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- ┌────────────────────────────────────────────────────────────────────────────┐
- │ GENERAL INFORMATION │
- └────────────────────────────────────────────────────────────────────────────┘
-
- Title : Deathmatch Prison II (DPRISON2.WAD)
-
- Author : Justin Powell
-
- Email Address : <none>
-
- Additional Credits : Ken Forte, for many of the concepts and ideas
- that were put to use in this level.
-
- Additional Noncredit : Not an ounce of credit to non GO32 compiled
- DOOM II editors.
-
- Description : As I only have five living brain cells left,
- anything I type here as a description will make
- absolutly no sense.
-
- See, I told you.
-
- Points of Interest : LOCKOUT HALLWAY
-
- The very large hallway which starts at the west
- and east of the main room can be operated in such
- a way as to lock out other players while you are
- inside.
- There is a bank of switches located just inside
- each of the entery points which are used to close
- the bars to both entry points, locking yourself
- into the hallway.
- The two switches in the very south portion of
- the hallway are used to repoen one or both of the
- gates.
-
- LOCKOUT RESTARTS
-
- If you've already run DOOM with this level to
- check it out, you will have noticed that all the
- player and deathmatch starts are located on raised
- platforms. This is done for a reason.
- Any time someone dies and restarts on a platform,
- walking off the platform will reopen both gates
- of the lockout hallway. This is done to insure
- that the hallway cannot become locked out forever.
-
- CELL ALERTS
-
- In the control room (the room with the Baron of
- Hell behind the desk) there is a row of switches
- and a row of silver poles. Any time a cell door
- is opened, the pole representing that cell will
- lower to reveal a red bar. You can then hit the
- related switch and lock the other player into
- the cell.
- The cell alerts were originally set up so that
- when someone was actually in a cell they would
- activate, but I encountered resistance from DOOM
- to the way in which I tried to do this, so I
- changed it.
-
- GAS CHAMBER EXIT
-
- That's right, someone must be executed to end
- this level, and it takes two players to achieve.
- To end the level, have one player stand outside
- of the west door in the room just north of the
- cell block. The second player will then go
- through the eastern door, and hit the switch
- which will open the western door.
- When the first player steps into the gas chamber,
- he will suffer down to 10% health and the level
- will end.
- This was originally an electric chair, but I had
- problems making doom raise a floor and match it's
- type to the required type.
-
- ┌────────────────────────────────────────────────────────────────────────────┐
- │ PLAY INFORMATION │
- └────────────────────────────────────────────────────────────────────────────┘
-
- Map # : MAP 01
- Single Player : No (one player start in level)
- Cooperative 2-4 Player : No
- Deathmatch 2-4 Player : Yes
- Difficulty Settings : No
- New Sounds : No
- New Music : No
- New Graphics : No
-
- ┌────────────────────────────────────────────────────────────────────────────┐
- │ CONSTRUCTION │
- └────────────────────────────────────────────────────────────────────────────┘
-
- Base : New level (from scratch)
- Build Time : 17 hours
- Programs Used : DEU II (SONiC+ADMiRAL version)
- Known Bugs : None
-
- ┌────────────────────────────────────────────────────────────────────────────┐
- │ Authors may use this level as a base to build additional levels. │
- │ You may distribute this PWAD, 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. │
- └────────────────────────────────────────────────────────────────────────────┘