=========================================================================== Advanced engine needed : MBF compatible Primary purpose : Single play =========================================================================== Title : Friday Night UDM3 Filename : fnudm3_v1.wad Release date : 7/31/2025 Author : Tango Email Address : [redacted] Other Files By Author : Mayan Mishap, Paradise Description : Friday Night UDM3 is a 6-map episode of small, challenging singleplayer recreations of some of my favorite deathmatch maps from Unidoom Deathmatch 3. The MBF-compatible Minicharge gameplay mod is built in to alter monster behavior, change various sprites, add fast weapon switching, etc. See below for full changes. Additional Credits to : UniDooM, the original authors of UDM3: Ralphis, deathz0r, Liam, Alexmax, AceofSpades, Doomraider, Mephisto, Harvey, Earthquake, Russell & special guest mapper Toke. See below for specific map references. =========================================================================== * What is included * New levels : 6 + outro map + discarded map08 Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : Yes Demos : No Other : No Other files required : None * Play Information * Game : Doom 2 Map # : MAP01 - MAP07 Single Player : Designed for Cooperative 2-4 Player : Player starts only Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Yes * Construction * Base : New from scratch but heavily references original UDM3 maps Build Time : A few months Editor(s) used : Ultimate Doom Builder, SLADE, Aseprite Known Bugs: : May crash in Zandronum multiplayer May Not Run With : Ports not supporting MBF (complevel 11) Tested With : DSDA-Doom, GZDoom * Copyright / Permissions * This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/ You are free to copy and redistribute the material in any medium or format; and remix, transform, and build upon the material for any purpose, even commercially. 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. If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors ================================================ GAMEPLAY CHANGES ================================================ ======================== MONSTERS ======================== Most monsters have new sprites in addition to their altered behavior and stats. - Archvile -> Diabolist: Fiery-red cousin of the Archvile. Summons exploding plumes of fire beneath the player’s feet that linger for a few moments for area-denial. Punishes you for not watching your footwork. Base health raised 700 -> 750. Invulnerable to explosion damage. - Cacodemon: Base health reduced 400 -> 380. Projectile speed reduced 10 -> 6. - Demon: Speed raised 10 -> 12. Bite animation is a few frames faster. - Spider Mastermind -> Dark Cardinal: Floating brethren of the Cyberdemon. Fires Arachnotron shots as a pretty fast pace as long as target is in sight. Has exceptionally low pain chance. Is now vulnerable to explosion damage. The fact that it flies means it will slightly "break" existing maps that have Spiderdemons. - Cyberdemon: Health reduced 4000 -> 2200. Rocket explosion radius reduced 128 -> 96 (this applies to player rockets as well). - Arachnotron: Fires in bursts of 4 bullets with a small pause in between, rather than a more constant stream. - Lost Soul: Health reduced 100 -> 30. - Pain Elemental: Upon death, explodes in a radius of 80 units, damaging players and monsters alike. This is to discourage blocking Lost Soul spawning. ======================== WEAPONS ======================== All weapon swap times are halved, and all weapons have smooth animations. - Chainsaw: No changes. - Fist: No changes. - Pistol: Fires a bit faster than vanilla. - Shotgun: Fires much faster than vanilla. - Super Shotgun: Fires a bit faster than vanilla. - Chaingun: Fires a bit faster than vanilla. - Rocket