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Archive Maintainer      : 
Update to               : 
Advanced engine needed  : Gzdoom
Primary purpose         : Single
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Title                   : Noob Project Part 5- Digital Highway

Filename                : Nprject5.pk3
Release date            : 
Author                  : Lupinx-ressurected aka. Lupinx-Kassman

Email Address           : [redacted]

Other Files By Author   : Noob Project series
			  Community Chest 3 map 31 "Disarming the Mechanism"
		          Sabbat Matyre 2 SMCTF08 "Artic Infiltration"
                          32in24-3 map 25 "Kass duel tower"
                          32in24-4 map 24 "Kass's fortress part 2: Not a duel tower"
                          32in24-5 layout of map 19 "Hemoglobin Rig"
                          32in24-5 detail of map 32 "Volcanic Panic"
                          diet 32in24 stuff, to lazy to remember since it isn't compiled yet...
                          32in24-6 map 5 "Late Outpost"
                          Various other projects that im not proud enough of to mention (may be due to laziness too.)
     

Misc. Author Info       : Recently turned 18. Still like Doom. I had taken a rather lengthy break from zdoom related stuff (see other files by author :P), but I briefly returned.


IMPORTANT: Make sure that text is not scaled in hi-res otherwise dialogue boxes may become large and obtrusive. From menu go to Options>Display options>Message options>Scale text in hi-res: no. Also (and of course) play the wad in OPENGL renderer.

Description: The quest for the BFG continues.... into a bright and colorful virtual world, where even ordinary laws of physics may be bent a little at times. Several textures were used from hacx, but due to the limited amount of virtual reality textures Hacx had to offer, I ended up making many of my own (either by creating color variations of textures in hacx, or simply making new textures from scratch.) The story is in game, in the form of skippable cutscenes (except the last one on level three, which is the player's choice to simply quit the game or not by then, since the stats are already shown beforehand.) Therefore, I am not going to monologue in this text file :P. The plot is semi-humorous, since I don't think I could make a completely serious plot. The wad is technically three maps, but it plays as one. Oh yes, I almost forgot to mention this wad can be very difficult.

NOT SO IMPORTANT: Who the hell is Kass, Kenesen, Vega, and Max? I hear you asking. Well, Kass was meant to represent me (you may have already met him in nprject4.wad, or seen my avatar on any of the doom forums I post in.) Kenesen represents a close friend of mine, who likes to play Real-time-stradegy games with me occasionaly, and rant about annoying ex-girlfriends. Vega is another close friend of mine (my next door neighbor in fact), who likes to draw and mess with multi-media related things such as Flash. Max is (go figure) yet another close friend of mine, who loves first-person-shooters, RPGs, and...well I guess just gaming in generel. He also knows how to get on your nerves, but in the end I can't say that he isn't a good friend. Oh and I forgot to mention, all four of us make up the VegKass productions team, a bond of authors who create miscellaneous things for the enjoyment of VIEWERS LIKE YOU...im sorry ill never do that again. Our website is at the end of this text file. These four characters have a bad habit of breaking the fourth wall, which annoys and confuses the poor marine.

UPDATE: The pk3 was only been updated to fix the faulty pk3 packaging and to remove the MP3s.
      All bad decisions that culiminated in the 2008 version of this wad have otherwise been left intact. 
      Hozen's artwork was not a bad decision though. In fact its this wad's only saving grace. 
      The rest though? Have a laugh at my expense.

