BGPA Missions: Liberation
From DoomWiki.org
BGPA Missions: Liberation | |
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Author | Nigel Rowand |
Port | GZDoom |
IWAD | Doom II |
Year | 2008 |
Link | Doomworld/idgames |
This mod received one of the 2008 Cacowards on Doomworld! |
BGPA Missions: Liberation is a total conversion created by Nigel Rowand (Enjay), released in September 2008 for the GZDoom source port. A spiritual successor to 2006's Operation Overlord and having a somewhat similar tone, Liberation contains five regular maps, plus title, credit and config maps. Taking place in jungles, beaches, and fortified enemy complexes, the mod once again pits the player against the opposing Inca or Incanese army in a series of objective-based missions in order to cripple the enemy forces on the planet of Mons Grampius.
BGPA Missions: Liberation received one of the 15th Annual Cacowards.
Contents
Content[edit]
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Custom enemies[edit]
Inca scientist: Enemy scientists who wear lab coats. There are three variants. One variant runs away with you, firing pistol shots if necessary. The other two variants move backwards, shooting the pistol more often. All variants have 30 hit points.
Fish: An unused enemy that is supposed to represent an aggressive fish that bites the player in the water, but does not have the necessary sprites (it replaces the hanging torso, looking down). Has 30 hit points.
Alsation: A German shepherd attack dog that attacks by biting. Has 35 hit points.
Doberman: An attack dog that runs up to scratch at the player. Has 40 hit points.
Security remote: A floating gray droid that fires small plasma shots. Destroying the security remote makes it explode harmlessly. Has 60 hit points. There also exists a net security remote, which is semi-invisible but functions the same with the same hit points.
Little fat Inca: A dark-haired, green-suited officer that fires a pistol. A semi-invisible variant exists, as does a bald variant that shoots a plasma pistol. All three variants have 70 hit points.
Inca burst guy: A dark-haired, headset-wearing, green-suited officer that fires a burst rifle, four shots per burst and not stopping until you hit him or get out of his line of sight. Some burst guys can drop their rapid fire charge gun. A semi-invisible variant exists, which drops a rapid fire charge clip. All variants have 70 hit points.
Inca grenade guy: A green-capped, green-suited, red-badged officer who fires at the player with a shotgun or lobs a grenade towards the player. Has 80 hit points. The Inca grenade guy is not immune to his own grenades.
Inca shotgun guy: A green-capped, green-suited, yellow-badged officer who shoots with a shotgun and drops a charge clip when killed. A semi-invisible variant exists. Both variants have 80 hit points.
Inca sniper: A blonde-haired, headset-wearing, green-suited officer who fires a Stracher manstopper that can do heavy damage to the player. Has 80 hit points and drops an energy pod when killed.
Inca plasma guy: A dark-haired, headset-wearing, brown-suited officer who fires at the player with a plasma rifle, two shots at a time, not stopping until hit or the player moves out of his line of sight. Some plasma guys can drop their double pulse plasma rifle. A semi-invisible variant exists, which drops a rapid fire charge clip. All variants have 90 hit points.
Inca railgunner: A blue-capped, green-suited officer who shoots with a rail devastator. Some railgunners may drop their rail devastator when killed. A semi-invisible variant exists, and all variants have 90 hit points.
Inca crouching guy: Incan soldiers who crouch and attack like soldiers. Multiple variants exist. The first five variants wear headsets and have a burst rifle and plasma gun. They can stand while shooting, stay hunched while shooting, or stay crouched while shooting. They drop a rapid fire charge clip upon death, and some drop health stim injections. These variants all have 90 hit points. The next five variants all have helmets, and in addition to the previous variants' weapons, they also have a shotgun. These variants can drop health stim injections, small stim patches, charge clips, and armor plates, and have 110 hit points. The last five variants are functionally similar to the first five variants, but wear green berets and having 100 hit points.
Inca crouching sniper: A helmeted sniper in a crouching position that does not move. It will lock on to you with a red laser before hitting you with a strong sniper bullet. Has 90 hit points and drops an energy pod when killed.
Inca crouching Thompson guy: A crouching soldier that fires at you with a Thompson. Has 90 hit points and drops two Thompson clips when killed.
Inca rocket guy: A red-capped, brown-suited officer who fires a low-powered rocket launcher. A semi-invisible variant exists, and drops a rocket when killed. Both variants have 100 hit points.
Spider droid: Droids shaped like spiders. Two variants exist. One that crawls on the ceiling and then the floor to attack with a melee attack, which has 100 hit points, and another that has a rapid-fire hitscan attack and 120 hit points.
Nightmare: A ghastly apparition that only appears in the last level. Has 100 hit points, but does not count towards the kill total.
