Difference between revisions of "Mordeth"

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{{Top100 1997}}[[Image:Mordeth.png|thumb|Mordeth]]
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<div style="float: right;">
'''Mordeth''' is a [[partial conversion]] by [[Gaston "Mordeth" Lahaut]]. The first six levels were released in 1997, while the remaining episodes are still in development. The finished project will use the [[Eternity Engine]].
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{{wad
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|author=Gaston Lahaut
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|type=u
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|iwad=Doom II
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|year=1997
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|screenshot=Mordeth.png
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|caption=Mordeth MAP06
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|link={{ig|id=7694}}
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}}
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<div style="clear: right;"></div>
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{{Top100 1997}}
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</div>
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'''Mordeth''' is a [[Doom II]] [[partial conversion]] by [[Gaston Lahaut (Mordeth)]]. Its first episode "The City of Babel" containing six [[level]]s 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 the fact that the remaining episodes have taken a very long time to materialise, and the project personnel have been coming and going. It is one of the longest-waited high-profile incomplete projects in Doom world.
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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 ==
 
== 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 [[DeuTex|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 port.
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The available demo was packaged with [[New WAD Tool]]. The custom flat and sprite replacements are contained in the file MORGRAP0.WAD. Contrarily to [[DeuTex|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]] <tt>-aa</tt> can be used to load MORGRAP0.WAD in a way that emulates how NWT works. The full command line to load Mordeth is:
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In [[Chocolate Doom]], the [[command line parameter]] {{c|-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
 
  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.
 
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.
  
== Levels ==
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== Content ==
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{{col-begin|width=auto}}
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{{col-break|width=40%}}
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=== Levels ===
 
*[[MAP01: Prelude to Damnation (Mordeth)|MAP01: Prelude to Damnation]]
 
*[[MAP01: Prelude to Damnation (Mordeth)|MAP01: Prelude to Damnation]]
 
*[[MAP02: The Four Stairs (Mordeth)|MAP02: The Four Stairs]]
 
*[[MAP02: The Four Stairs (Mordeth)|MAP02: The Four Stairs]]
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*[[MAP05: Babel's Inner Quarter (Mordeth)|MAP05: Babel's Inner Quarter]]
 
*[[MAP05: Babel's Inner Quarter (Mordeth)|MAP05: Babel's Inner Quarter]]
 
*[[MAP06: The Draconic Guardians (Mordeth)|MAP06: The Draconic Guardians]]
 
*[[MAP06: The Draconic Guardians (Mordeth)|MAP06: The Draconic Guardians]]
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{{col-break|gap=5em}}
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=== Soundtrack ===
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The levels re-use Doom II music by [[Robert Prince]] with some selections re-ordered.
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* MAP01: "Adrian's Asleep" (from [[MAP25: Bloodfalls (Doom II)|MAP25: Bloodfalls]])
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* MAP04: "Into Sandy's City" (from [[MAP09: The Pit (Doom II)|MAP09: The Pit]])
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* MAP06: "Waiting for Romero to Play" (from [[MAP18: The Courtyard (Doom II)|MAP18: The Courtyard]])
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* [[Intermission]]: Intermission by [[Mark Klem]] (from [[All Hell is Breaking Loose]])
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{{col-end}}
  
 
== External links ==
 
== External links ==
 
* [http://mordeth.doomworld.com/ Mordeth Website]
 
* [http://mordeth.doomworld.com/ Mordeth Website]
* {{idgames|id=7694}}
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* {{idgames|id=7694|title=Mordeth Episode 1}}
* {{dsda|id=686}}
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* {{dsda2|wad=mordeth}}
 
* {{Doomworld3d|id=mordeth/mfb97dsf.zip|title=Mordeth - DeuSF/Port-compatible version}}
 
* {{Doomworld3d|id=mordeth/mfb97dsf.zip|title=Mordeth - DeuSF/Port-compatible version}}
 
* [http://visionsofdoom.us/rev_mordeth.html Mordeth: Episode One Level Reviews]
 
* [http://visionsofdoom.us/rev_mordeth.html Mordeth: Episode One Level Reviews]
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* {{onemandoom|page=2011/11/mordeth-episode-1-mordethwad.html}}
  
 
[[Category:Partial conversions]]
 
[[Category:Partial conversions]]
[[Category:Megawads]]
 
[[Category:1997 WADs]]
 
[[Category:Vanilla WADs]]
 
[[Category:PWADs by name]]
 

Revision as of 12:14, 21 November 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