Difference between revisions of "Mordeth"

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=== Soundtrack ===
 
=== Soundtrack ===
  
The levels re-use Doom II music by [[Robert Price]] with some selections re-ordered.
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The levels re-use Doom II music by [[Robert Prince]] with some selections re-ordered.
  
 
* MAP01: "Adrian's Asleep" (from [[MAP25: Bloodfalls (Doom II)|MAP25: Bloodfalls]])
 
* MAP01: "Adrian's Asleep" (from [[MAP25: Bloodfalls (Doom II)|MAP25: Bloodfalls]])

Revision as of 18:17, 6 July 2020

Mordeth is a Doom II partial conversion by Gaston Lahaut (Mordeth). Its first episode "The City of Babel" containing six levels and some custom enemies was released in 1997. Additional episodes are still under active development and the finished project will use the Eternity Engine.

Mordeth was listed on Doomworld's Top 10 Infamous WADs due to its remaining episodes taking a very long time to materialize along with a significant project personnel turnover rate. As a high profile incomplete project with the longest wait in the Doom community, the Cacowards' Mordeth Award was named after it.

Installation

The available demo was packaged with New WAD Tool. The custom flat and sprite replacements are contained in the file MORGRAP0.WAD. Contrarily to DeuSF, NWT does not use namespace markers to group sprites and flats together; and indeed replacement flats are sprinkled over the sprites which constitute the bulk of MORGRAP0. As a result, it is not enough to simply load MORDETH.WAD and MORGRAP0 in most modern source ports.

In Chocolate Doom, the command line parameter -aa can be used to load MORGRAP0.WAD in a way that emulates how NWT works. The full command line to load Mordeth is:

chocolate-doom -aa MORGRAP0.WAD -file MORDETH.WAD -deh MORDETH.DEH

For other ports, the easy solution is to obtain the DeuSF version of Mordeth (mfb97dsf.zip - available at Doomworld, see link below). The alternative is to look through the graphics resource file to cut and paste the lumps as appropriate in the correct namespaces. The flats are GATE4, GRNLITE1, MFLR8_1, BLOOD1, BLOOD2, BLOOD3, CEIL3_1, GATE2, GATE3, and GATE1, in that order (but with many sprites interspersed). Once they are removed, all remaining lumps are sprites.

Content

External links