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- Frag4.wad collected by Ralph (Hat Trick) Evans (72457,2363@cis.com and at
- Cyberspace BBS at 714-838-8100). I also compiled Fragii, Fragiii and
- Ralphii.
- This is a collection of Doom II frag intensive deathmatch wads with exits so
- that you can play all 30 in a row. Play using "doom2 -file frag4.wad"
- (you must have the registered version).
-
- This is the source for this new combo pak:
-
- Map1 4Towers
- Map2 Castle
- Map3 Clawson7
- Map4 Squalor
- Map5 Ideal
- Map6 Mentzer2
- Map7 Rooks by Brant (T Rex) Knutzen
- Map8 Laws map 1
- Map9 Laws map 2
- Map10 Burbs (Map 16 as modified by Brant Knutzen)
- Map11 Last Resort map 1
- Map12 Laws map 4
- Map13-17 Gigakill
- Map18 Duel
- Map19-27 Igor666
- Map 28 Last Resort map 3
- Map 29 Last Resort map 4
- Map 30 Last Resort map 8
-
- My highest regard to all WAD authors, you did a fantastic job guys!
-
- __________
-
-
-
- =========
- Title : 4 Towers
- Filename : 4TOWERS.WAD
- Author : Jeff Larson
- Email Address(es) : None at this time
- Misc. Author Info : I am known as "Carmack" on the Cyberspace
- BBS.
-
- Description : Strictly a Deathmatch level for Doom 2,
- Replaces Level 1.
-
- Credits : Beta Testers from the Cyberspace BBS are
- as listed below:
-
- Myself (Carmack)
- Capone
- Isaac the J
- Spark-man
- Sventech
- T Rex
- The Mighty Q
- Tornado
-
- Thanks very much to these Beta Testers that helped me test and
- improve my first ever DOOM Level!
-
- A GREAT BIG THANKS TO MY SISTER FOR HELPING ME WITH MANY IDEAS
- AND THE COLORATION OF THIS LEVEL. I COULDN'T HAVE DONE IT
- WITHOUT HER!
-
- Thanks goes to Kevin Roels for supplying me with Deu2c, BSP12X,
- and other miscellaneous utilities which made this level possible.
-
- Also, thanks to Shadow Hawk for helping me with sector closing
- in Deu2c. Thanks for supplying me with NWT! What a great utility!
- ==========================================================================
-
- * Play Information *
-
- Level : Map 01
- Single Player : No
- Cooperative 2-4 Player : No
- Deathmatch 2-4 Player : Yes (Preferrably 3 or 4 players)
- Difficulty Settings : Use "NIGHTMARE" difficulty. Turbo 130
- is suggested. Use a higher Turbo setting
- if the WAD seems slow in a 4 player game.
-
- New Sounds : Yes (Chaingun and Plasma Gun Sounds)
- New Graphics : No
- New Music : Yes
- Demos Replaced : None
-
- * Construction *
-
- Base : New level from scratch!
- Editor(s) used : Deu2c v6.66ß and the BSP12X node building
- utility made by Colin Reed.
- Known Bugs : Deu2c has a bug when switching through
- the modes with the TAB key. The program
- will sometimes exit to DOS when TAB key
- is used.
-
- Memory available greatly decreases after
- node building. Using BSP12X should alleviate
- this problem. Answer no when Deu2c asks
- you to build the nodes, exit to DOS, and use
- BSP to build them.
-
- Known Functionality : Deu2c is a great utility and has many more
- textures and things than Deu2! It has been
- a great utility to make/edit Doom 2 levels!
-
-
- * Copyright / Permissions *
-
- Authors MAY NOT use this level as a base to build additional
- levels without prior permission.
-
- You MAY distribute this WAD, provided you include all of the
- files herein this archive, 4TOWERS.WAD, 4TOWERS.TXT and FILE_ID.DIZ
- with no modifications. You may distribute this file in any electronic
- format (BBS, Diskette, CD, etc) as long as you include these files
- intact.
-
- * Where to get this WAD *
-
- FTP sites : Wherever it may have been uploaded
-
- BBS numbers : Cyberspace BBS (714) 838-8100, (714) 559-8100
- (Previously known as the K2 BBS).
-
- Other : Wherever it may have been uploaded
-
- Look for upcoming levels soon to be made!
-
-
-
- ============================================================================
-
- Title : CLAWSON7 (CLAWSON7.WAD, CLAWSON7.ZIP)
- Author : Kenneth S. Forte
- Email Address : fusioncon@cup.portal.com
-
- Additional Credits to : This PWAD was named for a good friend of mine
- whose father just passed away after a struggle
- with Lou Gehrig's disease. Rest assured that
- your dad will not be forgotten, Scott. I would
-
- who, altho she hates DOOM with a passion, still
- admits thats she's proud of the PWADS I've made.
- Thanks to Rich Condon for testing the level.
- More credits given later...
-
- Description : Plot? Who needs a plot? Ummm, you're dropped in
- the crater of a dead volcano and someone just
- happened to leave weapons and shit all over the
- place. Maybe you're in some futuristic combat
- training facility. Perhaps a religious cult was
- living in a secluded mountain and built all of
- this but then suddenly decided to mass suicide.
- Who cares?
-
- Points of Interest : Invisible Walkway:
-
- This took a while to figure out, altho I'm
- sure someone else has done something similar
- before this. Yeah that's why there are those
- two lines of seemingly useless light pillars,
- people were bitching about running into the
- invisible walls.
-
- Guard/Sniper Tower:
-
- Ok, I readily admit that I blatantly stole
- the proximity detectors from the guy who did
- Aliens-TC (I think it was him.. was it?). The
- alarms outside of the tower indicate that
- there is someone in the tower, and are reset
- if the player in the tower leaves by either
- jumping out the front or taking the teleport.
- The alarms inside the tower tell whoever may
- be inside that someone else is poking around
- outside, so stay on your toes. (You can reset
- the inner alarms by going into the cubicle
- marked "Proximity Retrigger", so if the person
- is stupid and comes inside and you kill them
- you can be ready for the next dumbass that
- wanders along).
