===========================================================================
Title                   : The Smoking Dog [part2]
Files                   : tsdpt2.wad tsdpt2.txt unfvani.zip
Date                    : December 4, 2024 | re-upload march 22 2026
Author                  : Pablo Dictter
Email Address           : [redacted]
website                 : www.doom2.net/schlemiel
Description             : 7 levels for zdoom [udmf format] + secret map

Credits to              : Damian Lee for & Tobias Münch for testing & commenting on
                          these maps as i worked on them through the ages [10+ years now].
                          to the idgames maintainers and the devs behind the tools we
                          all use and love. and id for doom of course.
===========================================================================

* Information *

Game                    : doom2
Source Port             : lzdoom 3.88b | uzdoom 4.14.3
Map #                   : map01-07 + map99
Single Player           : Yes
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Difficulty Settings     : Yes
New Sounds              : Yes [just a few]
New Graphics            : Yes
New Music               : Yes

* Construction *

Base                    : new levels from scratch
Build Time              : a very long time [more off than proper mapping]
Editor(s) used          : doombuilder 1 & 2 + ultimate db + eureka + hellmaker [macos9] + deepbsp
Known Bugs              : did my best to have it be bug free but no one is perfect.


[part 1] https://www.doomworld.com/idgames/levels/doom2/s-u/tsdp1

* some notes *

map01 is devoid of any gameplay or items [except for the automap powerup and the few medikits in the exit area] - all you have to do is find the exit [there is an alt entrance to get inside faster if you explore]. you can always use "nextmap" on the console and skip it. the idea was to have a start that felt like the aftermath of yet another cyberdemon boss fight, like a "calm before the storm" type thing. the real reason is that i was too lazy to re-do the level itself with a layout that made sense for gameplay. lol.

being made for zdoom you can jump and crouch all you want. levels were made without jumping in mind so you wont need to but there will be a few spots that you'll have to use it [to get out of one or two pits for example].

maps were only tested with lzdoom 3.88b. there could be issues with gameplay mods, but probably not? i dont use them so i cant say, with the wad having new enemies and all - the same could be said about playing these maps with the 3d accelerated rendering but again, no idea, again, im stubborn and i only use software mode on lzdoom, so if things start to glitch out or maybe look off with opengl, then now you know.

jan 2025 update - some gameplay tweaks, mostly removing enemies for skills 1-2 and a few for skill3 which is like 15% less populated than skill4. other tiny changes no one will notice but make me happy. lol.

march 2026 update - on map01, the fist was missing when adding inventory back to the player, which meant if you played from map01 onwards no fists [unless you came across a berserk powerup?] its been fixed now. map02 had its rocky steps restored so players can jump and climb while exploring the first open outdoor area before venturing into the blue key building. and some other small texture fixes here and there in all maps, im sure more remain but fixed some of the most obvious ones and this will probably be the last update.

* CREDITS *

a few textures from gothicdm2, a bunch from the doom alphas [took me ages to figure out deutex would extract these]
sprites from heretic and hexen [like hanging skulls, stalactites, trees, mushrooms, etc] - the glorious strife chunky gib sprites and a bunch of edited textures and sprites by me. i am unsure where the dsand flat texture came from, but credit goes to them of course. i collected these way back in the late 2000s, my txt with proper credits was lost on a hdd crash :'(

there are some sprites/textures from the Doom2 alpha resource dump romero released, some sound files from hexen as well from a game called you are empty, yellow torch from skulltag, and i did tons of edits of sprites and texture edits from the D2 wad, too many too list cause im lazy.

everyone that replied to my questions on the zdoom forums back then [around mid/late 2000s to early '10s] - cant remember who they were [got blocked out of my account ages ago for forgetting the password, lol] but many helpful homies answering my dumb questions.

i wrote all songs and if you happen to like them enough to use them on your maps, then go ahead as long as you give me credit of course.


* Copyright / Permissions *

Authors MAY NOT 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 as long as you include this file intact.
