User:Mantis/Random Sandbox
A sandbox for whatever, feel free to contribute.
Contents
- 1 Now Full Articles
- 2 Half-Life: Threewave
- 3 Prey Invasion
- 4 Prerelease:Prey Invasion
- 5 Prerelease:Max Payne (PC)
- 6 SIGIL
- 7 Prerelease:SIGIL
- 8 SIGIL II
- 9 Prerelease:SIGIL II
- 10 Quake: Arcade Tournament Edition
- 11 Featured Blurb Junk
Now Full Articles
- Proto:Prey (2006)/1995 Prototype
- Prerelease:Prey (2006)/Differences
- Development:Prey (2006)/SDK Content
- Wieners Don't Use Drugs (Created by DuckDuckGoon)
Half-Life: Threewave
This game was never completed and/or given a public release. As a result of this, keep in mind that the developers might have used or deleted some of the content featured here, had the game actually been released. |
Half-Life: Threewave is a cancelled port of Quake's "Threewave Capture" mod made by Dave "Zoid" Kirsch, in a similar fashion to Deathmatch Classic. This port was cancelled at an unknown date, however, it was leaked back in 2003.
Models
Playermodels
The only blue team and red team playermodels found in the game are reskins of the G-Man's model.
Message of the Day
The default MOTD file included with the game refers to the maps using their original filenames with a dmc_ added to them. The map filenames in the leaked build refer to them using their long-form names (i.e. dmc_ctf1 being mckilney_base).
Welcome to Deathmatch Classic -ThreeWave The Map Rotation for this Server is: dmc_ctf1 dmc_ctf2m1 dmc_ctf2m2 dmc_ctf2m3 dmc_ctf2m4 dmc_ctf2m5 dmc_ctf2m7 dmc_ctf2m8 dmc_ctf3 dmc_ctf8 dmc_ctfm1 dmc_ctfm2 dmc_ctfm3 dmc_ctfm4 dmc_ctfm5 dmc_ctfm6 dmc_ctfm7 dmc_ctfm8 dmc_ctfm8a
Unused Text
The secret area text from Deathmatch Classic can also be found here. This text is a carry-over from Quake.
SECRETAREA { You Found A Secret Area! }
Prey Invasion
Prey Invasion |
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Developer: MachineWorks Northwest This game has revisional differences. |
Play as Domasi "Tommy" Tawodi Tommy Hawk in Prey Invasion, a mobile adaption of Prey for iOS.
This was the last Prey game released from 3D Realms, who then transferred the IP over to Scott Miller's Rader Group only a few weeks after this game released. Rader Group would then sell the IP off to ZeniMax Media and the rest is a rather unfortunate history.
To do:
|
Revisional Differences
At some point the game received a patch, updating it to v1.0.1. Changes include:
- More enemies added
- Enemies moving faster
- Weapon selection made easier
- Various minor bug-fixes for smoother gameplay
Prerelease:Prey Invasion
- http://legacy.3drealms.com/news/2009/06/prey_invasion_is_live.html
- http://legacy.3drealms.com/news/2009/02/prey_for_the_iphone_due_soon.html
- http://legacy.3drealms.com/news/2007/10/prey_mobile_preview.html
- https://en.wikipedia.org/wiki/Prey_Invasion
- https://www.gamesindustry.biz/skyzone-entertainment-and-machineworkds-northwest-announce-publishing-agreement-to-bring-hit-property-to-mobile
- https://web.archive.org/web/20121222174901/http://www.ign.com/articles/2009/02/09/exclusive-prey-for-iphone-revealed
Prerelease:Max Payne (PC)
- https://legacy.3drealms.com/press/072497.html
- https://legacy.3drealms.com/press/mpsite.html
- https://legacy.3drealms.com/press/042999.html
- https://web.archive.org/web/20010724154338/http://www.radiated.net/plans.html?show=history&id=31
- https://www.bluesnews.com/cgi-bin/finger.pl?id=119&time=20010725004411
- https://matero.net/games/old.html
- 1997 PC Gamer magazine.
- https://en.wikipedia.org/wiki/Max_Payne_(video_game)#Development
- Miller .plan update:
July 15, 2001 GOLD.