-
- Cooperative Exit:
-
- Standard Deal. Inside the Green Rock Building
- is a switch one the wall. Hit that switch to
- lower Lift A, which takes you to another one
- that lowers Lift B, which takes to yet another
- switch which lowers the wall behind the first
- switch, thus exposing the pulsing exit switch.
- Confused? Good. Suffice to say you need two
- players to accomplish this.
-
- * Play Information *
- ============================================================================
-
- Episode and Level # : DOOM ][ MAP07 (Sick of Dead Simple, eh?)
- Single Player : No
- Cooperative 2-4 Player : No
- Deathmatch 2-4 Player : Yes
- Difficulty Settings : Not implemented (For DM? Get Real)
- New Sounds : No
- New Graphics : Yes
-
- * Construction *
- ============================================================================
-
- Base : New level from scratch
- Build Time : Roughly 36 hours give or take a week.
- Programs used : DEU 5.21GCC
- EDMAP v1.22
- IDBSP v1.01
- DMGRAPH v1.1
- Deluxe Paint: (EA puts the PAIN in Painting)
-
- Known Bugs : If you go behind the tombstone farthest back in
- the graveyard, and then look out over both the
- mausoleum and the wall, you might get a HOM.
-
- * Copyright / Permissions *
- ============================================================================
-
- Authors may use this level as a base to build additional levels.
- You may distribute this WAD, provided you include this file, with
- no modifications. You may distribute this file in any electronic
- format (BBS, Diskette, CD, etc) as long as you include this file.
-
- Date Finished : 1-2-95
- Author : Kurt Dillard
- Email Address :kurt@dillard.com
- Other Files By Author :SQUALOR.WAD & KEEP.WAD
- Misc. Author Info : Second best deathmatch master of Austin
-
- Description :.A deathmatch only map which looks pretty cool. An
- open castle with four towers and a medium sized courtyard. Also several
- separate areas off of the main courtyard. Good sniping. Some tough puzzles in
- order to get all of the power ups. All weapons are available. Some of the
- pillars in the courtyard are lifts activated by remote switches, some are
- imobile. The NW and SE towers can only be accessed by teleporting in or by
- rematerializing there after you've been fragged. The teleport puzzle is a
- little tricky to figure out, its almost impossible to utilize with four
- players. I hope you all like it. It's my best effort yet, I believe.
-
- Additional Credits to : The authors of DOOM II, DEU, DEU II, and BSP!
- ===========================================================================
- * Type of DOOM or DOOM II file*
-
- (Choose One)
- New level WAD : Yes
- Sound PWAD Only : No
- Music PWAD Only : No
- Graphic Addon Only : No
- Dehack Patch Only : No
- .LMP Only : No
- Required To Have In Dir :n/a
-
- * Play Information *
-
- Map # : Map 01 (For DOOM II only)
- Single Player : No
- Cooperative 2-4 Player : No
- Deathmatch 2-4 Player : Yes
- Difficulty Settings : No
- New Sounds : No
- New Music : No
- New Graphics : /No
- Demos Replaced : None
-
- * Construction *
-
- Base : New level from scratch
- Build Time : 50 hours
- Editor(s) used : DEU II and BSP
- Known Bugs : Why would I post it with bugs? Well, there is one
- minor glitch that doesn't affect game-play: When you look from the NE tower
- towards the SW tower you might see a slight HOM effect. The only way to
- eliminate the effect would be to remove some of the two-sided lindefs in the
- area of the HOM effect. I decided to tolerate the problem rather than change
- the map. Let me know if the problem causes crashes.
-
- May Not Run With... : ?
-
- * Copyright / Permissions *
-
- Authors (MAYuse this level as a base to build additional
- levels. Just give me a little credit!
-
- (One of the following)
-
- You MAY distribute this WAD, provided you include this file, with
- no modifications. You may distribute this file in any electronic
- format (BBS, Diskette, CD, etc) as long as you include this file
- intact.
-
- You may do whatever you want with this file.
-
-
- * Where to get this WAD *
- Compuserve Gamers Forum and Modem Gamers Forum
-
- FTP sites:
- ftp.cdrom.com
- ftp.orst.edu
-
- BBS numbers:
-
- Other:
-
- Title : SQUALOR.WAD
- Date Finished : 1-2-95
- Author : Kurt Dillard
- Email Address :kurt@dillard.com
- Other Files By Author :CASTLE.WAD & KEEP.WAD
- Misc. Author Info : Second best deathmatch master of Austin
-
- Description :.While I have constructed many maps for DOOM and DOOM
- II this is the first map that I feel proud enough of to post to the net. It's
- deathmatch only. Everyone here at my office enjoys it, let me know what you
- think. I put a few monsters in along with all of the weapons and powerups. Not
- really intended for Deathmatch II, but you can try. I tried to include some
- good sniper spots while using varying light levels to make the level more of a
- hunt and chase style of fighting rather that a free for all such as level seven
- of DOOM II.
-
- Additional Credits to : The authors of DOOM II, DEU, DEU II, and BSP!
- ===========================================================================
- * Type of DOOM or DOOM II file*
-
- (Choose One)
- New level WAD : Yes
- Sound PWAD Only : No
- Music PWAD Only : No
- Graphic Addon Only : No
- Dehack Patch Only : No
- .LMP Only : No
- Required To Have In Dir :n/a
-
- * Play Information *
-
- Map # : Map 01 (For DOOM II only)
- Single Player : No
- Cooperative 2-4 Player : No
- Deathmatch 2-4 Player : Yes
- Difficulty Settings : No
- New Sounds : No
- New Music : No
- New Graphics : /No
- Demos Replaced : None
-
- * Construction *
-
- Base : New level from scratch
- Build Time : 40 hours
- Editor(s) used : DEU II and BSP
- Known Bugs : Why would I post it with bugs?
- May Not Run With... : ?
-
- * Copyright / Permissions *
-
- Authors (MAYuse this level as a base to build additional
- levels. Just give me a little credit!
-
- (One of the following)
-
- You MAY distribute this WAD, provided you include this file, with
- no modifications. You may distribute this file in any electronic
- format (BBS, Diskette, CD, etc) as long as you include this file
- intact.
-
- You may do whatever you want with this file.
-
-
- * Where to get this WAD *
- Compuserve Gamers Forum and Modem Gamers Forum
-
- FTP sites:
- ftp.cdrom.com
- ftp.orst.edu
-
- BBS numbers:
-
- Other:
-
-
- ================================================================
- Title : The IGOR Series for DOOM ][
- Filename : igor666.wad; now supports Deathmatch,
- Deathmatch 2.0, and "Expert" modes through
- difficulty settings; minor map changes since
- igor5.wad PLUS a new ninth level (a tribute to id)
- Author : B. Vannatta/B. Weldon
- Email Address : vannatta@bobcat.ent.ohiou.edu
- Misc. Author Info : Created jointly by B. Vannatta (levels 1,3,4,6,7,
- 8,9) and B. Weldon (levels 2,5).
- Description : A fast-paced, nine-level deathmatch pwad for
- DOOM2; supports monsters w/ respawn (two-player) or
- nomonsters (three- or four-player).
- Additional Credits to : Jon Parry & Coder (playtesting), id Software...
- ================================================================
-
- * Play Information *
-
- Map # : Map01 through Map09
- Single Player : No
- Cooperative 2-4 Player : No
- Deathmatch 2-4 Player : YES
- Difficulty Settings : Implemented for various modes of play (SEE BELOW)
- New Sounds : No
- New Graphics : No
- New Music : No
- Demos Replaced : None
-
- * Construction *
-
- Base : New levels from scratch.
- Editor(s) used : ---
- Known Bugs : Please report any to vannatta@bobcat.ent.ohiou.edu.
-
-
- * Copyright / Permissions *
-
- Authors MAY use this level as a base to build additional
- levels.
-
- You MAY distribute this WAD, provided you include this file, with
- no modifications. You may distribute this file in any electronic
- format (BBS, Diskette, CD, etc) as long as you include this file
- intact.
-
- You may do whatever you want with this file, as long as you distribute
- your modified file under a name OTHER than "igor".
-
-
- * Where to get this WAD *
-
- FTP sites: wcarchive.cdrom.com, ftp.idsoftware.com
-
-
- * Important Notes *
-
- Igor is an attempt to provide for as many different Deathmatch tastes
- as possible, as each level contains a different environment in which to play.
- You can play all of the levels sequentially or, if you only like a certain
- level, you can play that one alone. I've included support for various modes
- of play as follows:
-
- 1. Original Deathmatch rules ("I'm Too Young To Die" and "Hey, Not
- Too Rough" support this)
-
- 2. Deathmatch 2.0 rules ("Hurt Me Plenty" supports this)
-
- 3. What I call "Expert" mode ("Ultraviolent" supports this)
-
- Original Deathmatch and Deathmatch 2.0 are basically the same setup with
- a few variations in ammo/health placement. Expert mode has very little
- health and ammo, but DOES include almost every weapon per level (including
- the BFG). Use Expert mode if you play such an intense Deathmatch game that
- you don't stay alive very long (i.e. three- or four-player Deathmatch games
-
-
- *()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*
-
- T H E L A S T R E S O R T
-
- The Ultimate Deathmatch Experience
-
- by
- Michael Houston, Greg Houston, Andrew Warrington & David Sears
-
- *()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*
-
- ================
- QUICKSTART INFO:
- ================
-
- The Last Resort (TLR) is a Deathmatch only episode for Doom II version 1.7a.
- It replaces the first nine levels, and contains new graphics, sounds, music,
- demos and sprites. Each skill level provides a different way of
- playing deathmatch:
-
- Skill 1/2: Only weapons (for old deathmatch rules)
- Skill 3: Weapons and items (for -altdeath)
- Skill 4: Disables co-operative exits.
-
- Monsters have been added, but with the -respawn playing option in mind. In
- other words, there will only be a few monsters (usually sargeants & soldiers)
- in each level. We suggest playing on skill 3, with monsters and -altdeath.
-
- To play TLR, you must first run the TLR_INST.BAT batch file with the files
- LAST.WAD, RESORT0.WAD and DMADDS11.EXE in your Doom2 directory.
-
-
- If you are using the regular sersetup program, use the following parameters:
-
- -file LAST.WAD RESORT.WAD -altdeath -skill 3
-
-
- If you are using ser6, then make the following changes to your ser6.cfg
- file:
-
- DEVPARM=-file last.wad resort.wad
- EPISODE=1
- MAP=1
- SKILL=3
- DEATHMATCH=1
- ALTDEATH=1
- DOOM2=1
-
- To play alone (boring), type:
-
- doom2 -file LAST.WAD RESORT.WAD
-
-
- This should be enough information for you to be able to play TLR. Read on
- for further details....
-
-
- ========================
- The Story of Asmodeus...
- ========================
-
- It was agreed by the Management of the World Resort Fantasy Theme Park that
- their artistic director was hard to work with. He was moody and
- argumentative, and they had kept him thus far only by virtue of his brilliant
- mind. It was he who had conceived the park's many areas: the Old West town,
- the Roman Arena, the Shrine, the Funhouse...
-
- He called himself Asmodeus, and he would sometimes sit cross-legged in the
- middle of his worlds, with his eyes, focused on nothing, moving frantically
- as if in REM. He could see something, but nobody knew what...
-
- It was becoming clear that he would have to be removed. His designs had
- become chilling; his eccentric twists would seem to blur the distinction
- between fantasy and reality. His ideas no longer seemed safe.
- The Management was worried.
-
- After a short and argumentative meeting, Asmodeus was fired. It had seemed
- to him like just another abrasive interaction with the Management. He took
- no notice of the fact that he was supposed to leave, and it came as a
- surprise when Security apprehended him as he headed for the Funhouse.
- After Security dropped him outside the gate he stood there for several
- minutes, staring with panic and fear through the gate at his park.
- Then he disappeared.
-
- The World Resort Fantasy Theme Park had problems. Indeed, Asmodeus' designs
- did blur the distinction between fantasy and reality, as strange events began
- occuring. In the Old West, a seemingly normal tourist began a shooting spree
- that left two people dead and several others injured. Panic ensued when a
- lion that had been stolen from the zoo mysteriously ended up in the Roman
- Arena. Inexplicably, two clowns hired for the Funhouse began incorporating
- blood into their act. A public relations man assured the public that they
- had since been fired.
-
- Despite the press releases and an aggressive marketing campaign, nothing was
- going to save the park. Speaking for the public's fast-growing fears, one
- columnist wrote "Soon children are going to start disappearing..." The World
- Resort Fantasy Theme Park went bankrupt, and was boarded up and left to rot.
-
- . . .
-
- Several years later, there was an ad in a newspaper:
-
- ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
- ▒ EXPERIENCE THE ULTIMATE ADVENTURE ▒
- ▒ ▒
- ▒ Come see our new park, ▒
- ▒ Where the chills are so real... ▒
- ▒ It will be the last resort ▒
- ▒ you'll ever need to see. ▒
- ▒ ▒
- ▒ THE LAST RESORT ▒
- ▒ ▒
- ▒ GRAND OPENING: DECEMBER, 1994 ▒
- ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
-
-
- You read the ad, and you were interested. Now, just through the front door,
- you are locked inside. A voice warns you that only one vacationer will get
- out alive. The longer you stand there, the greater the chance that
- it won't be you.
-
- ---------/----------/---------
-
-
- ============
- II. FEATURES
- ============
-
- Description of files included in TLR-II.ZIP:
-
- Name Size (bytes) Description
- ==== ============ ============
-
- LAST.WAD : 2,307,259 The main wad file containing everything but the
- sprites.
- RESORT0.WAD : 288,014 The pre-DMADDS sprite file. This is used to create
- RESORT.WAD.
- DMADDS11.EXE: 97,792 The program which creates the useable sprite file.
- TLR_INFO.TXT: 28,510 This file.
- TLR_INST.BAT: 1,955 The installation batch file which creates the
- sprite file RESORT.WAD.
- TLR_LMP.ZIP : 68,879 A collection of multiplayer .LMPs of TLR.
-
- (RESORT.WAD): 3,860,406 This file will get created after you run
- TLR_INST.BAT. It contains the new sprites.
- ============
- Total: 6,652,815
-
- The Last Resort (TLR) is a Deathmatch only episode, designed to run
- on Doom II version 1.7a. It contains the following:
-
- - Nine new levels from scratch.
- - Over 700k of new graphics.
- - More than 200k of new sprites.
- - Some new sounds for the ending.
- - A new soundtrack consisting of 4 new songs.
- - A total of 12 LMP Deathmatch demos (1.7a only)
-
- Each level contains its own theme, its own unique design, and its own
- deathmatch strategies. Since this is a deathmatch episode, there have
- been many DM specific features that have been added:
-
- - Co-operative exits (and optional single exits for those of you who
- don't like the idea).
- - Several deathmatch scenarios available: weapons only, weapons &
- items, respawning monsters, etc.
- - "Opponent Indicators", for the larger levels. These help narrow
- down the hunt for your quarry.
- - Cages: Although there's a big weapon inside, you'll have to
- sacrifice 30 seconds to get it.
- - Moving sniper spots: These allow you to still shoot your opponent
- from a sniper spot, even if he is directly below you.
- - Special "Trap" areas that you can set on your opponent.
- - REAL bulletproof windows. Sure, you can see your enemy through the
- the window, but you can't shoot him/her.
-
- ============
- DESIGN GOALS
- ============
-
- Everyone who has played Deathmatch has their own personal preferences for
- a deathmatch level. Some like small, frag-a-minute slaughterfest levels,
- others prefer to hunt for their quarry, where a lower frag count is more
- important. Some complain of co-operative exits, others want them. Some wish
- the levels were simpler for their slower computers, others love to get wads
- which require the power of a Pentium to run at full motion.
-
- It was our goal to bring all these kinds of Deathmatch levels together in
- one major episode, where each player can find a type of level he or she
- shines in. We wanted each level to be unique in design, depth and strategy.
-
-
- ===================
- PLAYING INFORMATION
- ===================
-
- There are several methods to play TLR. Most of these can be chosen by the
-
- skill level:
-
- All levels have both co-operative and single player exits. To play with
- co-operative exits, choose skill levels 1-3 (the single player exits are
- blocked with a set of torches). If you don't like co-operative exits,
- choose skill level 4 (the torches won't appear). To make exiting
- co-operatively easier, there are two illuminated EXIT signposts (marked
- EXIT 1 and EXIT 2), at each of the places where the two opponents should be
- when exiting. Listed below is a summary of the different scenarios to play:
-
- Skill 1 : Only weapons (intended for old DM rules), but since
- it's the easy level, you get more ammo per weapon.
- Skill 2 : As above, but with regular ammo per weapon.
- Skill 3 : Weapons and items (for ALTDEATH). This is the
- recommended skill level.
- Skill 4/5: Weapons and items, but single exits are no longer
- blocked.
-
- Some people like playing with a few respawning monsters (like sargeants and
- soldiers), so they have been added to each skill level. If you don't like
- monsters while playing DM, use the -NOMONSTERS option. NOTE: We recommend you
- leave the monsters in. The reason for this is that -NOMONSTERS will make the
- incredible ending rather boring and uneventful. Besides, there are so few
- monsters per level they're usually dead within the first minute.