Launcher: Firing startup delay removed. Delay in between shots reduced. Rocket explosion radius reduced 128 -> 96. - Plasma Rifle: No changes. - BFG: No changes. ================================================ CREDITS ================================================ ======================== MAPS ======================== All maps by Tango but very very heavily inspired by original UDM3 maps. MAP01: inspired by UDM3 MAP01 by Ralphis MAP02: inspired by UDM3 MAP04 by AceOfSpades & Ralphis MAP03: inspired by UDM3 MAP05 by Ralphis & LexiMax MAP04: inspired by UDM3 MAP13 by Mephisto & LexiMax MAP05: inspired by UDM3 MAP14 by Liam MAP06: inspired by UDM3 MAP02 by Ralphis MAP07 (outro): inspired by UDM3 MAP16 by UniDooM ======================== GRAPHICS + TEXTURES ======================== STATUS BAR BORDER GRAPHICS ptoing and esselfortium (taken from Back to Saturn X) PLAYPAL UDM3 TITLEPIC taken from UDM3, with some edits by Tango INTERPIC taken from Megaman 5 by Capcom, with minor edits by Tango RSKY3 taken from Mek's Box 'o Skies v3 (https://www.doomworld.com/forum/topic/92795-meks-box-o-skies-v3-look-up-in-the-sky-more-skies/) CITY TEXTURES taken from 32in24-15, with some minor edits to the dark marble brick by Tango ALL OTHER TEXTURES taken from UDM3 ======================== MUSIC ======================== TITLE ??? from ??? (taken from UDM3.wad) INTERMISSION Stage Select from Megaman 3 MAP01 Beginning from Castlevania III MAP02 Gerudo Valley from The Legend of Zelda: Ocarina of Time MAP03 Marshmallow Castle from Kirby Super Star MAP04 The Silence of The Daylight from Castlevania II MAP05 Napalm Man from Mega Man 5 MAP06 The Final Countdown by Europe ======================== DEHACKED ======================== SMOOTH WEAPONS VGA (from Black Ops) FAST WEAPON SWITCHING METHOD Noiser + Linguica (referenced from D4V) EVERYTHING ELSE Tango ======================== SPRITES ======================== Most things listed here are based off work originally by id Software TREES Sergeant Mark IV SMOOTH WEAPONS Per Kristian (original creator of the smooth sprites) IcyFreezy (black gloves from blakglov2.wad) NeuralStunner (PerK HUD fists with gloves) JoeyTD (pistol with arm) Blox (improved gloved fists, shotgun/super shotgun frame tweaks, fixes for Z86 chaingun, extra plasma rifle frames & code) Blue Shadow (plasma rifle tweaks) Z86 (smoother chainsaw, super shotgun frame fix, chaingun rotation/animation fix, smooth BFG) Minigunner ("Polished Skull" shotgun muzzleflash) BLOOD Gifty (from Dead Marine) HELL KNIGHT Gifty (smooth death frames from Smooth Doom) Vdude (red-blooded version of death frames) Tango (recolors) CACODEMON Tango and franckFRAG (base spritework) Amuscaria (projectile sprites) DIABOLIST Amuscaria REVENANT Amuscaria ROCKET IN FLIGHT Gifty (smooth explosion frames from Smooth Doom) Daedalus (rocket in flight frames from Complex Doom) ROCKET BOX AMMO Tango PAIN ELEMENTAL Revenant100 (fixed sprites from Doom 2 Minor Sprite Fixing Project) GREEN CYBERDEMON Tango (recolors) Gifty (smooth death animations from Smooth Doom) MANCUBUS Amuscaria ARACHNOTRON Amuscaria Raven Software (projectile sprites; slightly modified by Tango) CHAINGUNNER IMX IMP IMX DEMON IMX DARK CARDINAL Nanami Jimmy zrrion the insect Espi Ebola ======================== SOUNDS ======================== HQ IWAD SOUNDS Per Kristian DARK CARDINAL FromSoftware (Dark Souls) PISTOL FIRING Project Brutality DRAUGR Cybermeme (death sound from Cyber's Monster Randomizer) Doom 3 (for all the rest of the sounds I think?) DSSLOP (gib sound) Sergeant Mark IV (from Ketchup v5) DIABOLIST Amuscaria PICKUP + LIFT D2XGold (no idea what the original source is) BFG BALL EXPLOSION Daedalus (Complex Doom) BFG CHARGE SECRET Capcom (Mega Man X5) BFG FIRE SOUND Legendary, Sentey, Strathos, Blood, Overlord, Arkore (lca-v1.5.8.pk3)