SIGIL
SIGIL |
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Based on: Doom This game has revisional differences. |
To do: Only revisional junk here, should look for anything else interesting. |
SIGIL (styled as SI6IL) is a 2019-episode wad for Doom by co-creator John Romero.
SIGIL.WAD, a version with a MIDI soundtrack by James Paddock, SIGIL_SHREDS.WAD, a version with a soundtrack by Buckethead and SIGIL_COMPACT.WAD, a version that replaces Episode 3 for more vanilla source ports which cannot load SIGIL maps.
SIGIL cannot be run in the original game and requires either a source port or one of the official remasters that supports limit removing features.
Revisional Differences
SIGIL would see a few updates to in 2019. The earlier versions of SIGIL are available for download from Romero Games' website.
V1.0
The launch version from release.
V1.1
map1:
- changed the closed state texture of linedefs 2027, 2114 to METAL (DM)
map2
- mandatory medkit pickup tied to opening the exit wall changed to 10 health bonuses to entice even players with 100+ health
- reshaped architecture of the berserk/soulsphere secret to provide escape from the neighbouring lavapit to the west
- changed the closed state texture of linedef 1835 to METAL (DM)
map4:
- added key pickups to all routes to telegraph progression better
- swapped action linedefs for eye switches to avoid a softlock scenario where the eye closes but nothing in the map opens:
- eye 1: linedef 2070 swapped with linedef 3910
- eye 2: linedef 3912 swapped with linedef 1362
- health bonus things 185-196 marked MP-only to enable collecting 100% items in single player
map5:
- swapped action linedefs for softlockable eye switch: ld 286 <-> ld 2352
- added a starter medkit to avoid carryover low health leading to lava deaths
map6:
- swapped actions on linedefs 784 and 3505 to avoid a coop scenario in which players in the west section trigger just the wall close and then all die, softlocking everyone in the start room
map7:
- sector 198 by the caco fountain hellpit originally mixed one-time wall lower and repeatable door close behaviour, leading to a potential lock-out and an ugly hom on linedef 1195 if the player fell off the rampart path:
- added WOOD5 as upper texture to linedef 1195 front sidedef 1856
- sector 198 floor lowered to height 152, ceiling lowered to 152
- action on linedef 5295 changed to 86 (WR door open stay)
- following items marked MP-only to enable collecting 100% items in SP:
- soulsphere thing 334
- beserk thing 335
- armor bonus things 350-354
- health bonus hings 355-359
map8:
- swapped action linedefs for eye switches to avoid a softlock scenario where the eye closes but nothing in the map opens:
- eye 1: linedef 337 swapped with linedef 2104
- eye 2: linedef 14 swapped with linedef 1362
- linedef 339 in start room marked impassable to avoid walking through a grate
- SIGIL_COMPAT.wad adds a DeHacked definition that removes the exit level property from the last frame of spider mastermind's death, preventing unwanted early end of the level, because the spider is considered a boss on E3
map9:
- linedefs 1264, 1269, 1274 in BK lava room marked impassable to avoid walking through grates of the firestick cages
Intermission screen fix: (SIGIL_COMPAT.wad only)
- added transparent sprites WIURH0, WIURH1 and WISPLAT, which removes the hardcoded "You Are Here" graphic from the intermission screen, since there's no progression map and you did not in fact blow up Baphomet's nostril
ZDaemon sky fix: (SIGIL.wad only)
- added a ZDaemon-compatible (shorter) sky into dedicated mapinfo (leads to a change in TEXTURE1/TEXTURE2/PNAMES lumps)
mapinfo: (SIGIL.wad only)
- added old MAPINFO lump for classic zdoom source ports (e.g. ZDaemon, Odamex)
V1.2
general:
- fixed all eye switches to prevent triggering by zdoom projectiles and a slew of related potential soft-locks
- automap cleanup for consistent secret/hidden linedef flagging and hiding undesirable active linedefs
- added loads of co-op ammo and monsters to every map
- new SIGIL texture
- new TITLEPIC and CREDIT screens
- new demos: DEMO1 E3M2 by Dew, DEMO2 E3M5 by Xaser, DEMO3 E3M7 by Keyboard_Doomer, DEMO4 E3M1 by Ubergewei
map1:
- final room has exit pulled out for easier movement
- escape from lava in tight hallway on both sides
- added co-op berserk in lava (thing 191)
map2:
- added tag 120 to ld 129, 145 so it's harder not to trigger the first elevator
- added trim sector to secret area evil eye for proper texture alignment