-
- Once you decide on what skill level to choose, you should decide how you plan
- to play TLR. Because there are 9 whole new levels for DM play, it is
- recommended you spend about 10 minutes on each level (with the -TIMER 10
- option). Another way of playing is to end the level whenever a person first
- reaches a certain number of frags. It differs from level to level, since
- some levels have a very low frag count. The recommended frag count for each
- level is in the DESCRIPTION OF LEVELS section.
-
- You should also agree beforehand whether to end the level "Stocked Up" or
- not. Usually the loser will want to get some ammo and weapons before he or
- she decides to cooperatively exit for the next level. In our experience,
- stocking-up is a waste of time, since the loser usually ends up dead anyway,
- stocked-up or not.
-
- One last note: We have not been lucky enough to play these levels with a
- network, so we don't know how good or bad they'll be with 3 or 4 players.
- Although this episode has been designed for up to 4 players, the rest of
- this document is expressed from the point of view of 2-way Deathmatch (ie.
- only two-player cooperative exits, not three or four player).
-
-
- =====================
- DESCRIPTION OF LEVELS
- =====================
-
- What follows is a detailed description of each of the Theme Park's levels.
- The wise deathmatcher should study this section intently, along with learning
- the levels before hand. The number in brackets next to the title is the
- recommended frag count to reach before proceeding to the next level.
-
-
- Level 1: HIGH NOON (4)
- ----------------------
-
- The level is really broken up into two parts, the first part being the
- actual "Gateway" to the Theme park. There are only four deathmatch starts,
- and they are all in this small symmetrical room. There are, however, 12
- teleports which bring you to various places in the Ghostown (the second part).
-
- The second part is an old ghostown set in the wild west. Of the town's nine
- buildings, there's a saloon, a sheriff's office complete with prison, and
- a hotel. There are two first aid kits, two armours and several boxes of
- bullets.
-
- What makes this level unique is the fact that the only weapon you can use
- is the pistol. All other weapons, including shotguns, are unavailable. This
- makes for some interesting DM strategies:
-
- 1. Your opponent only has a gun. If you're at a high health level,
- it'll take MANY shots before he/she can frag you. Use this to
- your advantage.
-
- 2. It's very easy to corner your opponent in most of the building's
- rooms. Use this with strategy 1, and you're sure to get a frag.
-
- Designer's note: Yes, you will find it very hard and frustrating to use
- only the pistol. Don't let this fact make you end the level sooner.
- You'll get plenty of weapons on the later levels.
-
-
- Level 2: THE CASTLE (6)
- -----------------------
-
- Welcome to Medieval Land! This dark level is set in a triangular castle,
- with three main 'keeps' connected to each other by windowed passageways.
-
- The best way to understand how to get the BFG is by watching the demo. The
- procedure consists mainly of hitting a switch which lowers a lift in another
- room, enabling you to fall into a pit (wherein lies the BFG).
-
- In two of the keeps, you will notice a cage containing either the rocket
- launcher or the plasma gun. If you enter the cage you're safe, but if you
- get the weapon the cage will close for 30 seconds. I've been able to
- get the weapon and exit before the door closed on me, but I haven't been
- able to do it since. Hmmm - maybe it was in a dream...
-
- Outside, on either side of the castle there are two sniper spots, with
- teleports that enable you to go from one sniper spot to the other.
-
- Designers Note: At first I didn't think the cage idea would work, and I
- really didn't like being caught in there for 30 seconds. I figured the
- cages would be ignored. I realized I was wrong when I noticed the amount
- of dead bodies littered around the cages after a heavy DM session!
-
-
- Level 3: THE ISLAND (10)
- ------------------------
-
- This is the smallest and simplest of the levels, which also makes it the
- fastest. No real need to describe anything here, just play it and you'll
- see.
-
- Designer's Note: I wrote this level for times when you need to pit two
- Deathmatch rookies together. Since there's nothing to really learn
- level-wise here, you won't waste your time telling them where to go or what
- to do (back-seat Doomer syndrome).
-
-
- Level 4: THE ARENA (7)
- ----------------------
-
- In this level you must assume that your opponent is always at full health and
- full ammo. The reason for this is I figured an arena level would only
- work well if there was plenty of ammo around to unload on your opponent.
-
- The arena is divided into several parts: the main arena in the center, the
- health depots in the north and south corners, and the ammo depots in the east
- and west corners. There is plenty of health and ammo to go around; the
- question is whether you're able to get there in time or not.
-
- You can quickly get around the level by means of teleporting to the
- center area (where the BFG is) and lowering the silver wall.
-
- The passageways which connect the depots are moving sniper spots. For each
- sniper spot, there are three windows, one on the top, one in the middle, and
- one at ground level. The floors start moving only when you cross the blue
- line. These spots are handy for when your opponent comes too close for you
- to shoot him/her at that height (almost right below you). If this happens,
- you move to the lower window and peg him/her off at ground level. You can
- exit through the middle window.
-
-
- Level 5: THE PRACTICE ROOM (4)
- ------------------------------
-
- This level is divided into 5 parts: North contains the shotgun and chainsaw,
- south contains the rocket launcher, east contains the plasma gun, west
- contains the chaingun and the central area contains health, ammo, etc.
-
- For most of the weapons, you'll need to activate a switch to lower the
- lift, platform, or diving board it's on.
-
- You'll also notice several shooting ranges. You can shoot them if you want,
- but all that will happen is that they will move up. They get reset when you
- leave the room. At first I thought these were kind of useless, and were there
- entirely for show. Lately, however, I noticed that they make a unique sound
- when they're reset, which helped give away the opponent's position.
-
- This is a pretty big level, so I added an "opponent indicator" in the center.
- The opponent indicator consists of four arrow-shaped platforms pointing
- north, south, east and west. If an opponent walks across one of the many
- linedefs littered around the level, the corresponding platform will fall for
- three seconds and then raise, thus pointing in the general direction of where
- he/she is.
-
-
- Level 6: VERSAILLES (3)
- -----------------------
-
- Well, it isn't an exact replica of the Versailles Palace in France, but I
- consider it a decent attempt. Believe it or not, there are some parts of
- this level which I took from an authentic garden plan of the palace!
