though I deviated from the blueprint by adding a lot of flesh and few... puking computers), and, I guess, a little bit by CC2 MAP24 (The Mucus Flow), judging by how common the green color ended up in this map. As for how I would describe the map itself... This is probably what debugging of an experimental UAC "full-presence" mainframe looks like. Additional Credits to : James Paddock for hosting "2 Decades of Dooming" contest Virtue, LilWhiteMouse (I hope I got their name right) - Cyber-Imp sprite edits (can be found on realm667.com, Doom style beastiary [sic] repository) Williams Entertainment/Midway - Doom PSX/64 Imp sounds Doom Text Generator was used to create the intermission graphic. (https://c.eev.ee/doom-text-generator) =========================================================================== * What is included * New levels : 1 Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : Yes Demos : No Other : Yes (COMPLVL, UMAPINFO, etc.) Other files required : None * Play Information * Game : Doom 2 Map # : MAP01 Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : 8 days + 7 more days up-and-down preparing it for idgames release Editor(s) used : Ultimate Doom Builder, SLADE 3, Paint.net Known Bugs : The middle textures at lines 6231, 6298-6301 and 6306-6309 are rendered inconsistently across tested source ports. Sometimes it's possible to do a linedef skip of the triggers past the blue key door. Tested With : DSDA-Doom, UZDoom, Eternity Engine * Custom assets included * Music : D_RUNNIN - Descent OST - Level 2: Lunar Scilab (obtained from `https://www.karlsitretro.com/game-midi-dos-d/`) Note: The MIDI from this site has an incorrect BPM. It was fixed for this map.) Sounds : DSPISTOL, DSBG****, DSSKLDTH - Doom 64 Sprites : TROO**** - CyberImp (realm667.com) * Custom assets made for this map * Textures : MIDBARS4 - Edited MIDBARS3 RSKY* - Edited METAL1 + SKINFACE TEKFLAT2 - Edited TEKWALL4 to be used as a flat COMP_F* - COMPSPAN was used as a base to be used as a flat CONS1_3 - Mirrorred CONS1_7 SHAWN_F1/2 - SHAWN2 was used as a base to be used as a flat FIREBLU3/4 - Edited FIREBLU1/2 to be used as a flat ALLBLACK/F_BLACK - New from scratch (I mean, these are just 64x64 black boxes, that anyone can generate in any graphics editor) =========================================================================== * Additional Info * Co-op monsters : Included (For UV+) COMPLVL support : Yes Jumping : No Crouching : No Freelook : Optional (As per selected source port defaults) Difficulty : Medium-Hard Time to complete : First playthrough on UV will probably take 20-25 minutes. With the benefit of foresight - 12-15 minutes. * Changes introduced by DeHackEd * Cyber-Imp replaces Imp Cyber-Imp's health is set to 80 HP Cyber-Imp fires arachnotron plasma (technically, a modified imp fireball) Spectral Cyber-Imp replaces an unused Doom thing (DeadLostSoul), otherwise identical to regular Cyber-Imp Pistol has no spread penalty for continuous fire (i.e. perfect accuracy) Pistol's firing speed is slightly increased Chaingun's firing speed is slightly increased Max bullet ammo increased (300/600) Bullet ammo from pickups increased (20/100) * Note for (G/U)ZDoom and Eternity Engine users * This WAD uses DECORATE/EDF to define a custom monster type (Spectral Cyber-Imp, replaces `DeadLostSoul`) on top of DEHACKED definition. These are used to give them custom obituaries. =========================================================================== * Copyright / Permissions * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/ You are free to copy and redistribute the material in any medium or format. If you do so, you must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. You may not use the material for commercial purposes. If you remix, transform, or build upon the material, you may not distribute the modified material. * Where to get this WAD * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors Web Sites: https://www.doomworld.com/forum/post/3021804 (initial release)