- changed RK door track linedefs 479, 914 from upper to lower unpegged
- added METAL as upper backside texture on linedefs 454, 455, 1061 and 1924
- changed textures on linedefs 982, 988 to METAL for consistency
- realigned linedef 1348
map3:
- outstanding cell charge (t. 168) with no cell weapon changed into three clips
- moved berserk (thing 125) east a little
- added extra MP-only radsuit to the blood hallway
- changed linedefs 1412 and 1414 from lower to upper unpegged
map4:
- added shotgun thing 273 to make level start easier, removed co-op shotguns
red skull key path
- added repeatable floor lower action to ld 86 to avoid softlocked in coop if players inside the section wipe out
- split sector 73 to ensure wall trap still works under the new setup
- reshaped cavern architecture around eye switch for trigger safety
- added a lift to final lava room; made easier to move around in lava
- escape stairs out of lava next to raised bridge
- escape stairs out of lava close to soul sphere
yellow skull key path
- reworked lava island re-raising to fully repeatable, using control sectors with decorative torches to support the mechanism
- added ambush cave sector with things 260-262 next to yellow skull key door
- distanced lava island raising lines under YSK door to prevent a special hit (spechit) overflow that would trash recorded demos
- added stairs behind YSK door to prevent players from jumping up
- modified center path environment to look more interesting with metal beams
blue skull key path
- changed hallway behind baron thing 37 to allow him to follow player into crusher area
- made green crusher area easier by combining crushers and removing the separating midgrate
- made ceilings higher in computer crusher maze
- deactivated 3 crushers to make computer maze easier - moved spectre thing 85 to safe area - moved shotgunner thing 77 to safe area - removed deactivation crusher lines from broken teleport pieces and related reactivation lines around sector 272 - changed floor textures on broken teleport pieces to look different - added backside lower texture (MARBLE3) to linedef 1926 - changed linedefs 2021, 2030, 2042, 2049 to lower unpegged
- changed linedefs 3909, 3911 from lower to upper unpegged
final area
- added MP-only chaingun to the center of the map
- changed height of all 3 skull key posts to stop speedrunners from cheating (sorry ZM, you cheater, my hands are tied -dew) - reworked final bridge fight sequence to include lava dipping - added switch to outdoor lava area in a cave section to lower sector 535 - made bridge monster rooms bigger and added monster things 266-269 - made east lava teleporter monster-blocking - east lava has stimpacks and hidden green armor - added box of rockets to west lava side - removed computer map and added rad suit thing 239 - the outstanding cell charge (t. 240) without a matching cell weapon changed into two rockets on all skills each - extended exit room and added several monsters - made spectra into a pinky in end cave - changed linedefs 3927, 3940 to lower unpegged
map5:
- made imps on the bridge at the start face away from the player
- added shotgun thing 82 at start, removed corresponding co-op items
- added chaingun thing 135 near start for hntr/hmp skills, thing 336 on fireblu ledge leading to lost soul building
- changed shells in the first secret into a shellbox
- cacodemon thing 154 changed only to hmp skill now
- added another monster blocking line in front of switch linedef 2430
- added islands under cybs to avoid lock-in damage when telefragging them
- added another secret to back of biggest building
- changed action on linedef 702 to walkover-repeatable to prevent potential coop softlock in which BSK door never gets revealed
- created progression-blocking ceiling lifted when you complete the hellcrack building
- changed depth of hellcracks in east building to 24 so imps don't get stuck
- moved megaarmor by cyberdemon to be easier to get
- created lift to get out of wooden building lava
- reworked lost soul hallway with separation lifts, less lost souls
- moved exit a little back from final fight
- changed skull texture bridges to be FIREBLU1
- added trim sector to rocket launcher area evil eye for texture alignment
- fixed ceiling of sector 266 to CEIL4_1
- changed linedef 1045 texture to METAL to fit its environment
- changed width of exit door to 128 for SIGIL texture
map6:
- Added action 38 with tag 10 to linedefs 3622, 3623, 2624 in the exit area in order to re-access the western section, so players can complete 100% secrets
- Added extra MP-only radsuit to red skull blood hallway
- Removed unpegged flag from linedefs 1227, 1243, 1257, 1263
- Added trim sector to chainsaw room for proper door alignment
map7:
- Added chaingun thing 378 to singleplayer on hntr/hmp, t. 517 on uv; removed extraneous shotgun coop things on start
- Added evil eye thing 398 to make opening the ruined wall easier
- Moved red torch thing 1 to make way for the evil eye
- Added UV cyb thing 390 that joins the barons in the red skull key ambush
- Added sector 833 as secondary tele-destination for the baron/cyb RSK ambush
- added baron of hell thing 389 to make the player pay for the BFG (hidden in alcove opened by linedef 5540)
- moved W1 floor raise action in trap behind RK door from ld 1156 to ld 5529 to prevent softlock if player's too fast and escapes the area
- Changed linedef 1585 to WR lift action
- Added a second cell charge by the exit room
- Added a super-secret SP chaingun
- Final building has 2nd set of stairs fixed so player cannot fall next to them
- Little pillars around the fort made consistently passable
- Shotgunner cages in the fort walls made impassable
- Changed upper and lower sidedefs of linedef 3418 to METAL
- Changed linedefs 3414 and 3421 to METAL for door track alignment reasons
- Changed linedefs 3008, 3016, 3026, 3029, 3119, 3549 to lower unpegged
- Changed linedefs 5461, 5464, 5467, 5470 to upper unpegged
- Removed unpegged flags from linedef 3343
- Fixed alignment of linedef 54 texture
- Fixed missing lower unpegged on linedefs 3421, 3414 near the evil eye
map8: - added starting shotgun - added 2 imps and caco outside starting room, shellbox for compensation - reshaped linedefs that teleport lost souls into start area to prevent the cyberdemon from triggering them as well - added 2nd baron thing 195 - moved soulsphere so you can't get it through the wall - added crushing ceiling trigger on linedef 605 to clear the gallery monsters - added several monsters for more difficulty - added lips to ledges and a decoration in building area to stop zero master - shortened the metal barrier in spider mastermind area - added a horde of monsters after final cyb - changed invulnerable to evil eye (baphomet's eye) - moved stimpak t. 112 from 1904, -640 to 1874, -640 to prevent item floating - door opened by that same stimpak produces HOMs on activation, added FIRELAV2 to backsides of sidedefs: 1522, 1523, 1524
map9:
- Added action 2 tag 18 to linedef 947 to force map progression trigger
- Switched action 22 tag 17 from l.2525 to l.2530, 2531 to better force a trigger
- Moved cell charges t. 228, 229 on the rampart to entice ammo-starved players
- Aligned front lower textures of linedefs 588, 589 and 591
- Added METAL as lower front texture on linedefs 2261, 2266, 2421 and 2426
- Changed starting door to BIGDOOR7 on linedefs 28, 233, 234
- Added shotgun shells at thing 239 to entice player to trigger linedef 2439
- Changed several lost souls into imps in end room
- Added several more enemies in end room
- Added specters in the lava behind castle (things 248, 249)
- added imps (things 250, 251)
- added cacodemons (things 252, 253) and carved out a secret alcove for them that triggers on linedefs 588, 589, 591
- added shotgunner thing 254
- added imp thing 255
- added shotgun shells thing 256
- changed sector 210 tag from 14 to 35
- added teleport destinations to sectors tagged 14 (things 257, 258, 259)
- added specters (things 260, 261, 262)
- added shotgun shells thing 263
- added imp thing 264
- Changed linedefs 747, 759, 799 to be lower unpegged
- Added secret tunnel to the left of thing 161
- Added monsters (things 265, 266)
- Added stimpack thing 267
- Added shotgunners things 268, 269
- Added imp thing 270
- Added box of ammo in front of switch that lowers platform to red skull door
- Made the trap door next to this switch take longer to lower
- Changed 2 shotgunners by yellow switches to zombiemen
- Added a box of bullets before blue door
- Added a medikit before blue door at top of stairs
- Added teleporter out of the secret by the castle (in the lava)
- Starting spot ceiling is now hellcracks
mapinfo: (SIGIL.wad only)
- Added DD_DEFNS lump for Doomsday (props to skyjake)
- Added UMAPINFO lump for general future support (props to Shadow Hog)
V1.21
The most recent version of SIGIL released on September 23rd, 2019. Mainly acted as a small fix for v1.2.