-
- This is a very big level, yet it is also very open. There are no mazes or
- dead ends, so finding your opponent isn't as time consuming as you would
- expect. I didn't put in any opponent indicators for the very reason that this
- level is meant for hunting. If you want a quick way to find your quarry,
- just wait around the northern part of the gardens, since the three major
- weapons are there.
-
- For those of you who complain that the green player sticks out like a sore
- thumb compared to the other coloured opponents, this level is for you. The
- trees will act as perfect camouflage.
-
- Designer's notes: Because of the large number of sprites in this level, you
- will get some disappearing sprites in some areas. Sorry. Also, If you want
- to see the longest fireball ever shot in Doom, go up where the rocket
- launcher is, and wait.
-
-
- Level 7: THE SHRINE (4)
- -----------------------
-
- The shrine is different from the most of the other levels in that each
- weapon is hard to get. All the weapons are available, but most of them
- will require some sort of skill to attain. It's a bit too complicated to
- describe how to get each weapon here, and I thought it would be better to
- show it through a demo.
-
- Designer's Note: This was my very first DM level. I released it originally
- as THETA-4.WAD in the spring. There have been a few changes to the level
- since then, but the layout is pretty much the same.
-
-
- Level 8: THE BALLROOM (6)
- -------------------------
-
- This level is almost as small as The Island, yet it doesn't have the any of
- the symmetry that made The Island so easy to navigate. Apart from the actual
- ballroom, there is a garden in the back, which contains several secrets.
- There are three pillars which start moving when you get the chainsaw, which
- is on a table that is lowered when a switch is activated. Once these pillars
- start moving, you can jump on them to retrieve either the rocket launcher,
- the medical kit, or teleport to the area where the BFG is.
-
- The level is also riddled with little nooks and crannies, some of which
- contain bonuses. To exit the level, one player must stand outside the
- exit room, since the exit switch is on the outside of the door that closes
- when the inside switch is activated (see demo).
-
- Designer's Note: My younger brother Greg designed The Ballroom. Also, for all
- of you OLD Genesis fans, you may recognize that the music for this level
- is "Apocalypse in 9/8" from the album Foxtrot.
-
-
- Level 9: THE FUNHOUSE (6)
- -------------------------
-
- Since this is the last level, I took the liberty of going a little bit
- overboard on the design. It is a big, slow level, but I believe it was
- worth it. Thankfully there's an "opponent indicator", which you can see only
- from the map. The arrows will light up whenever a particular linedef has
- been crossed (as in The Practice Room).
-
- There are several long passageways which have a closing door in middle. This
- is handy if you're being chased - you run through, the door closes,
- separating you from your hunter. What's more is that there are several
- hidden cubby-holes through the paintings, which you can hide in while your
- enemy has gone to press the button to re-open the door. This gives you a
- perfect ambush shot at him/her. Be careful though - the weary deathmatcher
- will not take a chance, and will probably shoot at the paintings just in
- case there's somebody on the other side.
-
- There are two more cages in this level, although they're more like traps. You
- do get a nice weapon, but you're stuck for 30 seconds.
-
- In the centre, there are four square rooms, which are the Funhouse's Hall of
- Mirrors. No, this is not a bug, this is an actual Hall of Mirrors! You will
- see several clones of either you or your opponent, but in each of the rooms,
- there is one space which you can hide in. If you stay still, your opponent
- won't know the difference between you or your clones. This works well more
- for hiding than for ambushing.
-
- The BFG is located in the centre of the Hall of Triangles. It doesn't take
- long to memorize which way to go, although at first you will find it nice
- and frustrating.
-
- The curtain room to the south is fun, since you can run and shoot through
- the curtains. I'd like to thank David Lynch's Twin Peaks for inspiration
- for this room.
-
- There is no single player exit for this level. Since it's the last level,
- and there's a special ending, I figured it should end with both players.
- After the ending there's a part I put in just for your viewing pleasure.
- All I will say is this: cross the blue line, wait a few seconds, and you
- will be safe to watch the carnage from as close as you want...
-
- Designer's note: At first I didn't think this level worked very well as a
- deathmatch level, but later found out that it just took more time than normal
- to "learn" it. As it turns out, the more I play it, the more I think it was
- the best of the bunch.
-
-
- Further Notes
- -------------
-
- To make the player understand each of the different levels more clearly, a
- collection of 12 .LMPs have been included with TLR. There are three .LMPs
- which replace the demos in the original wad file, and 9 others (one for each
- level) that are included in TLR_LMP.ZIP
-
- In them, you'll see us use most of the level's weapons, secrets and
- strategies. To see the .LMPs, you must first unzip the file TLR_LMP.ZIP
- in your DOOM2 directory. Once that's done, enter the following parameters:
-
- doom2 -file last.wad resort.wad -playdemo filename
-
- where filename is the name of the .LMP (remember NOT to put the extension).
- Also, in case you didn't know, F12 will switch to the other person's view,
- and both players (green and indigo) will appear on the map.
-
- Just to let you know, most of the deathmatch .lmps were recorded by
- Michael Houston against Andrew Warrington (mostly from Michael's point of
- view).
-
- =======================
- THANK YOU'S & APOLOGIES
- =======================
-
- We would like to thank the following people & companies, without which this
- would either not have been possible or much harder to accomplish:
-
- id Software: Naturally, for creating the most re-playable computer game
- in history.
-
- The DEU : For DEU 5.21 GCC and the BSP node builder.
- design team
-
- Jeff Miller: For Wad Tools 1.00, which helped me find the directory entries
- I needed.
-
- Bill Neisius: For Dmgraph and Dmaud, without which there would be no sounds
- or graphics in TLR.
-
- Bernd Kreimeir: For DMADDS, without which there would not have been a new
- baddy at the end.
-
- Autodesk : For Autodesk Animator, which made splicing together the
- graphics all the more easier.
