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-
- 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.
-