Skulltag data
From DoomWiki.org
Skulltag data (in the file named skulltag_data.pk3) is a mod packaged with source port Skulltag to showcase its new multiplayer game modes. It contains 56 new levels, 1500+ textures, a MIDI soundtrack, environment sounds, menu graphics, and custom enemy sprites. The resource was packaged with each Skulltag binary release, requiring a commercial Doom IWAD to be installed. Up until 2009, Skulltag developer Brad Carney (Carnevil) was chiefly responsible for project coordination and primary level design. More than half of the levels are submissions by members of the Doom community.
Most add-on levels uploaded to the idgames archive's deathmatch/skulltag/ subdirectory also require PWAD lumps from the file "skulltag_data.pk3".
Contents
Authors[edit]
- Levels for the WAD were made by:
- Kim Bach (Torn)
- Brad Carney (Carnevil)
- Brett Harrell (Mechadon)
- HeavenWraith
- Boris Iwanski
- Derek MacDonald (Afterglow)
- Melissa McGee (Agent Spork)
- Dylan McIntosh (Toke)
- Mephisto
- Metalhead
- Todd Nickens (WastedYouth)
- Michael Niggel (Risen)
- Joel Poston (Submerge)
- Tomi Rajala (Lu Wang)
- Mike Watson (Cyb)
- Wagi
- Additional level edits for the WAD were done by:
Content[edit]
Levels[edit]
The levels packaged with Skulltag's source port fluctuated between versions. New maps were incrementally added to releases and significant refreshes, including replacement levels, were done in versions 0.97b[1] and 0.98a.[2]
56 maps were included in Skulltag's final v0.98d release.
Retired levels[edit]
Some levels appearing in early Skulltag releases were replaced by new maps in subsequent versions.
Map Number | Map name | Author | Versions | Note |
---|---|---|---|---|
D2DM3 | Old Combat Center | Carnevil | 0.93 to 0.95k | Modified and re-released as Crucified Dreams MAP09 |
D2DM4 | Volcanic Infusion | Risen | 0.93 | Skulltag's binary set the same map name as D2DM6 |
D2DM6 | Volcanic Infusion | Risen | 0.93 | Despite the same name, unrelated to D2DM4 |
D2DM7 | Judgement Day | Afterglow | 0.81 | Later became MAP02 of Crucified Dreams |
D2DM8 | Dark Estate | Boris | 0.93 to 0.95k | |
D2DM8 | Temple of Pain | Kim Bach (Torn), NiGHTMARE, Carnevil | 0.96b to 0.97d5 | |
D2CTF1 | McKinley Heritage | Boris | 0.91 to 0.97d5 | |
D2CTF3 | Verflutcher Temple | Boris | 0.91 to 0.97d5 | |
D2ST2 | The Judas Sector | Brian Vannatta (Stragenl) | 0.95b to 0.96f | Deathtag level judas22.wad modified by Carnevil |
Textures[edit]
Skulltag resources include over 1500 flats and textures that are required by most levels developed for Skulltag. Some textures are created by Skulltag's level designers with the remaining artwork sourced from id Software titles, numerous Doom community texture sets, and other third-party sources.
- id Software
- Doom II stock textures edits
- many patches are blue/red recolored for theming capture the flag team bases
- Doom computer panels, fluroescent lights, and flesh
- Plutonia brick walls
- Quake II industrial metals and switches
- Doom II stock textures edits
- Doom community
- GothicDM textures
- IKBASE by Iikka Keränen (Fingers)
- Nick Baker (NiGHTMARE) WADs:
- 5th Episode
- Gray Textures
- Recoloured Doom
- The Darkening lights
- The Darkening Episode 2 by Ola Björling (ukiro)
File history[edit]
Skulltag resources packaged with the source port were stored in three different file locations across the project's lifetime.
Filename | Versions | Description |
---|---|---|
skulltag.wad | up to 0.96f | All lumps are located in one PWAD |
skulltag.pk3 | 0.97b to 0.97d5 | PWAD converted to a compressed PK3 |
skulltag_data.pk3 | 0.98a+ | skulltag.pk3 is split with levels moved into another PK3 |
Running Skulltag levels in Zandronum[edit]
When Zandronum was forked from the Skulltag codebase, its installer stopped including the skulltag_data.pk3 file. The new source port was focused on supporting client/server multiplayer with core Doom engine behaviour. There were also issues reconciling open source code licensing if packaged with 12+ years of Doom community creative work (some of unknown origin) by hundreds of individuals.[3] A decision was made to drop a branded mod experience, however Skulltag's new game modes are still supported.
To run levels in Zandronum originally developed for Skulltag, they must be loaded alongside files skulltag_actors.pk3 (included with Zandronum's installer) and skulltag_data.pk3 that must be downloaded as an addon. The files must be included in the correct order so drag-and-drop of WADs onto the executable may not work. For a correct example using the command line -file parameter:
zandronum.exe -iwad doom2.wad -file skulltag_actors.pk3 skulltag_data.pk3 mylevel.wad
If a Skulltag WAD was developed before v0.98a on October, 24 2009, it is less likely Zandronum can now run it. In this version, Skulltag data removed some skins and announcer voices along with the source port changing how resource files were managed. To play such add-ons, either a historical version of Skulltag must be downloaded or the add-on WAD must be updated.
See also[edit]
External links[edit]
- Download skulltag_data.pk3 from the latest stable version 98d
References[edit]
- ↑ Brad Carney (Carnevil) (29 May 2006). "Skulltag v0.97b - PREVIEW #3!" Skulltag Forums (archived 🗺). Retrieved 16 August 2020.
- ↑ Rachael Alexanderson (Eruanna) (22 October 2009). "98a preview #8: New maps!" Skulltag Forums (archived 🏛). Retrieved 16 August 2020.
- ↑ (21 August 2016). "FAQ - Zandronum." Retrieved 16 August 2020.