=========================================================================== Archive Maintainer : Zandronum Update to : Zandronum Advanced engine needed : Zandronum 3.1 or higher Primary purpose : Deathmatch =========================================================================== Title : Balmora - Morrowind DM Filename : balm.wad Release date : 3/5/2025 Author : SkeletronMK666 Email Address : [redacted] Other Files By Author : Terminator Arena Misc. Author Info : also, Balmora.wad mapped by SkeletronMK666 base idea by Bathesda Softworks, thank you todd howard Skybox taken Ripped from DaggerFall. Description : IRL friends of mine gave me the idea to make a map in DOOM of Balmora from morrowind because they said a long time a go that they wanted to see a map of this in counterstrike one day. so i built it in DOOM Buider, and it's the coolest thing ever! Additional Credits to : OTEX by Ola Bj rling version 1.1 Released 2020-07-03 contact: ukiro@ukiro.com web: doom.ukiro.com OTEX discord: https://discord.gg/6keMwZR Don't browse the patches, instead open TEXTURE2 if you want to look at textures. Thanks to Bauul for the PK3 conversion (which is not this version) and to Simpletonium for the Doom Builder config for categorization. ===CHANGELOG=== As of this version I ve decided to include the Doom 2 texture definitions so that you can more easily combine vanilla textures with OTEX in engines other than GZDoom. New textures: * OBRCKX* * OCONCW* * OFENCN* * OFLSHG02 * OHELLC02 * OICE_E1* * OLGHTQ* * OSPRTN* * OSTCCC* * OTECHG02 New pattern variants for stuff from v1.0: * OBNKRE44 & 49 * OBRCKW22 * OCONCA15 * OCONCE50, 58, 59 * OCONCI01 * OCONCV46 * ODOORB04 * OFENCM02, 11, 12 * OMETLH24, 34, 37, 43, 95, 96, 97 * OMRBLB15, 18, 19, 39, 44, 46, 50, 59, 90 * OMRBLE40 * OROCKL02 * OSWTCHM is an OMRBLB switch set. Updated or tweaked textures: * OBNKRL40 had two stray orange pixels that were removed. * OCNDRC set had a slight vertical tiling issue that was fixed. * OFENCE01 was adjusted to make its brightness the same as on OWOODD01. * OFENCM01 got tweaked to remove the unconnected pegs . * OIRONN18 and 19 has a horizontal tiling issue that was fixed. * OMETLH got updated with slightly more prominent rivets (all variants). * OMRBLA43 now has the same fat beveling as the other variants in the material. * OMRBLB got updated patterns for its carved variants. * OMRBLE got a new material, all old variants are updated. * OSTAR are all redone with slightly adjusted heights per segment to better align with 8 px increments. If you ve manually aligned the old version; Sorry! * OSTONB is updated with nicer shading. New FLATs: * O3DMDA07 * OBSKTB* * OGRVLD01 * OHEXAB* * OHEXAF05 * OHEXAM* * OHEXAN* * OLAVAF* (animated) * OMRBLB00 * OQSLPB* * OQSLPC* * OQSLPD* * OSANDC* * OSLNTB* * OSLNTC* * OSPRTN* * OTL16C* * OTL32B* * OTLMXA* * OTRHXE* * OVINED00 Updated or tweaked FLATs: * O3DMDA* * O5DMDB02 * OCHRMA00 * OCHRMB00 * OCHRMC00 * OCONCG33 * OTMPLB02 * OHEXAF* * OHEXAL* * OPENTA* ===REDISTRIBUTION=== You are free to redistribute these textures with your levels. This means you can bundle them with your level and make custom texture sets that combine OTEX with other resources. I ask that you do not change the names of patches or textures in this process, and mention me in the credits. I also ask that you make sure your project contains the latest versions of everything, so re-import the latest OTEX to your project. ===MAKING MODIFICATIONS TO TEXTURES=== For best results, consider these key tips: * A lot of OTEX is chopped into patches, meaning you can combine stuff in the TEXTURE definitions without adding any more lumps. * Pick a naming convention different from that in OTEX, so that original textures are separate from the modified ones. Perhaps names start with O_xxx where xxx is a unique identifier for you or your project. Doing this makes it easier for me to keep track of new uses that I can choose to incorporate to OTEX proper. * Recoloring and other alterations to textures that are already in 8 bit color is likely to give you worse results than if I were to do it with the source Photoshop files. So if you are making changes you think can benefit others, please reach out and I can help you make it look as good as possible. ========== trees: Submitted: whirledtsar, PGE Code: whirledtsar, PGE, Rage Saprk (randomization code on HexenN64LeafSpawner) Sprites: Software Creations (Hexen 64), Ettingrinder Description: IRL friends of mine gave me the idea to make a map in DOOM of Balmora from morrowind because they said a long time a go that they wanted to see a map of this in counterstrike one day. so i built it in DOOM Buider, and it's the coolest thing ever! =========================================================================== * What is included * New levels : MAP01 Sounds : No Music : Yes Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : No Other files required : None * Play Information * Game : Doom 2 Map # : MAP01 Single Player : No Cooperative 2-4 Player : No Deathmatch 2-4 Player : Designed for Other game styles : None Difficulty Settings : Not implemented * Construction * Base : texture packs and resources from the doom community, and various games, including DaggerFall Build Time : about a week or so. Editor(s) used : UDB Known Bugs : ? May Not Run With : must run in Zandornum Tested With : Zandornum * Copyright / Permissions * This work is licensed under the Creative Commons Attribution 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by/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. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors