Knee-Deep in the Pixels
On your display
A Doom-style shooter for the 52x16 TC002: textured 3D view on all 16 rows, 8 maps, keycards, a DOOM 3 flashlight and a Hell Knight boss.
- Topic
- Gaming
- Includes
- Script
Runs on
- Does not run on 32×8 (TC001 & DIY) Made for 52×16 (TC002). Needs a Bluetooth gamepad.
- Runs on 52×16 (TC002) Gamepad: turn Bluetooth on and pair one under System → Gamepad on your AWTRIX.
- Does not run on 32×8 with AWTRIX 3 (TC001 & DIY) Made for AWTRIX NG.
Choose your display in the next step.
Script description
A Doom-style first-person shooter rebuilt from Chocolate Doom's game rules, made for the 52x16 panel.
Engine
- 35 Hz tics and Doom's own random number table, so the game plays like the original.
- Monster AI after Doom's source: monsters wake on sight and sound, chase, and fight each other.
- Doors, keycards, secrets, nightmare respawns.
Graphics
- Full 16-row 3D view with original 16x16 textures, textured floors and ceilings, and a sky.
- Light that fades with distance; dark and flickering rooms.
- Pain and pickup flashes, the screen melt, and a fire title screen.
Episode
- 8 maps, from OUTPOST to GATE.
- Kills, items, secrets, time and par on the intermission screen.
Weapons: fist, pistol, shotgun and chaingun.
Monsters: zombieman, shotgun sergeant, imp, demon and chaingunner.
From DOOM 3
- The flashlight: pitch-black rooms you can only see with the light on. While you hold the light you can't shoot.
- The Hell Knight as the boss of E1M8. When it dies, the gate to the exit opens.
Sound: six original music tracks and about 20 sound effects for the TC002 synthesizer.
Controls
- Gamepad: d-pad/left stick move and turn, right stick turn, L1/R1 strafe, A fire, B use, X flashlight, Y next weapon, SELECT map, START pause.
Settings: skill (baby to nightmare), music, sound effects, turn speed, HUD (fullscreen, status bar with face, or off), gamma, open doors by walking into them.
Credits:
- Thanks to Blueforcer for his Doom script here on the Hub, which this independent version was compared against (none of its code is used).
- Game rules after Chocolate Doom 3.1.1 by Simon Howard and contributors.
- The random number table comes from Chocolate Doom's m_random.c (Copyright (C) 1993-1996 Id Software, Inc.; Copyright (C) 2005-2014 Simon Howard).
- All maps, textures, sprites, sounds and music are original.
- Fan-made, not affiliated with id Software or Bethesda. DOOM is a trademark of id Software.
License: GNU GPL, version 2 or later (GPL-2.0-or-later).
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