-
- "Adler" : Who hacked Deu so I could port TLR to Doom II.
-
-
- Local thanks:
- -------------
-
- Greg Houston: For graphics, cartoons, ideas and rice-crispy treats.
-
- Andrew Warrington: For going over all the levels meticulously, writing the
- storyline, and being an easy frag.
-
- David Sears: For writing the music, making suggestions, and making
- stoopid jokes.
-
- The Clairmont: For providing the beer, and a comfortable environment to
- gather our thoughts before a hefty DM session.
-
- David Moloney: For nothing.
-
-
-
-
- I have an apologies section to beg forgivness for some of the design
- flaws of TLR:
-
- - I'm sorry I only put in 278K of sprites. I should've put more, due to the
- fact that you always get a > 3 1/2 Mb sprite file, no matter how many
- sprites you use. Having just 278K doesn't seem (at least to me) to justify
- the extra hard disk space.
-
- - Sorry for those of you with slower computers. This has been tested on a
- 486-33 DX with 8 mb, and have only experienced minor slow downs. If
- enough people request it, I'll post a multiple-wad version with separate
- wads for sounds, music, lmps, graphics and levels.
-
- - To those of you lucky enough to play this episode on a network, please
- give me some suggestions, reviews and annoyances about TLR. Sorry if
- the levels turn out to be too 2-player specific.
-
- - Sorry to all those people I forgot to thank up in the previous section.
-
-
- =================
- MISC. AUTHOR INFO
- =================
-
- Michael "Hunter" Houston, aged 23:
- (mp_hous@pavo.concorida.ca)
-
- A Mathematics student at Concordia Univeristy, Michael is well aware of the
- fact that too much Dooming can lead to a pathetic GPA, which is why this
- project has taken so long to be released. Before TLR, he released The LMP
- Hall of Fame: Collector's Edition, which was a compilation of all the best
- LMP demos recorded for DOOM 1.2. Not only is he a prolific doom-designer,
- he is also a prolific (and unbeaten) deathmatch player. He uses the keyboard
- only.
-
-
- Greg "Wild Fire" Houston, aged 18:
- (c/o mp_hous@pavo.concorida.ca)
-
- The younger brother of Michael, highly talented in both Deathmatch and
- art, was more than eager to incorperate his wild and cartoon-influenced
- drawings into Doom. He is currently in a Creative Arts program at
- Dawson College.
-
-
- Andrew "Delay" Warrington, aged 20:
- (c/o mp_hous@pavo.concorida.ca)
-
- Being the newest Doomer of our group, Andrew's DM morale has suffered an
- extensive amount of blows through fragging. This kind of treatment has turned
- him into a very cold-hearted opponent, although he still tends to spend too
- much time typing chat messages than actually playing.
-
-
- David "Davinator" Sears, aged 24:
- (d_sears@pavo.concorida.ca)
-
- Besides having a fond interest in the find craftmenship of Black and
- Deckker chainsaws, Dave's other talents lie in music and sound recording.
- Three of the four pieces included with TLR were of his own creation. He is
- currently at McGill University in Sound Recording. He has a hebephrenic
- sense of the absurd.
-
-
- David "Rudy" Moloney, aged 23:
- (c/o mp_hous@pavo.concorida.ca)
-
- Moved to the other end of the country.
-
-
- ==========================
- COPYRIGHTS & FINAL REMARKS
- ==========================
-
- If you want, you may incorporate any of these levels into releases of your
- own, as long as you have a good reason to and let me know about it. If you
- do include stuff from TLR, please give us authors some credit.
-
- We'd really like to get some sort of feedback about how good or bad you
- found TLR (what your favorite level was, your most-hated level, etc).
- I've decided to make TLR Postcard-ware. If you enjoyed TLR, please send
- us a postcard from where you live. Here's the address:
-
- The Last Resort Design Team
- 259 Malcolm Circle
- Dorval, Quebec
- H9S 1T6
- CANADA
-
- We're serious- Send us one! I mean, postcards are great: they're small, so
- you don't have to be forced to write much, they're the cheapest things to
- send in the mail, plus they have a pretty picture on the other side. When
- was the last time you saw a software registration card with a nice pic
- of some glorious landmark?
-
- So, with that in mind, we hoped you enjoyed our humble Doom add-on, and
- wish you all a high frag count in the Deathmatch sessions to come.
-
-
- - The Last Resort design team.
-
- I've also included monster support - monsters are placed
- strategically to add spice to the game. Usually players don't need this in
- a three- or four-player game, but sometimes a two-person game can get a
- little slow. Either way you like it, BE SURE TO INCLUDE THE RESPAWN OPTION
- WHEN USING MONSTERS in your Deathmatches.
- Also note that most of the levels involve a cooperative exit. If an
- exit door doesn't open when you hit the switch, you may have to ask your
- friend(s) for help. Make SURE you're ready to leave when you hit an exit
- button.
- Please take a walk through these levels before you actually use them
- in Deathmatch. While each is extremely straightforward, it's always nice to
- get a feel for a new level before you begin. I'm open to any comments/
- suggestions you may have, so please send me email!
- Finally, if anyone uses this pwad who plays over a LAN (with three
- or four people), please make an LMP file and send it to me! I've rarely had
- the chance to see more than two people in these levels, and would like to
- see the action. Thanks for using Igor!
-
- GIGAKIL2
- Proudly presented by
- STEALTH
-
-
- BACKGROUND: The first incarnation of Gigakill, was in the form of 5 consec-
- utive deathmatch suitable levels. These I titled PALADIUM. After
- testing them thouroughly and revamping existing levels (and even
- adding 2 new ones) it has reached it's present and final
- form, the awesome GIGAKIL2!
-
- THE LEVELS: 1) MOONKEEP.WAD (MAP01)
- 2) INCACITY.WAD (MAP02)
- 3) ISLEKEEP.WAD (MAP03)
- 4) OLYMPUS.WAD (MAP04)
- 5) ZENITH.WAD (MAP05)
-
- STATISTICS:
- AUTHOR:-------- STEALTH.
