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-
- -== JUDGEMENT DAY IS HERE: Prepare for the Ultimate Deathmatch! ==-
-
-
- No, Judgement Day isn't the end of the world... unless you meet your
- maker in the Chamber of DOOM!
- The Chamber of DOOM is where all the Greatest DOOM ][ Warriors from Earth
- will be meeting in the near future in order to test their combat skills in a unique
- battle environment. Judgement Day features some of the most unique features
- ever implemented in a Deathmatch WAD!
-
-
- Judgement Day: The Details.
-
- Judgement Day takes place in a special arena known throughout the
- DOOM ][ Universe as The "Chamber of DOOM". The "C.O.D" was designed to test the
- hunting skills, awareness, and sheer cunning of the seasoned Deathmatch
- Warrior, while at the same time maintaining a fair and even battlefield. Campers
- will not survive long in the C.O.D. because as the saying goes.."You can run,
- but you cannot hide."
-
- Here are some of the key features:
-
- 1) The StartChamber:
-
- The StartChamber is probably the most unique feature about the C.O.D.
- Also known as "The ShotGun", it's design goals are to make sure
- that the player enters the playfield safely, quickly, and ready for battle. When a
- player starts or restarts, he is teleported into the AcidSection of the StartChamber.
- The player must quickly make his way to the RecoverySection just ahead. Along the way
- the player will pick up the designated weapon for this contest. Once the player
- enters the RecoverySection, the damaging effects of the AcidSection are remedied and the
- player is given the designated armor ( if any ) for this contest. Also at this time
- the doorway to the C.O.D. MainBattleArea is opened automatically and the player is
- required to make his entrance. Most veteran C.O.D. warriors "fly" out the door like
- a bullet, hence the name "The ShotGun". Here's why.
- There are only four doors in the C.O.D. not including the exit. These are the doors leading
- out of the StartChambers. These doors cannot be opened from the MainBattleArea, thus giving
- the starting player a measure of security before he has armed himself with the designated
- armor and weaponry for the battle at hand. However, once the player is armed, the door opens
- and remains opened until he leaves the RecoverySection and enters play. The player cannot
- close this door once he's prepared for battle, thus making him a "sitting duck" for anyone
- noticing his open StartChamber door! The player now has three choices. Go back into the
- AcidSection and face certain liquification, sit and wait for a rocket to chew on, or enter
- the battle area. We think you'll make the healthy choice....
-
- 2) The RecoveryZones:
-
- Most Newcomers to the C.O.D. are shocked when they realize that there are no remedies
- or armor enhancements anywhere in the battle area. All players enter the MainBattleArea at
- the designated maximum health and armor for that contest and these cannot increase. Due to this
- unpleasant fact, it wouldn't take too long for even the greatest C.O.D. warrior to eventually
- meet his doom. To rectify this situation, a unique RecoveryZone system was installed
- in the C.O.D. in order to reward the battle survivors and lenghthen their stay amongst the
- living. These RecoveryZones can be found in the four "corners" of the MainBattleArea. These
- zones are inaccessable during battle until a player gets fragged. When a fragged player
- re-enters the StartChamber, the four RecoveryZone platforms drop to floor level momentarily,
- allowing all the surviving players to recover maximum designated health and armor
- while the re-starting player recovers and re-arms himself in his RecoverySection. There's
- no guarantee that the surviving player will be in the right place at the right time to
- take advantage of this feature, but where is it written that war is fair?
-
- 3) The MainBattleArea:
-
- Seasoned C.O.D. veterans both admire and despise the MovingMaze feature of the
- MainBattleArea. Many will tell of how it saved their skin at just the right time,
- while others will tell of how a "rocket-ambush" blew up in their face. Either way, this
- feature is one of highlights of the C.O.D.
- The MovingMaze consists of wall-like platforms which rise and fall at random.
- Just when you think you've got your enemy in your sites, a wall comes up in front of you.
- When you go around the wall to confront him he's gone, only to find that he's now
- behind you ready to turn you into hamburger with his chainsaw! You notice that on top
- of a few platforms there are some goodies. A backpack here. A super shotgun over there.
- You could wait around for the walls to drop down, but we suggest that you don't wait
- too long. Bad things seem to happen in the C.O.D. when players stop moving...
- ...they usually stop moving PERMANENTLY!
-
- 4) The BonusZones and HighLightZones:
-
- There are a few "battle-enhancement" devices available to all combatants during
- gameplay. These devices can be found in the four BonusZones which stretch along the
- outer walls of the MainBattleArea. As one might guess, aquiring one of these devices
- is not easy. All BonusZones extract a health penalty, or "potential" health penalty
- of some sort. Sometimes there are benefits to entering these zones which aren't readily
- apparent. Before getting to a BonusZone, the player must cross a HighLightZone.
- These are also quite dangerous, due to the fact that they are "high" up and well
- "lighted", making anyone attempting to cross this area an easy target, hence the name
- "HighLightZone". In order to get to a particular HighLightZone the player must first
- enter the appropriate TelePorter. Eight of these TelePorters can be found distributed
- around the perimeter of the MainBattleArea. Some of these will transfer players to
- the HighLightZones. The others will send the player back into the ongoing massacre.
- Even veteran C.O.D warriors find it hard to remember which TelePorts are which,
- especially in the heat of battle. This characteristic, along with the MovingMaze
- feature, causes most newcomers to leave the C.O.D. confused and disoriented. One of the
- TelePorters leads to a special HighLightZone located in the center of the
- MainBattleArea called the CrossWalk.
