Difference between revisions of "No Rest for the Living"

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The [[Eternity Engine]] has built-in support for the episode if the entire <tt>doom2.disk</tt> file from the Xbox 360 version is loaded, or if a path is configured to point to the BFG Edition PWAD file. It uses the <tt>metadata.txt</tt> included in the [[diskfile]]. Development builds of [[ZDoom]] recognize [[NERVE.WAD]] by its size and MD5 sum and allow to play it as a Doom II episode.
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The [[Eternity Engine]] has built-in support for the episode if the entire <tt>doom2.disk</tt> file from the Xbox 360 version is loaded, or if a path is configured to point to the BFG Edition PWAD file. It uses the <tt>metadata.txt</tt> included in the [[diskfile]]. [[ZDoom]] and [[GZDoom]] recognize [[NERVE.WAD]] by its size and MD5 sum and allow to play it as a Doom II episode.
  
 
==External links==
 
==External links==

Revision as of 05:33, 23 January 2014

No Rest for the Living is the title of the new Doom II expansion set developed by Nerve Software's Richard Heath and Russell Meakim for the release of Doom II on the XBLA. It is also available in Doom 3: BFG Edition.

Episode

The episode consists of nine levels in all, eight standard levels and a single secret level, as a homage to the similarly structured nine-map episodes in the original Doom, particularly Knee-Deep in the Dead[1]. As Doom II did not have episodes per se calling No Rest for the Living an episode is technically a misnomer. The new maps are a separate selectable campaign at the inception of the game, in a fashion similar to Doom's episode selection. Selecting "Hell on Earth" propels the player into the classic 32 map Doom II campaign, whereas selecting "No Rest for the Living" starts the new 9 map addition. Completing No Rest for the Living in singleplayer on any difficulty unlocks the "And Back Again" Achievement, and unlocks the "Doom II Marine Suit" Avatar award.

According to Nerve Software boss Brandon James the expansion set "continues on Earth after Hell's forces have [seemingly] been vanquished".

Levels

On source ports

To play it correctly with a source port, you need a limit-removing source port with some sort of MAPINFO support to accommodate for the level progression, map names, par time, and soundtrack that do not correspond to Doom II's. The endgame text screen is also different.

Level Soundtrack Par time Notes
1 D_MESSAG 75
2 D_DDTBLU 105
3 D_DOOM 120
4 D_SHAWN 105 Secret exit
5 D_IN_CIT 210
6 D_THE_DA 105
7 D_IN_CIT 165
8 D_SHAWN2 105 Doom II cast endgame
9 D_DDTBL2 135 Back to level 5

The Eternity Engine has built-in support for the episode if the entire doom2.disk file from the Xbox 360 version is loaded, or if a path is configured to point to the BFG Edition PWAD file. It uses the metadata.txt included in the diskfile. ZDoom and GZDoom recognize NERVE.WAD by its size and MD5 sum and allow to play it as a Doom II episode.

External links

References

  1. Shacknews comment on May 26, 2010