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- WARNING---WARNING---WARNING---WARNING---WARNING---WARNING---WARNING
- This PWAD is the single player/deathmatch version of a41_coop, the
- first co-op pnly episode for doom. It is intended for single
- players who do not have access to a four-player network or to three
- other players who are willing to play co-operatively. IF YOU CAN
- PLAY FOUR-PLAYER CO-OP, DO NOT USE THIS PWAD. Use a41_coop for full
- enjoyment.
-
- Deathmatch starts and weapons are included, but I think only M7, and
- MAYBE M8 and M9 will be any fun. Try warping to those levels.
-
- Two and Three player co-op games are not really supported in either
- version, due to four-player puzzles in a41_coop and deathmatch weapons
- in a41_spdm. Sorry.
- WARNING---WARNING---WARNING---WARNING---WARNING---WARNING---WARNING
-
- ==> Be sure to read "Important Play Info" below before playing.
-
- ====================================================================
- Title : All for One - the First Co-op Only Episode
- Single-player/deathmatch version
- Filename : a41_spdm.WAD
- Author : Chris Hill
- Release Date : 26 May 1995
- Posting From : shill@post.its.mcw.edu
- E-mail Address : ChrisAlanH@aol.com
- Misc. Author Info : Played doom almost every day for a year in
- preparation for this project.
-
- Single-player notes : The puzzles from a41_coop have been significantly
- modified to make these levels playable by a
- single player. Mostly doors that would close
- now do not, lifts with remote switches became
- directly controllable, and teleports were added
- to enable access to all areas. There are some
- switches that now do nothing, and a few puzzles
- that require a lot of running around, where four
- players could cover all stations at once.
-
- Overall this may seem a bit strange, so keep in
- mind that you're playing modified levels. I also
- encourage cheating. You should never need to
- "clip" through walls to succeed, but liberal use
- of "god-mode" to boost health is recommended,
- since the monsters were planned for four players.
- During testing, when the players split up, they
- tended to die.
-
- Deathmatch notes : These levels are not planned for deathmatch play.
- The deathmatch starts are not ideal because of
- this. Some areas do not offer the kind of non-
- linear connectivity that is conducive to death-
- match play. If this bothers you, go download one
- of the VERY many deathmatch arenas. M7 may
- actually be good for deathmatch, as MAY M8 and M9.
- Feel free to warp to these levels if the early ones
- play as badly in this mode as I think they will.
-
- On any of the levels I recommend starting with a
- truce until all significant areas are opened.
-
- [The rest of this section is quoted unmodified from a41_coop.txt.]
-
- Software requirements : Registered Doom, at least 1.666 (see Bugs below)
- Incomplete tests show that 1.9 and 1.9 "Special"
- also may not work due to missing textures in the
- doom.wad. Really, this was only thoroughly
- tested with 1.666
-
- Description : It seems that Mars wasn't the only world
- under attack from hell. Your squad of
- marines has been dispatched to a distant
- planet where Hell has established a beach-
- head.
- You awake from cryo-sleep to the realization
- that something has gone horribly wrong.
- Hell knew you were coming. They've tried
- to stop you. Your ship is under their control.
-
- It's all down to the four of you.
-
- First you must attempt to regain control of the
- ship. Access to the Armory and shuttle is
- blocked. The Power Core is overloaded and
- there's a hull breach in Ship's Services.
- Multiple Security and Safety fields block your
- progress. Perhaps you can find an alternate
- route to the shuttle and use it to abandon ship
- and head for the Station that orbits your target
- world. And how did the demons get here, anyway?
-
- Once aboard the station, you must find some way
- to get down to the surface of the planet and
- attack the demons on their home ground.
-
- Justification : The reason no one plays co-op Doom is that it's
- unnecessary. Almost all non-deathmatch PWADs are
- set up for a single player, with the co-op game
- modified, if at all, to include more monsters
- and MAYBE a co-op exit. Players beyond the
- first are superfluous. Not here. I've worked
- to create a variety of puzzles and switch games
- that require at least two and often all four
- players to complete, while still allowing the
- sort of carnage that can only be found in a multi-
- player game. I hope you enjoy solving them.
-
- Important Play Info : Each player in this game has a role to fulfill
- within his squad.