-
- 5) The CrossWalk:
-
- Newcomers to the C.O.D. can't help but ask, "What the #$%_) is that ?", when
- they first set eyes on the CrossWalk. Located in the heart of the C.O.D., the
- CrossWalk is a path to great rewards...and great peril! Any player attempting to
- make the journey to the GrandPrize at the end of the CrossWalk must first scale
- the edge of this structure. These players usually have a deathwish, or they're just
- crazy. Either way, once on the CrossWalk, players become a slow, well illuminated
- target from almost anywhere in the MainBattleArea. Even an glancing rocket hit will
- cause most players to be knocked off the edge, forcing them to start again....if
- they can remember which TelePort to use. At the halfway point, the player may receive
- a PowerUp device of some kind, tempting him to abandon his quest for the GrandPrize.
- Just before reaching the GrandPrize, the player will notice the fifth and final door
- in the C.O.D. Yes, this is the exit, and it was purposely located on the CrossWalk
- to discourage players from attempting to leave the arena.
-
-
-
- 6) Skill Level Information.
-
- Judgement Day; The Chamber of DOOM, utilizes the skill level options of DOOM ][
- to their fullest, but in a different way than most other WADs. Normally, the
- "skill level" feature has no effect when playing Deathmatch, but in Judgement Day,
- this feature is used to determine the available weapon types, maximum health, and
- maximum armor allowed for that particular contest. Here's the breakdown:
- Skill 1-2: Bullet weapons only, No Armor. The only weapon power-up is the
- GrandPrize, the Chaingun.
- Skill 3 : Shotguns and Rockets, Security Armor (Green). The player leaves the
- StartChamber with a shotgun and green armor. The SuperShotgun is
- available as a bonus weapon and the Rocket Launcher is the GrandPrize.
- Skill 4-5: Armed and Ready: The player leaves the StartChamber with a
- Combat Armor (Blue) and a Plasma Rifle. All other weapons can be
- picked up on the battlefield or found as bonus items. The GrandPrize
- is...well...you know.
- Note: The Chainsaw is available at every skill level somewhere in the battlefield.
-
- These same skill level characteristics also apply to the Alternate Deathmatch Map
- as well as the Single/Co-op Survival Map.
-
- 7) Map Information.
-
- Judgement Day; The Chamber of DOOM, contains 3 MAPS for DOOM ][.
-
- MAP01: Deathmatch in The Chamber of DOOM.
- This is the main map that should be used for all deathmatch contests. If fewer than
- four players are involved it's recommended that you don't use the -NOMONSTERS switch.
- MAP01 has only a few "nuisance" monsters and they do a good job of keeping everyone
- on their toes without significantly impacting gameplay. The types of monsters also
- vary with the skill level setting.
- MAP02: Alternate Deathmatch.
- This map is designed for a less distracting battle environment. It eliminates the
- BonusZones and moves the bonus items into the HighLightZones. The most significant
- change to the map involves the CrossWalk. In this map, the CrossWalk is enclosed,
- forcing the player to make a return trip back to the Teleport. Although the player
- no longer has to worry about falling off the edge, he must now remain exposed for
- a longer period of time while going for the GrandPrize. There's also the possibility
- of being ambushed while inside, or being fragged instantly while teleporting out.
- This map may run more smoothly on slower (33Mhz) systems.
-
- MAP04: Single/Co-op Survival Test.
- Why MAP04 instead of MAP03? I didn't like the music, plain and simple. MAP04 is
- the "showpiece" of Judgement Day and should be run at skill-4 to see it in all
- it's glory. I call this "The Zoo" because of the caged creatures that you'll find
- in their "natural habitat". The expert DOOM player might think at first that there
- aren't enough monsters, but when you take into account the disorienting environment,
- the lack of available health and armor enhancements, and the accumulated health
- penalties from the BonusZones, You may find it difficult to make it out alive!
- This level makes a good performance guage of DOOM ][ skill using the following
- parameters:
- 100% KILLS.
- 100% ITEMS. These are all items in the BonusZones.
- 100% SECRETS. Actually, there are no secrets in the C.O.D. Just
- the GrandPrizeZone.
- If a player finishes with all these scores, he will then be considered for judging
- by the remaining HEALTH status:
- 90-100% You must have cheated
- 80-89% ALMIGHTY GOD of The Chamber of DOOM ( but you still probably cheated )
- 70-79% GRAND GOD of The Chamber of DOOM ( confess, you hit IDKFA, didn't you )
- 60-69% DEMIGOD of The Chamber of DOOM
- 50-59% ULTIMATE WARRIOR of The Chamber of DOOM
- 40-49% GRAND MASTER of The Chamber of DOOM
- 30-39% BATTLEMASTER of The Chamber of DOOM
- 20-29% GRAND WARRIOR of The Chamber of DOOM
- 10-19% CHAMPION of The Chamber of DOOM
- 1- 9% VETERAN of The Chamber of DOOM ( You're lucky to be alive, right?)
-
- MAP04 also has enhancements for Co-op play!
-
- MAP05: UltraFrag.
- This map allows an all out Frag-Fest by eliminating the MovingMaze
- platforms.
-
-
- 8) Epilogue
-
- I hope you enjoy Judgement Day: The Chamber of DOOM. Hopefully I'll find the time
- to translate this WAD over to DOOM and Heretic formats. I'd also like to continue
- the Judgement Day series if the response is positive.
-
-