Inca super shotgun guy: A red-capped, brown-vested, green-suited officer who shoots with a Stracher shotgun. A semi-invisible variant exists, and both variants have 110 hit points.
Sentry turret: A ceiling-mounted turret that shoots at the player with hitscan bursts. Has 125 hit points.
Inca heavy soldier: A large soldier resembling the heavy weapon dude, even firing a chaingun. Has 150 hit points and drops a small stim patch when killed.
Scientist boss: The boss of the scientists who fires a red plasma shot and has 150 hit points.
Security sentinel: Similar to the security remote, but moves slower and fires red plasma. Has 150 hit points.
Inca flamer: A hazmat-suited trooper that fires a flamethrower at the player. Has 170 hit points and drops an armor plate when killed.
Shadow: A dark, hunch-backed humanoid creature that moves around and when it stops, it shoots red fireballs at you until you leave its line of sight or kill it. Has 200 hit points.
Inca static gun: A manned minigun turret that will fire at the player until they leave the line of sight. Has 280 hit points and when destroyed, it explodes, killing the user and dropping armor plates.
Inca cyborg: A gray cyborg trooper that fires with a shotgun. Has 280 hit points.
Pot gun: A turret that shoots rockets at the player. Has 300 hit points and drops a rocket when destroyed.
Inca missile cyborg: A light gray cyborg trooper that fires rockets, both homing and non-homing. The cyborg also has a slashing melee attack. Has 320 hit points.
Security droid Mk1: A droid that resembles the sentry drone from Duke Nukem 3D. It has a strong melee attack and shoots two bolts from its guns when the player is at a distance. A semi-invisible variant exists. Both variants have 400 hit points and explode when destroyed.
Security droid Mk2: Similar to the Mk1 droid, but with a rocket launcher on top, which it can fire both homing and non-homing rockets at the player. A semi-invisible variant exists. Both variants have 400 hit points and explode when destroyed.
Armored machinegun: A dangerous machine gun turret that constantly fires bullets until you leave its line of sight. Has 400 hit points.
Inca mini tank: A small, manned tank that fires bullets from its two turrets. Has 500 hit points. When destroyed, it explodes and an Inca shotgun guy pops out. An unmanned version of the tank also exists, which can be destroyed as well.
Tank turret: The main gun of the large tanks that shoots rockets. Destroying it destroys the tank. Has 700 hit points.
Ibanez: A major boss enemy that fires a rocket launcher and has a shield that prevents all damage. Seems to be an unused enemy. Has 800 hit points and drops a rocket launcher when killed.
Custom weapons[edit]
The alternate fire key is used for a flashlight, which shoots a non-damaging beam of light in your direction. The fists are one of three melee weapons you have at the start of the game and have been altered to be slightly faster as well.
Pair of boots: One of three melee weapons in slot 1, a powerful kick that can kick back enemies.
Daystick: One of three melee weapons in slot 1, a powerful cudgel that can knock back enemies.
Electro blade: A switchblade charged with electricity, functioning similarly to the chainsaw and replacing the vanilla weapon.
Stracher pistol: Your starting pistol in slot 2, which shoots slow but powerful pistol shots.
Plasma pistol: A weak starting weapon in slot 7 that shoots small, beam-like plasma shots at a steady rate. This weapon has infinite ammo.
Shotgun: A shotgun resembling Duke Nukem 3D's shotgun. This has a fire rate similar to Doom's shotgun but with the spread of the super shotgun, at the cost of only one shell. This weapon is in slot 4 and is included in the equipment pack at the start of the game.
Stracher shotgun: A stronger shotgun resembling Quake II's super shotgun. Its spread and damage are larger than the regular shotgun's, though it uses up two charge clips per shot. After four fires of the Stracher shotgun, a clip is ejected from the weapon. This weapon is in slot 2 and replaces Doom's chaingun.
Stracher manstopper: A gun that fires a single, powerful hitscan shot using energy pods, intended for use against human enemies. This weapon is in slot 6 and replaces Doom's BFG9000.
Thompson: A Thompson submachine gun that fires bullets faster than the chaingun and shares its weapon slot. This weapon is included in the equipment pack at the start of the game.
Grenade launcher: A grenade launcher that shoots grenades that bounce twice before exploding. This weapon has two modes, both on slot 5. The main mode is shooting regular, high-explosive grenades, and the other switches to phosphorus grenades.
Rapid fire charge gun: A hitscan weapon that shoots rapid fire charge clips like a chaingun. This weapon is in slot 3, replaces Doom's shotgun, and is included in the equipment pack at the start of the game.
