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Death Match - The Ultimate Game Player's Kit
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TRAMPAS.TXT
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1995-03-25
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*** El Documento Original está en Español (al final). ***
********* EL TEXTO EN CASTELLANO ESTA AL FINAL DEL DOCUMENTO ************
*** The Original Document was written in Spanish (at the end). ***
*******************************
********** ENGLISH : **********
*******************************
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NOTE: Excuse me for the bad translation of the texts into English, I used
the program Spanish-Assistant to do it and I didn't check the text very
much. If you have problems whith it try to read the original Spanish
text. I thought the English text could be useful to get a basic idea of
the WADs for people who cannot read Spanish. I'm SURE that there are many
silly expressions, I'm sorry, I hope you can forgive me.
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FILE: TRAMPAS.WAD FOR: DOOM2 BY: HECTOR GUTIERREZ COLINO
TITLE: " Mortal Traps"
A PLAYER: Very, very difficult. A WAD difficult of forgetting.
COOPERATIVE: Equal of difficult but slowwer (except with Pentium 90 MHz).
DEATHMATCH: Alucinante if you play as minimum with Pentiums 90 Mhz..., and
difficult to collide or else know each other the map well.
- A new dimension: the height!!!!. A Super-Colosal WAD.
- Cyber-Daemons, more than ten, and included with them in the same
room!!! But you still believe that does it be possible???. Ja, Jo, Ji, Jo!!.
Don't eat up many the coconut that you have not seen the one which waits for
you. That is: one could get (at fewer with ticks, although it costs).
- you will Need the three keys in order to open the doors. Well...
if the Cyber-Daemons doesn't allow you go you with the blue... better leave
them, you don't need that key in order to finish the level.
- Try to kill to all the skeletons that I/you can before entering
in that room. And don't fall to the moats. Discover the fire-room and you
will kill them. Care doesn't stay included with the spiders, although there
is an exit.
- Do you already have seen the room with the two Boss Shooters (do
you discharge vermin)? If you cross the furrow that the activate you are
lost. And I/you don't forget the yellow key.
- Possibly the WAD with more extension of land that you have seen.
- It's prepared for several fields. Hallucinate with the external
room. Prove it in Deathmatch!!!!!!!... if you have Pentiums.
NOTE: I recognize that I in this WAD have passed me quantity, but remember
that the ones which you found are mortal traps... I advises to record many
the departures. And spirit, I have gotten it in NightMare (authentic
nightmare).
SOLUTION: In this WAD there is a heap of confused lever, some one must
activate them and another they loose us a trap. One must travel the map of up
to below at fewer a pair of included times knowing the one which one must
make. I have decided to detail the process to the maximum in order to don't
lose.
1. In the Eneagon room (9 sides) kill all the soldiers. Only one could go
for one of the doors that you don't need key. We will see a very
long aisle with a window to another room. Not throw for the windows.
2. Get on the platform in the one which there is a blue shield. This will
lower the platform of the soldiers, in the one which is the red key. Care,
then beside the platform of the blue shield there is a Cyber-Daemon. We have
two possibilities: or kill it (!!) or pass running to their side and leave
it behind (it is fewer difficult of the one which seems).
3. Once past the Cyber, we for the aisle will arrive to the room of fire. The
floor is acid, one must go rapid. Once inside of we won't leave, a wall will
block us the pass. Or else we have discharged nothing in the aisle we won't
meet with no enemy, in another case one must go discharging.
The road that one must follow is: right, left, right, left, right, left,
rectum. Upon being left will have activated the roofs of the pedestals where
they are eight white skeletons and they will squash them. This will avoid us
many problems when we arrive to the room of the skeletons.
4. Return to the Eneagon room and we catch the red key. We go to the door
that she confides in and we passed. We forgot to catch the blue key, we
didn't need it and better don't take a risk to stay caught with the
Cyber-Daemos. If somebody wants to attempt him that it only step the steps
for the part of behind the pedestal and that you leave running.
5. We go for the dark road and we see two possibilities, a long aisle for the
that Not one must pass and a very big full room of skeletons. We go with the
skeletons. We should kill all those that we pruned before throwing us. When
we throw us should go running until the final of the room. One must have
special been careful to don't fall to the moats (although there is a
teleporter in order to leave). If we fall prune prove to don't go
for the central aisle, but for one of the fine borders that there is to the
sides of the moats. In the bottom descend a box that leaves a road in order
to leave. Upon arriving to throw.
6. Ascend the stairways and the elevator. Not going to the zone of the
spiders, pass directly for the door of the red key. There is no turn behind,
one must find the exit in the room in the one which we entered, with form of
face.
7. We began in the part of up of the nose of the room with form of face. Here
there is many complicated teleporters. I am going to explain what a first
you makes each one.
If we fall for a lateral of the nose teleports us to the eye of the
corresponding side. If we fall for the base of the nose two things could
occur: - we between the two barrels with fire go to the mouth,- or else we
passed between the two barrels we will fall without teleport us, and
the floor will ascend a little (increasing the complication, you/he/she/it
could come to convert the mouth in a closed room, having to arrive to her for
a teleporter).
In the nose there is a teleporter that carries us the nose outside
of, to the face, near the eye law of the face. Also there is a wooden box.
Occult the teleporters that will carry us near her left from the
level, and we will discover it with a lever (later, in the external room, and
we will have to return here).
In the cheeks, near the join of the lips there is two
teleporters (one to each side) that carries us also to the eyes,
each one to the of their side. There is a just teleporter under the
nose, it carry us to the part of up of the nose. There is another
very near this last, placed of form asymetric, it carry us to
one of the towers that there is on the eyes.
In the mouth there is a teleporter, it carry us to the
nose. The superior border of the mouth also carries us of turn to the nose.
There is a wooden column in the center of the mouth, occult the
teleporter that allows us to leave from the room with form of face.
In the zone of the chin, under the mouth there is another that
carry us to the mouth.
In the mouth, paralely to the superior border, there is a fringe in
the floor. It should not never cross, it should
enclose. They in another case will be activated TWO Boss-Shooters, in the
columns that there is on the eyes, and they will begin to discharge monster
on the eyes.
8. I Now will say the one which one must make. First throw on one hand of the
nose in order to go to an eye. In the eye catch the yellow key and jump the
eye outside of. Going to the teleporter that carry to
the column that there is on the eye us (it's between the nose
and the mouth, placed asymetric). Once in the column jump out.
He/she/it/you with this will be discovered the teleporter of the
mouth in order to leave from the face. We should go this teleporter.
We for that will go to the of the chin that will carry us to the
mouth. Enclosing the mentioned fringe we will go to the central
teleporter, and we liquidate of the face. To all this one must
have with care with the Cyber-Demons that are there.
A thing more: the teleporters are something special, you
telepor