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claust13
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readme.txt
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1995-04-03
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17KB
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381 lines
----------------------------
L U T O H B A
C L A U S T R O P H O B I A
C A S R P O I
----------------------------
----Intro
Okay, you downloaded my wad, read the WAD_AUTH.TXT file (or you're gonna,
right, pinhead?), and now you wanna get some info on the map itself. You're
at the right place for that, sucker. This file will give some info about the
wad and what to expect, some general hints, then point out some of the more
interesting parts of my map editing (maybe you can use 'em if you want to
design your own maps), and end with a series of specific hints that will allow
you to get through the game without cheating (which would be moot, I guess).
I spent so much time making and then perfecting my map, so I feel like I can
talk forever about it. So why not just yack at you, then? Let's get started.
----General Info
The wad's theme is claustrophobia (I am the master of the bloody obvious,
thankyouverymuch). I had envisioned a free-flowing architecture of close
spaces, eventually opening into a wide open space where the exit would be
located. Unfortunately, the player is smaller than the monsters, so
consideration had to be made to allow the baddies some room to kick your ass.
You can tell the point when I decided I had to expand my hallways--I changed
over after the first teleport. I also had to cut down on the exit space.
Even now, if you back up into a corner and look at the exterior of the
building, you can overload Doom's visual engine calculation thingamawhatchit.
Even with darkened hallways of 64x64, you still get that confined feeling. I
set up the monsters so that they had a good chance of ambushing you
repeatedly. I've got linedefs that open secret rooms full of baddies at your
back. I've got secret rooms with imps ready to rend your flesh as you hit the
switch. I've got tricks to distract your attention and barrels placed to
explode your ass with shrapnel if you shoot wildly. I've made sure that
shooting wildly won't do you a damn bit of good. Why is that? Well, I
personally don't like all those fancy shmancy yackety schmackety weapons Doom
has. I dispise the Big Fucking Gun. I hate that muffler-lookin' doink-doink
weapon. That missile launcher is ugly as yer mom. And the chain gun--ugh.
Your primary weapon in this battle will be the Super Shotgun. Super Shotgun?
Looks like a double barreled sonofabitch to me. That's what you get when
yuppies try to put a name on a weapon. "What is that, an assault weapon?"
"Uh, no, its a pistol, you dumbass." You'll be able to grab a couple chain
guns (I guess its supposed to be an EPMG. You know what that means, right?)
from some of the enemy, but you won't find any ammo for it. The weakest enemy
you'll encounter are the former sgt's. Those wussy peagun shooting asswipe
former humans aren't anywhere to be found in my map. You'll find plenty of
the bigger badasses around, however. I didn't go crazy with hard guys, but I
didn't wuss out, either. The map is set up for different skill levels, and
has a special setup for deathmatch-ing. Light levels are also set with great
thought, so you can play it without cheating with the F11. Following are a
couple comments about certain parts of my map. These don't have any info that
will give away some secrets in my map. Read them, they'll help you prepare
for playing without having to save or cheat your way through. At the end of
this file will be some more specific points I want to lay out, some of which
may give away secrets, so don't read it until after you finish unless you are
a cheating bastard.
Skill Levels: Instead of increasing and decreasing the amount of monsters
and changing slightly the amount of stuff you can pick up, I differentiated
between skills by barely changing the amount of monsters you can go up against
and increasing greatly the amount of ammo and power-ups you can get. The only
monsters I really messed with were either in cluster-fucks or were the big
baddies.
Weapons: As I mentioned, your primary weapon will be the double-barrel.
Don't look so glum. At short ranges, the shotgun is more powerful than the
missile launcher! And it won't fuck you up in the resulting explosion.
You'll be able to get a few EPMG's from chaingunners after you waste them, but
you'll never get more than 100 bullets worth.
Deathmatch: I haven't been able to test this, so I'm not sure how well
you deathmatch lovin suckers will like what I did. Hell, I've never even
played deathmatch, so I have no idea what you'll think about it. What I did
is create four rectangular rooms, each with a super shotgun, a green armor,
and a box of shells, in which deathmatchers warp in. Each player therefore
starts out equal. However, the players teleport out to different section of
the map, each having some benefit and some problem. My map is strongly one-
directional, with one way doors and the only ways to backtrack are secret.
Deathmatch-ing will therefore be tough as shit. In fact, one deathmatch start
warps the player into a secret room, where that player cannot get out unless
somebody opens his door. Fun, huh? But that player will have time to haul
ass before his friend who released him comes to shoot his ass. Its pretty
funny, now that I think about it!
Power-Ups: Play any skill higher than 1 and you'll notice that just about
the only power ups available are berzerkers. I did this since you get 100%
and not any over with berzerkers (plus, you can save ammo). It saves on
laying lots of stimpacks everywhere and it keeps you from going over 100%,
which I like.
Light Levels: I have taken lots of time to get my light levels down
right. Nice and gloomy is how I like it. There are a couple places where you
can't see a few paces ahead of you, however. I'll talk more about this later
at the end. Right now, I'll just say that if you use cover, recon by fire,
and listen (read general hints), you'll survive without a scratch. I also
tried to backlight some enemies who are in dark sectors, which is an
interesting way to go about business. Just don't get over-confident!
----General Hints
Read this section if you wanna try your hand at playing the level without
saving or using any cheats (including that F11 cheezy shit). The hints here
are applicable to any DOOM level, and not just this one. I'll refer to my
map, but the advice I give you is good to keep in mind when you play any
clever map (I'm so damn humble... or is that full of crap?). In no particular
order:
1) Cover. CYA, Cover Your Ass, is about the best thing you can do in Doom.
Too often we get big weapons and run through maps like we own them. Well, you
don't own the map. Possession must be taken from the enemy. And there's
plenty of them in my map. Running down halls will only get you shot,
especially in my map. Remember, linedefs you can't even see can trigger doors
with lots of mean bastards on the opposite side. Walk and listen. Even in
dark halls, monsters will grunt when they see you. Shooting at the direction
it came from (sometimes hard to tell) will possibly waste the monster, and it
lights up the area for a second. If the shit is coming dangerously close to
the fan, retreat to a section of the map you already have cleared. When
encountering corners, peek around them. If you have lots of ammo, try to
recon by fire. Shoot ahead into questionable areas. You might hit something
or flush out monsters who are waiting to ambush you. Wad authors also
sometimes will give you several different points from which to fire from, with
variable ammounts of cover. If you are about to go head on with a bunch of
bad-asses, back off, check around for secret rooms. You might find a better
vantage to fire 'em up from.
2) Secrets. Every good doom map has secret areas. Mine are chock full of
'em. Wise use of the map will reveal spots where secret rooms can fit. B