-
- Green: Scout/Pointman
- Indigo and Tan: Fire Support/Wingmen
- Red: Heavy Weapons/Anchorman
-
- Weapons access is severely limited until you gain
- entry to the Armory, at which point weapon
- selection serves to reinforce these roles. Keep
- this in mind when beginning play.
-
- In order to successfully complete this episode,
- several goals must be achieved. First,
- communication between all players is vitally
- important. Four computers in one room with
- all players having easy access to each other is
- best. Intercoms or conference calls on a voice
- line are still tolerable. Testing has shown that
- communicating via the keyboard Type command is
- inadequate and distracting, since messages will
- fly by too fast to be of benefit. Resist the
- impulse to use the keyboard - even shouting down
- a hall is preferable.
-
- Second, the players must be committed to playing
- as a group. Again, testing has shown that using
- single-player or deathmatch tactics will lead to
- lack of success and enjoyment. If you act on your
- deathmatch-honed instinct to shoot another player
- as soon as you see him, you are not ready to play
- this episode. Stick together, watch each other's
- backs, communicate, and consider who can best use
- any supplies you find.
-
- Be aware of any messages you find in the game, and
- apply the information your surroundings. For
- example, if a message says that you'll find the
- siren's emergency shutoff in the ship's laundry,
- and you later enter a room with dryers and
- steam presses, odds are you'll find the siren
- shutoff there.
-
- There are several mazes or maze like areas in
- these levels. Use the auto-map, both to sort
- out the twisty passages and to co-ordinate action
- with the other players.
-
- Saving and restoring is a pain in multi-player
- games, and I've added re-supply rooms at the start
- points on the tougher levels. Death doesn't have
- to mean restoring in a co-op game; generally, you
- should keep playing despite repeated deaths. This
- may mean you should reserve some supplies until you
- are about to exit a level, so you don't die loaded
- and come back to find nothing. Testers completed
- the whole episode with one restore, after a week-
- long break. They died a lot. Still, saving at the
- start of the level is always advisable (see "bugs",
- below).
- Having said all that, there are a few places
- where it's possible to screw up so badly that you
- cannot continue. I detest death-pits in single
- player games, but in a multi-player game it is
- not unreasonable to put a few characters into
- situations from which other players must rescue
- them. Still, if all four of you jump into the
- same pit, it's "Game over, man!" There are only
- a few of these, but messing them up will require
- a restore.
-
- Additional Credits to : Josh Fallon (NIGHTFAL) for the night sky texture.
- Marc Wensauer (AODSOUND) for the shotgun noise.
-
- Thanks to : Brendon Wyber and Raphaƫl Quinet for DEU,
- Colin Reed for BSP, Jens Hykkelbjerg for RMB,
- Olivier Montanuy for Deutex, Brian McKimens for
- the Line Types document, and the iD guys for a
- year of obsession.
-
- REM (the whole catalogue) and The Jam (Live Jam)
- for providing me with music during the project.
-
- Special thanks to : My wife Susan for keeping me housed, fed, and
- stable; my son Jon for putting up with my
- distraction; Disney videos for keeping Jon
- distracted.
-
- My testers: Tom Berna
- Matt Hill
- David Becker
- extra thanks to Mike Haefner for
- coming through,
- and especially Carl Stika, for the
- network access.
-
- Inspirational thanks to : The Authors of the PWADs that kept me playing
- this damned game:
-
- Michael Kelsey - RETURN
- Daniel Hornbaker - APOCALYP - a well constructed
- episode just when I needed one
- Justin Fisher - ALIENS_TC - !!
- Eddie Nguyen - UCA Series - for telling a story
- within a WAD. But where's
- the next part!?
- Ethan Brodsky - CRUSHER
- Norman Scott - THEKEEP2 - the BEST castle map
- Andy Chen & Claude Martins - INVADE series
- - the best "starship" levels
- Rand and Steven Phares - CLEIM10 - the best M8
- Tom Neff - MAVERICK - the railings
- Peter Grundy - CADET - the best teleport pens
- Alberto Barsella - DEADBASE - the concept
- of remote sectors
- Scott McCreary - BITEDUST - the ladders
-
- and Leo Martin Lim - UAC_DEAD,
- the hands down best PWAD yet.
