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dprison2.txt
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1995-01-18
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106 lines
┌────────────────────────────────────────────────────────────────────────────┐
│ 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. │
└────────────────────────────────────────────────────────────────────────────┘