- EDITOR:-------- DEU2.
- TYPE: --------- DEATHMATCH ONLY.
- RULES:--------- ALTDEATH, NO-MONSTERS.
- BUILDTIME:----- WEEKS.
- DIFFICULTY SET: NO.
-
- NOTES: MOONKEEP- A larger deathmatch level, originally 2 player, but now
- has extra ammo, weapons etc, to make it a viable 4 player
- level. Heaps of action to be enjoyed. Go forth and network!
- BTW walk backward on respawn pillars to fall off.
-
- INCACITY- My original Inca city, boasted an authentic looking sacra-
- ficial altar in the centre, about which the battle revolved.
- Unfortunately however, this slowed the action and reduced
- aiming accuracy. From this a new central area evolved, which
- is much faster. Just as well I might add, as i have not yet
- seen a level that has the action as racey as it seems here.
-
- ISLEKEEP- Sorry about this, but I recommend a really fast connection
- here. Looks, not speed was my motivation for this one.
- When running well it is quite an experience, with strategy
- being the emphasis.
-
- OLYMPUS- I am told that it closely resembles the original LVL 7 in
- DOOM2, but for mine it is purely coincidental. The original
- levels are awesome the way they are, and I seek to change
- naught. I released this level seperately earlier on, to
- advertise the new look gigakill. I have since sent in the
- redecorators to give the textures an overhaul.
-
- ZENITH- Before you play, take my advice. Only play an opponent, who
- employs the same control method as you, i.e mouse-mouse or
- keyboard-keybord. A mouse user has a distinct advantage over
- a keyboardy like me. Trust me, I've been there!
-
- ******************************************************************************
- Now, if you enjoyed any of these levels, you are obviously a good
- doomer. So i'll recomend to you a friend of mine called BALROG.
- He is the author of some of the best wads I have seen. So if you
- are after quality original levels, Look out for that name.
-
- PLEASE DONT HESITATE TO DROP EITHER BALROG OR MYSELF(STEALTH) A
- MESSAGE AT HIS FIDONET ADDRESS (BELOW), OR AT FLASHPOINT BBS, IN
- THE SYDNEY LOCAL AREA.
- Denis.Valente@f617.n712.z3.Fidonet.org
- We'll look forward to hearing from you.
- ******************************************************************************
- -**-
- END FILE
-
- Title : Mentzer2.WAD (For Doom 2)
- Author : David J. Hill
- Email Address : Mentzer@aol.com
-
- Description : This is a Deathmatch Wad created for
- Doom 2. All Weapons are available and no
- monsters are present. Ammo, health, armor,
- and weapons are spread out to provide for
- constant action. This is the second in a
- series of deathmatch wads for Doom 2.
-
-
- Additional Credits to : The authors of DoomCad and ID software. I want
- my Quake!
- ================================================================
-
- * Play Information *
-
- Episode and Level # : Map 1
- Single Player : Yeah, but whats the point?
- Cooperative 2-4 Player : yes
- Deathmatch 2-4 Player : yes! Thats what its for!
- Difficulty Settings : NO
- New Sounds : NO
- New music : NO
- Demos Replaced : None
- Date Finished : December 24, 1994 (merry christmas)
-
-
- * Construction *
-
- Base : New level from scratch
- Build Time : Around 20 hours.
- Editor(s) used : DoomCad 5.0
- Known Bugs : None
-
- ===============================================================
-
- * Copyright / Permissions *
-
- Authors MAY use this level as a base to build additional
- levels, just give me credit for my effort.
-
- You MAY distribute this WAD, provided you include this file, with
- no modifications. You may distribute this file in any electronic
- format (BBS, Diskette, CD, etc) as long as you include this file
- intact.
-
- If you find any bugs or have question or comments, write to Mentzer@aol.com.
-
- * Where to get this WAD *
-
- Other: America On-Line, Compuserve
-
- Title : IDEAL WAD for DOOM II
- Filename : IDEAL.WAD
- Author : Jordan Feinman
- Email Address : jordanf@globalone.net
- Misc. Author Info : Do you really care? :)
-
- Description : I have taken the time to make this
- [what I feel] to be the most deathmatch-
- suitable wad. It has open space for
- great battles, and a lot of thought
- has gone into the relationship between
- rooms, platforms, etc.
- Please email me if you do or do not
- like this wad! NOTE: This level does
- not contain the BFG9000. If you want
- it, you can add it yourself.
- This is my first wad -- I plan on making
- more in the future, depending on the
- success of this one.
-
- Additional Credits to : Dan Ginsburg -- Hours of frag
- rallies and testing; Ken Forte,
- for showing me the basics of wad
- editing and being patient with my
- neophyte questions; Steve Benner
- for his time in writing up those
- wad newby docs on his web page! :)
- ================================================================
-
- * Play Information *
-
- Episode and Level # : MAP01
- Single Player : Yes - to check it out
- Cooperative 2-4 Player : No
- Deathmatch 2-4 Player : Yes - of course [-altdeath recommended]
- Difficulty Settings : Not implemented
- New Sounds : No
- New Graphics : No
- New Music : No
- Demos Replaced : None
-
- * Construction *
-
- Base : New level from scratch
- Editor(s) used : DEU II and BSP
- Known Bugs : None that I know of. Please email me if
- you find any GROUND-BREAKING bugs.
-
-
- * Copyright / Permissions *
-
- Authors MAY use this level as a base to build additional
- levels, provided that you email me that you have done so, and that send
- me your wad. :)
-
- You MAY distribute this WAD, provided you include this file, with
- no modifications. You may distribute this file in any electronic
- format (BBS, Diskette, CD, etc) as long as you include this file
- intact.
-
- * Where to get this WAD *
-
- FTP sites: ftp.orst.edu/ftp.cdrom.com
- server.globalone.net
-
- BBS numbers: Global One 518-452-1234
- Florida Keys 518-587-0317
-