-
- Play these WADs.
-
- Special Curses to : IDE Hard drives in general (2 weeks)
- MIDI and MUS files (2-3 weeks minimum)
- X-COM (3 weeks and counting)
-
- ================================================================
-
- * Play Information *
-
- Episode and Level # : E1M1-9
- Single Player : Yes
- Cooperative 2-4 Player : No; play a41_coop.wad for four player games
- Deathmatch 2-4 Player : Yes, but not tested. Try M7, 8, or 9.
- Difficulty Settings : Yes, all; UV is exceptionally U and V
- Diff. levels are unaltered from a41_coop. Cheat
- for extra health.
- New Sounds : Yes, 1 sound
- New Graphics : Yes, a few textures
- New Music : No; see a41_mus.wad
- Demos Replaced : None
-
- * Construction *
-
- Base : New episode from scratch
-
- Editor(s) used : DEU 5.2
- DEUGCC 5.2
- BSP 1.2x
- RMB 2.1 alpha
- DEUtex 3.1
- dmgraph
- dmaud
- musplay
- midi2mus
- Windows Paint
-
- Build Time : Each level took about 7-10 days, except M6 which
- I'd rather not discuss, and M4 which was 5 days
- with 3 months between them.
- Overall 5 months, with numerous digressions.
-
- Known Bugs : The occasional instance of ceiling leakage,
- mostly on M5, but not where you can see it w/o
- "no clipping".
-
- M4 has a special sound effect that rarely times
- out right. If it does, it's really cool. If
- it's early or late it's still OK, but kinda
- weird.
-
- Occasional door sounds when no door has been
- activated on M2 and M8. No big deal.
-
- M6 and M9 are quite large and may require a fast
- system to run well in net play.
-
- M6, M8, and M9 have enough things that saving may
- be problematic, even with 1.666. This is part-
- icularly true at UV; M6 at UV is not saveable
- until you've gathered a lot of stuff. Except for
- that case, saving right at the start of these
- levels should be OK, but I'd also recommend saving
- right before exiting M3, M5, and M7. These are
- smaller, and unless you've left all the stuff
- behind and died a LOT, they should be OK.
-
- M8 has a few bits that, during their brief
- operation, look really bad. The players should
- be nowhere near them, however, when they go off.
-
- M8 has crashed the game with a number of curious
- errors, including P_CrossSubSector and R_Project
- Sprite. This seems to have been due to excessive
- sprawl, and is under control so far as I've been
- able to test. Please alert me if it fails to run
- for you.
-
- This PWAD requires DOOM 1.666 at least. 1.2 will
- fail in a number of ways - lots of HOM, moires,
- and broken savegame buffers on at least M6 and M9.
- It was attempted with 1.9 "Special", but several
- textures seemed to be missing from the IWAD. No
- telling if this will carry on to the release
- version. It was not tested with 1.9 "normal".
-
- * Copyright / Permissions *
-
- Authors MAY NOT use these levels as a base to build additional levels.
-
- Authors are encouraged to explore the ideas behind co-op levels.
-
- Authors are Especially, Explicity, and Emphatically FORBIDDEN from
- including any of these levels in any sort of "Best of" combo WAD,
- or fiddling with REJECT 1.x to release a deathmatch-optimized version
- in an uncredited combo with, say, some popular movie monster graphics
- stolen from a different PWAD.
-
- You MAY distribute this WAD, provided you include this file, with
- no modifications. You may distribute this file in any electronic
- format (BBS, etc. but NOT CD) as long as you include this file
- intact and no charge is levied other than the basic connect charge for
- an on-line service. If you want to include this episode on a for-profit
- compilation, contact me for explicit permission. Permission to profit
- from my work is explicitly DENIED in all other cases. Violation will
- lead to loud public denouncement.
-
- The author eagerly awaits feedback. Please direct e-mail to the AOL
- address above. I'm interested in .LMPs, but please e-mail first.
-
- * Where to get this WAD *
-
- FTP sites: ftp.cdrom.com and its mirrors.
-
- Other: AOL in the PC games library (after a few months).
- Compuserve shortly.
-
-