General
- All A_BossDeath codepointers restored for SIGIL_v1_2's (dehacked).
- All A_BossDeath codepointers restored for SIGIL_COMPAT_v1_2 except for the Spider Mastermind's which is needed preventing unwanted early end of map8 (see v1.0 -> v1.1, map8).
Prerelease:SIGIL
To do: A few todos: |
Develpment Timeline
2017
- December - Romero begins work on SIGIL. He works on the project in his spare time.
2018
- December 10th - SIGIL is announced for release in February 2019. Romero livestreams an early version of it on Twitch.
2019
- May 22nd - SIGIL is released with the Buckethead soundtrack for the price of €6.66.
- May 31st - SIGIL is released with the James Paddock MIDI soundtrack for free.
2020-2024
- January 9th, 2020 - SIGIL is released as an add-on for the 2019 Unity remaster of Doom and Doom II.
- August 8th, 2024 - SIGIL is included in the Doom + Doom II remaster alongside other official Doom games.
Early Development
Announcement
Livestreams
TBA
SIGIL: Behind the Scenes/Making of SIGIL
SIGIL: Behind the Scenes (also referred to as Making of SIGIL) is a mini documentary about the development of the episode.
- E5M7: Nightmare Underworld was originally planned as the fifth map.
- 14:28 -
- E5M1: Baphomet's Demesne was the last level created.
- 15:41 -
SIGIL II
TBA
Prerelease:SIGIL II
To do: *Interview by Apogee Intertainment. |
Quake: Arcade Tournament Edition
Quake: Arcade Tournament Edition |
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Also known as: quakeat This game has hidden developer credits. |
Quake: Arcade Tournament Edition is an arcade port of id Software's landmark 1996 first-person shooter and its mission packs. It also featured a version of the Quake II deathmatch level The Edge. It was pretty much unplayable until an image of a cabinet was dumped in August 2020.
Since this is based on the PC original, specify glquake, much of the unused content from the original is still here.
To do:
Some resources about the game. |
Developer Credit
A credit to developer David R. Foley is present throughout various files of the game.
// Copyright (c) 1997-98 by David R. Foley, All Rights Reserved
Revision Notes
quake.rc
// revision notes // // 08/25/98 drf // - added report log turn on command // // 06/07/98 drf // - added player1 as the default loader // - updated player1 line for quakeconfig tool // // 06/01/98 drf // - added the credits movie to the demo loop // // 05/29/98 drf // - added the animated violence movie to the demo loop // // 05/19/98 drf // - added cd remap instructions for MOD soundtrack
defualt.cfg
// Release Notes // // 08/25/98 - drf // updated for new ticket data and variables //
MENUS.CFG
// revision notes: // // 08/25/98 drf // - update menus for autoscroll fields that have no data entry // // 08/24/98 drf // - add prize accounting to accounting screens // // 08/21/98 drf // - add prize logic screens from new engmenus.cfg // // 06/07/98 drf // - added spstartlevel on Single Player Setup Screen // - removed engmenus option from page 6 // // 06/06/98 drf // - changed factory defaults option to load default.cfg // - moved reset for accounting screen to top of screen // - removed some of the esoteric settings from page 6 // // 06/01/98 drf // - updated for rc 21 // - added engineering menus option // // drf 05/29/98 // // - add reset factory defaults option to page 6 // // drf 05/17/98 // // - update for Arcade Operator items, saved full implementation in ExpertMenus.CFG
Featured Blurb Junk
Blurbs to give an update
Many of these featured blurbs I'm not the fondest off, mainly since they either are a single paragraph or don't actually discuss anything from the article.