Double pulse plasma rifle: A plasma rifle using rapid fire charge clips that fires two plasma bolts each time you fire. This weapon is in slot 3 and replaces Doom II's super shotgun.
Rocket launcher: Fires yellow rockets and is in slot 5, replacing the Doom weapon of the same name.
Rail devastator: A powerful railgun that can vaporize enemies with straight slugs, perfect for sniping. Each shot only costs one energy pod. This weapon is in slot 6 and replaces Doom's plasma gun.
Hyper-ball: The super weapon of the game in slot 8. The Hyper-ball has two modes. The first shoots three red projectiles that can home in on enemies and hound on them before exploding. The second mode fires a powerful plasma shot that upon impact, blasts plasma in a circle to further cause damage to the area. Both modes of the Hyper-ball use the special ammo in the game and both use only one munition of ammo each time you fire.
Freeze gun: An unused weapon that supposedly shoots freeze thrower cells at a steady pace, but these cells are invisible and the freeze gun's sprite does not show properly. The freeze thrower cells can freeze enemies solid.
Custom items[edit]
Plot items include the data book, data file, data disk, and computer chip.
Shells: Gives four shells for the shotgun.
Box of shells: Gives twelve shells for the shotgun.
Thompson clip: Gives ten clips for the Thompson.
Box of Thompson clips: Gives fifty clips for the Thompson.
HE grenades: A box of six high-explosive grenades for the grenade launcher.
Phosphorous grenades: A box of four phosphorous grenades for the grenade launcher.
Small special ammo pod: Gives four ammo pods for the Hyper-ball.
Big special ammo pod: Gives ten ammo pods for the Hyper-ball.
Freeze thrower cells: Ammo for the freeze gun (not used in the main game).
Small stim patch: A tiny stim patch that gives five hit points.
Red graded armor: A dark gray armor suit with red armbands. Gives 100 armor points, the same as the green armor from Doom.
Yellow graded super armor: A dark gray armor suit with a hood and yellow armbands. Gives 200 armor points, the same as the megaarmor from Doom.
Health stim injection: Gives 1 hit point, the same as the health bonus from Doom.
Armor plate: Gives 1 armor point, the same as the armor bonus from Doom.
Flare: An inventory item that when used, lobs a green flare like a grenade that creates a green light for a period of time. Your equipment pack comes with six flares.
Frag grenade: A hand grenade which can be tossed a short distance before exploding, useful for surprising enemies past corners. Your equipment pack comes with six frag grenades.
Box of frag grenades: A box of five frag grenades.
Portable medikit: A green medikit that can be used in your inventory at any time to restore 25 hit points. Your equipment pack comes with two portable medikits.
Sonic grenade: A black and yellow grenade which can be tossed a short distance before exploding. Unlike the frag grenade, the sonic grenade explodes into a small yellow light with a stun radius. Enemies caught in it will be unable to move until the light disappears. The sonic grenade itself does no damage. Your equipment pack comes with six sonic grenades.
Massive health boost: An orange sphere with a marine helmet. Functions the same as the soul sphere, giving 100 hit points.
Massive health and armor boost: A blue sphere with the BGPA logo. Functions the same as the megasphere, giving 200 hit points and 200 armor points.
Invulnerability: A glowing officer figurine that grants temporary invincibility and turns your screen gold for 30 seconds. Similar to the Doom powerup of the same name.
Full portamed: A large medikit with a mini-computer. Fills your hit points to 100 if it is underneath 100, similar to a berserk pack.
Shadow armor: A dark gray armor suit with tubes that flickers in and out of visibility. Functions the same as Doom's partial invisibility.
Environment suit: Resembles an astronaut's spacesuit and functions the same as the radiation suit, giving a small, blue tint to the player's screen.
Portacomp map: A small, portable device with a blue screen. Functions identically to the computer area map.
Equipment pack: The equipment pack you get at the start of the game. Comes with six sonic grenades, six frag grenades, two portable medikits, six flares, night vision goggles, a shotgun, a rapid fire charge gun, a Thompson, 40 rapid fire charge cells, 100 Thompson clips, and 20 shells.
Night vision goggles: Goggles that can be worn to see better in darker locations. There are two versions of this, the pickup version which automatically uses them like the light amplification visor from Doom, and the one that is in the equipment pack at the start of the game and can be used as an inventory item, with the same effect.
NBC suit: A special hazmat suit used in the last level to get through toxic gases in the map.
Levels[edit] |
Soundtrack[edit]
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Trivia[edit]
- As stated in the notes included in the mod's download, BGPA Missions: Liberation was based on a real life "Live Action Adventure Game" that took place in the Summer of 2006 in the countryside around Elgin and Burghead, Scotland. The mod was thus primarily created for people familiar with the event.