Additional Credits to: 
	Music:
		MAP01's cutscene music is "Rust and Dust" from Capcom's " Rockman Zero 4 Soundtrack ~ REMASTERED TRACKS ROCKMAN ZERO - Physis (Disc 2)"
		MAP02's music is "DIGITAL CIRCUIT: ORIGINAL VER." from SEGA's Shadow the Hedgehog
		MAP02's first cutscene music is "Combustion" from Capcom's "Rockman Zero 2 Soundtrack ~ REMASTERED TRACKS ROCKMAN ZERO - Idea (Disc 2)"
		MAP02's second cutscene music is "X, The Legend" from Capcom's " Rockman Zero 2 Soundtrack ~ REMASTERED TRACKS ROCKMAN ZERO - Idea (Disc 1)"
		MAP02's boss battle music is "Fake" from Capcom's "Rockman Zero Soundtrack ~ REMASTERED TRACKS ROCKMAN ZERO"
	Graphics:
		Hozen (who went by Vega at the time) for their artwork that included the Kass, Vega, Kenesen, and Max dialogue box character portraits, the Kass drawing in the TITLEPIC, and the MAP01 Doomguy and Phobos battle drawing
		Kefka's Sephiroth sprite sheet used as a basis for the COL2A0 sprite
		Capcom's Megaman X3 for Zero graphics used as part of the COL2A0 sprite
		Capcom's Megaman X for Vile graphics used as the basis for the KENS* and KEND sprites
		The the COL2A0, KENS*, and KEND sprites may have had more elements from game sprites or custom sprite sheets that were around in the early 00s sprite comic days. My apologies if I missed anyone.
		CyberShadow, Frario, Ren "Fox" ramos, Skylights, Sinoc, Dan Sidney, Nemu, Joe T.E., Sonow, Master, and Neox's Metal Sonic sprite sheet for graphics used as part of PDIAA*	
		iD Software's Doom and Quake 3 for textures and graphics
		Capcom's Megaman Zero 3 for graphics
		Fredrik Johansson's Vrack 3 for textures
		Banjo Software's Hacx for textures
		The Alpha Dog Alliance's Strain for textures
		Capcom's Megaman X7 for graphics used in textures
		Nick Baker's Nightmare Texture Pack for textures
		Rottking's Phobos skin for graphics
		KDIZD Team's Knee Deep in Zdoom for graphics
		The Kins's Doom Enhanced for sprites used as a basis for the TIED* sprites
		Dario Casali and Milo Casali's Plutonia Experiment for textures
		Gerry Powell's Stencil font which was used in textures and graphics
		Wraith Corporation's Perdition's Gate for graphics
		Rogue Software's Strife for textures
		Jr Deputy Accountant's Fourteen-segment error display photo used as part of ERROR texture
		Creator of the warning icon used in the ERROR texture (unfortunately I cannot find information on who made it. The site the image appeared on is no longer around.)
		Various Windows XP and Windows Vista fonts added to textures in MS Paint. Sorry to say I don't recall the names of these fonts, but they were default fonts that were available in Windows XP and Windows Vista.
	Sounds:
		Rottking's Phobos skin for sounds
		iD Software's Doom, Quake, and Quake 2 for sounds
		Banjo Software's Hacx for sounds
		Virtual.wav which was used as an ambient sound. I remember downloading this file from an online sound library. Unfortunately I didn't write the site's name down, and I'm not even sure its around anymore. Sorry, but I'll update this document if I find it again.
	Special Thanks:
		Fredrik Johansson's Vrack series for the styling inspiration of the starship areas
		The Zdoom wiki for the Revenant and Revenant missile DECORATE definitions which the Phobos DECORATE code was based on
		Cyb's Zdoom stuff which was how I had started learning to write ACS, the Massmouth series which this wad's plot makes multiple references to, and for the sector "weird trees" commented on in MAP09 of Massmouth 2. One of those trees is briefly visible in the intro cutscene of this wad's MAP01
		The floor_waggle demonstration wad called wave.wad which the floor_waggle teleporter near the end of MAP02 is based on. I have not yet found
		who created wave.wad. Will update if I find more information.
		Erkki-X's Evil Doomguy enemy from the Boss Monster Resource Wad whose DECORATE definition was used as the basis for the evil marine in this
		Thanks to Johnatone for the server rack wire detailing which inspired the secret in sector 2440. Its inspired by the detailing of secret sector 186 from their "Doom: A Megawad in Two Weeks" MAP14 "The Containers".
		Sterling "Caligari_87" Parker for the toilet from their "Do it Again" wad which was used in the map01 cutscene
		Hozen for being one of my closest friends over the years and being really supportive
		I remember I was learning scripting at the time by looking at how other wads did it. The Quakish "one more to go" sequence for example was probably based on an existing script. But I don't recall what. Apologies if I missed anyone.
		TheGreenHerring, Esselfortium, and other friends and family for being supportive. And also patient with my requests for playtesting.

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* What is included *

New levels              : 3
Sounds                  : yes
Music                   : yes
Graphics                : yes
Dehacked/BEX Patch      : no
Demos                   : no
Other                   : no
Other files required    : nope


* Play Information *

Game                    : DOOM2 
Map #                   : 1-3
Single Player           : yes
Cooperative 2-4 Player  : no
Deathmatch 2-4 Player   : no
Other game styles       : Huh?
Difficulty Settings     : Sort-of, but no matter which setting, the wad in general is quite difficult.


* Construction *

Base                    : New from scratch 
Build Time              : Too long
Editor(s) used          : XWE and Doom Builder
Known Bugs              : In the boss arena, where you meet Kenesen, there is a very small area where pressing the spacebar will cause the cutscene-skip script early. Easily avoided as long as you don't run around the arena pressing the spacebar madly for no apparent reason.
May Not Run With...     : Anything not GZdoom (Okay it MIGHT run with the newest version of skulltag but I haven't tested). 


* Copyright / Permissions *

Originally before this update I allowed reuse of this. But looking back and considering how much of it was cobbled from
existing stuff (see Additional Credits), I ask that you not. 

* Where to get the file that this text file describes *

The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Web sites: Vegkass.bravehost.com
FTP sites: 