Prerelease:Prey (2006)
Featured Article
Developer: 3D Realms, Human Head Studios, Venom Games
Publisher: 2K Games, Ayspr Media (Mac)
Developmental Timeline: 1995-2006
Released: Windows, Xbox 360, Mac OS X, Linux
Prey is a 2006 first-person shooter from the folks that brought you Duke Nukem 3D and Shadow Warrior. Much like a certain other production from 3D Realms, the game would inexplicably lavish in development hell for well over a decade, leading to many cut concepts.
Development began in 1995 by the team behind Rise of the Triad with id Software veteran Tom Hall as project lead. This version didn't have a concrete plot, outside of a Native American getting abducted by extraterrestrials. Development continued until August 1996, when much of the team left 3D Realms.
In October, 3D Realms would hire Paul Schuytema as a new lead of the game. Schuytema would then conceive a new scenario about an Apache from Arizonia called Talon Brave saving Earth from a Ringworld-esque alien ship called the Trocara. Despite much hype from the press, including some very impressive showings at E3 in both 1997 and 1998 thanks to its "portal technology", by October 1998 it the game fell apart yet again due to the game's engine proving difficult to actually make a game with.
Corrine Wu would be brought in code a new engine, but such efforts would ultimately prove fruitless, as the game was indefinitely put on hold in March 2000 with the removal of references to the game off 3D Realms' website. In 2001, Human Head Studios would be brought in resume development, later making use of a modified version of id Tech 4 (Doom 3 engine). the game was reannounced at E3 2005 and finally saw release the following year.
While Prey may not have been nearly as ambitious as its earlier versions or influential as its contemporaries during development, its story is nevertheless a fascinating one for any fan of first-person shooters.
Plants vs. Zombies: Garden Warfare
Featured Article
Developer: PopCap Games
Publisher: Electronic Arts
Released: 2014, Xbox 360, Xbox One, Windows, PlayStation 3,
PlayStation 4
Everyone's favorite plant-on-zombie tower defence series jumps into the team-based hero shooter genre that Team Fortress put on the map with Plants vs. Zombies: Garden Warfare. Despite how radical the change of genre is, it's quite a solid game.
Since this is the series' first big leap into 3D, there's quite a fair bit of unused stuff. Unused modes, sounds, models, abilities, hidden debug features in the pause menu and a sheer boatload of unused graphics. There are even remnants of not one, but two cut playable classes!
The game would see about a year of support and updates. It's sequels, Garden Warfare 2 and Battle for Neighborville would also have their fair share of unused stuff as well.
Plants vs. Zombies: Garden Warfare 2
Featured Article
Developer: PopCap Games
Publisher: Electronic Arts
Released: 2016, Windows, Xbox One, PlayStation 4
Plants vs. Zombies: Garden Warfare 2 is the bigger, badder, better bigger sequel to 2014's Garden Warfare. The Zombies have taken over the neighborhood and now its the Plants' turn to take it back. There also might be something about gnomes but's its probably irrelevant.
The game appears to have been rushed a fair bit, judging by all of the unused stuff found in the launch build of the game. The various post-launch updates ending up adding MORE content that went unused. Some highlights include: Various unused bosses, abilities, leftover weapon data from the previous game, graphics, scrapped modes and some unused characters; trust us this only scratches the surface.
All and all, there's more unused content here then you can poke a Twiddydinky at!
Plants vs. Zombies: Battle for Neighborville
Featured Article
Developer: PopCap Games
Publisher: Electronic Arts
Released: 2019 (Win/XB1/PS4), 2021 (Switch) Windows, Xbox One, PlayStation 4, Nintendo Switch
Plants vs. Zombies: Battle For Neighborville is the third installment in the Garden Warfare sub-series (despite the developers saying it isn't.). It features 6 new playable classes, a battle pass system called the Prize Map, an improved (and more reasonable) upgrade system for the classes, and an improved story mode. Fans were rather mixed about the game for many changes from the previous games it made, such as the absence of variants. The game doesn't seem to have been all too successful either, as it stopped receiving updates just under a year later after launch in September 2020.
Because of this abrupt end of life, the game has a ton of unused stuff lurking in the files. Unused customizations, upgrades, graphics, various modes and characters, and even an unfinished version of the hub area for an unrealized twelfth content season.