Title: The Adventures of MassMouth Do Over!
Filename: levels/doom2/Ports/m-o/massm_do.zip
Size: 4.02 MB
Date: 11/12/02
Author: Cyb
Description: There's a story which you'll probably need to understand the plot (good lord, there's a plot?!) so read it or I might have to beat you down. It's at the bottom of this file. If you read anything, at least read that.

DO: Anything marked with a DO (such as this passage) are notes added by myself for the third (Do Over!) release.
Credits: id for Doom and Q2, Raven for Hexen/ACS, Lee Killough for Boom/MBF, Randy Heit for ZDoom, Valve for Half-Life, Gearbox for OpFor, Stephen Monteith for MassMouth, TiC for the Sonic Blaster gfx/sounds, Kennith Scott for the status bar, Rick Clark for his ZDoom editing tutorials, without which I wouldn't have been able to add any new junk.
Base: Maps: Scratch

GFX: All new monsters are from OpFor or Half-Life. MassMouth is a Q2 PPM. The status bar is from Ken Scott's thetick.wad (spooon.zip in /idgames). The new BFG sprites are made by TiC (http://www.tic.de). All other weapons are from OpFor. 'The Eye' taken from Hexen (please don't kill me!).

Sounds: All enemy sounds except MassMouth's and the Stuka Bat's from OpFor or Half-Life (those two were made by me). Weapon/ambient sounds from Half-Life/Opfor/Q2. The Worm's sounds made by me, except his death sound (from OpFor).

Music: It's all Mark Klem and Dave Shaw stuff (because they rock total ass) except for map02 and the title music which have authors I do not know (darn).
Build time: Much, much too long. Probably four or five months. DO: Fixes and whatnot took a couple days, nothing major.
Editor(s) used: WadED, WadAuthor, Warm, Paint Shop Pro 5/6, Sound Forge 5, WinTex, Dehacked, WadCat (the only way to merge maps without overwriting SCRIPTS lumps). DO: I used WAuthor to fix and add new stuff.
Bugs: I've tried to minimize cheating (aka taking the easy way out) as much as possible, but it's tough. Anyway, I'll leave it up to you if you want to take a shortcut, but I think I got rid of them all. DO: ZDoom 1.23 has an annoying habit of breaking a few dehacked patches, but there's no way I can fix it. However, Randy has said he'll be fixing it, so once he does it'll work. Just in case you're wondering why picking up shells makes you pick up a desert eagle and vice versa.

As for real bugs, sometimes if you cross over a linedef a certain way you'll only set off half the script, or none of it at all. This doesn't happen very often, and I probably only know it because I playtested this thing so much. DO: Hasn't happened to me with this version, maybe I was smoking crack.
Rating: (24 votes)
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