Operation Overlord

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Operation Overlord
Title screen
Author Nigel Rowand
Port GZDoom
IWAD Doom II
Year 2006
Link Doomworld/idgames
Cacoward.png This mod received one of the 2006 Cacowards on Doomworld!
This level occupies the map slot MAP01. For other maps which occupy this slot, see Category:MAP01.
Under construction icon-yellow.svgThis article about a map is a stub. Please help the Doom Wiki by adding to it.

Operation Overlord is a total conversion created by Nigel Rowand (Enjay), released in 2006 for the GZDoom source port. Containing a single level, the TC takes place on a beach full of enemy soldiers as the player is required to advance through enemy lines as part of an amphibious landing operation.

Operation Overlord received one of the 13th Annual Cacowards. A spiritual successor, BGPA Missions: Liberation, would be released two years later, in 2008.

Setting[edit]

The mod tells the story about a group of UAC marines fighting against a South American movement. The enemies you will encounter are "Incas" or "Incanese" and derived from a private total conversion, called Aspects. Befitting its name, the mod takes place in a D-Day style beach.

Custom content[edit]

Enemies[edit]

Officer: An imprisoned, allied officer who is not armed and is not considered hostile. Has 10 hit points.

Inca dog: An attack dog that runs up to scratch at the player. Has 20 hit points.

Little Inca: A dark-haired, green-suited Incan officer who lacks a hat and shoots with a pistol. Has 40 hit points and drops a health bonus when killed.

Inca shotgun guy: A green-capped, brown-vested, green-suited Incan officer who shoots with a shotgun. Has 50 hit points and drops shotgun shells when killed.

Inca rocket guy: A red-capped, brown-suited Incan officer who fires a low-powered rocket launcher. Has 50 hit points and is immune to his own rockets.

Inca burst guy: A dark-haired, headset-wearing, green-suited Incan officer who fires at the player with a burst rifle, three shots at a time, not stopping until hit or the player moves out of his line of sight. Has 50 hit points and drops an ammo clip when killed.

Inca plasma guy: A dark-haired, headset-wearing, brown-suited Incan 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. Has 50 hit points and drops an energy cell when killed.

Inca grenade guy: A gray-capped, gray-suited Incan officer who fires at the player with a shotgun or lobs a grenade towards the player. Has 65 hit points and can drop a grenade if killed. The Inca grenade guy is not immune to his own grenades.

Inca sniper: A blonde-haired, headset-wearing, gray-suited Incan officer who fires a sniper rifle that can do heavy damage to the player. Has 80 hit points and can drop an ammo clip when killed.

Inca super shotgun guy: A red-capped, brown-vested, green-suited Incan officer who shoots with a super shotgun. Has 80 hit points and can drop shotgun shells when killed.

Inca railgunner: A red-capped, green-suited Incan officer who fires railgun slugs. Has 80 hit points and drops an energy cell when killed.

Sentry turret: A ceiling-mounted turret that shoots at the player with hitscan bursts. Has 125 hit points.

Inca flamer: A green hazmat-suited Incan trooper that fires a flamethrower at the player. Has 170 hit points and drops an armor bonus when killed.

Landmine: A nearly-invisible landmine that appears in the minefield in the middle of the map. Stepping on it makes a click sound, followed by the explosion. You can shoot the mines down if you can see their shadow. They have 200 hit points and do not count towards the kill total.

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 two ammo clips.

Pot gun: A turret that shoots rockets at the player. Has 300 hit points.

Inca mini tank: A small, manned tank that fires bullets from its two turrets. Has 500 hit points. When destroyed, an Inca shotgun guy pops out.

Weapons[edit]

Thompson: A Thompson submachine gun that fires bullets faster than the chaingun and shares its weapon slot.

Rail gun: A plasma weapon that shoots a straight slug towards its target, useful for sniping enemies from afar. The railgun is in slot 7 and each shot costs 10 cells.

Items[edit]

The stimpack and medikit have different sprites. A new keycard, the green keycard, exists in the map.

Grenade: A hand grenade which can be tossed a short distance before exploding, useful for surprising enemies past corners. You start with 5 grenades in your inventory.

Box of grenades: Gives you 5 grenades.

Thompson clip: Gives you 10 clips for the Thompson.

Box of Thompson clips: Gives you 50 clips for the Thompson.

Portable medikit: A green medikit you can keep in your inventory to use at any point. Using it gives you 25 hit points.

Walkthrough[edit]

Map of Operation Overlord
Letters in italics refer to marked spots on the map. Sector, thing, and linedef numbers in boldface are secrets which count toward the end-of-level tally.

Essentials[edit]

Other points of interest[edit]

Secrets[edit]

  1. In order to get to the area with the minigun turrets, go through the minefield to the platform just before the trench. Jump on its edge, then make a running jump to the block at the west side. From there, jump north to the grass and run to those platforms to get an energy cell pack and a megaarmor. (sector 284)
  2. See Secret #1. (sector 286)
  3. Get out of the trench at the east side, then jump over to the sand at the north end. Take the lift at the right side down and open the door to get a berserk pack. (sector 454)
  4. In the trenches at the west side, make your way into the tunnel at the east end. When you get to two doors, open the one on the right and crouch at the northeast corner to find boxes of Thompson clips. (sector 547)
  5. In the northernmost compound, go to a corridor that has posters and the green door. A bit west of the green door, lower the brown wall to the south to get a berserk pack. (sector 800)

Bugs[edit]

Demo files[edit]

Areas / screenshots[edit]

Speedrunning[edit]

Routes and tricks[edit]

Current records[edit]

The records for the map at the Doom Speed Demo Archive are:

Run Time Player Date File Notes
UV speed
NM speed
UV max
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

The (absence of) data was last verified in its entirety on December 6, 2021.

Statistics[edit]

Map data[edit]

Things 949
Vertices 4453*
Linedefs 5261
Sidedefs 8782
Sectors 844
* The vertex count without the effect of node building is 4453.

Things[edit]

This level contains the following numbers of things per skill level:

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

  • The original release of Operation Overlord relied on a separate, custom executable, called ZDUCK.EXE. This is a source modifcation of ZDoom, coded by Anonone and comes with a custom icon. It builds upon this author's DoomFu source modification, that enabled kung-fu movements in ZDoom. ZDUCK.EXE however implements a ducking feature so that the player can take cover behind obstacles without being shot. ZDUCK.EXE is based on DoomFu2 0.8a and ZDoom version 2.0.63a dated June 24, 2005.

See also[edit]

Sources[edit]

External links[edit]