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- DOOM 2 DEATHMATCH - NO MONSTERS!
- ================================================================
- Title : Zulu
- Why : 'Cause we like it!
-
- Filename : ZULU.WAD
-
- Authors : Asmo and Rockt
-
- Testing : Troy, Major, Nitemare
-
- Judoka for testing, improved weapons
- layout and for ZULU, the name.
- ================================================================
-
- DESCRIPTION
-
- Imagine yourself a lone defender of your castle. You have all the weapons
- and a few tricks up your sleeve. But the problem is you have some mean
- mothers that don't like you too much. They're coming in with super shotguns
- and they want your blood and your home. Your job: DEFEND 'TIL THE END!!
-
- All players start in the same place to choose weapons. Usually the
- defender(s) get all and invader(s) get super shotguns, but you can make your
- own rules.
-
- When weapons are chosen, defender(s) teleports to castle, closes the teleport
- with the switch on the right-hand end wall (facing outside), and starts the
- war (just start firing, the invaders will get the hint).
- The object is for the invader(s) to cross the pit, take over the castle,
- and kill the defender(s).
-
- The defender(s) gets all his goodies from the first room and
- closes the door with a switch on the wall. This way the invader(s) can't
- get his toys. There is also another room midway next to a teleport
- (flip the switch when you want to hide it from invaders) and a one-time lift
- in the room with the 'NO BONUSES' trap (step off the edge toward the
- trap and you'll see) where defender can get more cell ammo and bonuses.
-
- Each time the invader(s) find a Blue Skull Switch they should flip it.
- This will open a teleport outside at the starting point that will teleport
- them back to that spot (identifiable by the same texture as the area
- with the switch). This makes the game go faster and is very useful since
- invaders can expect to get fragged a lot.
-
- When the invaders get to the final room, they must kill the defender(s)
- and hit the crazy Green-Eyed Skull Switch inside the bunker, on the metal
- structure. This opens the door to the hallway near the EXIT sign
- (don't hit Eye Switch unless you want to end the level!).
- Once you walk through, the defender bonus areas are opened and invader
- teleports are closed, and you can start again with a new defender.
-
- Remember, don't walk through until the defender is killed or else you will
- have to go through all over again if you get killed!
-
- ==============================================================
-
- HINTS:
-
- Look over the map and find all the rooms. There aren't many puzzles or
- secrets, just a castle that you need to be familiar with to really wh00p
- people. If this were a monster level, you'd have to find out the secrets
- on your own, but since the idea here is to utilize the level for DeathMatch,
- it's only fair that everyone is made aware as much as possible of what is
- available--unless you want a good laugh at the 'NO BONUSES' trap!
-
- Use the teleports as much as you can, especially if you are the defender.
-
- ==============================================================
-
- TRAPS:
-
- There are no real tricks, just common sense dangers and a few one-sided
- 'hologram' walls.
-
- The inside 'Poison' teleport will put you outside on the teleport to go
- back to the front; make sure if you use this you have hit the Blue
- Skull Switch by the pit to open that teleport up, or you will be trapped
- and DIE! This inside teleport is so that invaders can go back out and
- get more ammo; some health can be lost if you linger but that's the price
- to pay for having this luxury (and so no one will get trapped and have
- to call for help, which is more humiliating!)
-
- The 'NO BONUSES' trap (circle w/slash) is important because the invader
- can get bonuses for the final battle in the last room. The danger is that
- the defender can hurt you if you risk getting in it. You can still get the
- stuff on it, of course, if you're careful.
-
- If you do get stuck on it, the secret is on the 10th pole:
-
- Strafe LEFT to get off
-
- Strafe RIGHT to find the Secret Teleport for a Mega Sphere
- Run back, teleport, forward, teleport, and go get the defender!
- (you'll see how it works when you try it).
-
- Remeber, you're like a sitting duck for whoever comes along, and you'll
- slowly lose health until the last pole, so get on and get off!
-
- Using the Mega Sphere option renders this trap deadly for the rest of
- the round--that is, until you hit the Green-Eyed Skull Switch and exit
- back out to start--so don't get on the trap again, or you will likely DIE!
- If the 10th pole is at the ceiling, forget it! Someone else as already
- tried to get the Mega Sphere.
-
- It's best to have a front man using this to lead the charge into the bunker.
- After that, it's gone until the next round!
-
- ==============================================================
-
- FINALLY:
-
- Don't worry if it all sounds complicated, it's not; it's just a DeathMatch
- that requires a little teamwork and quick-thinking.
-
- Just play it a few times and you'll have a blast!
-
- GOOD LUCK!
-
- ==============================================================
-
- * Play Information *
-
- Map Number : MAP01
- Single Player : No
- Cooperative 2-4 Player : No
- Deathmatch 2-4 Player : Yes
- Difficulty Settings : Not implemented
- New Sounds : No
- New Graphics : No
- New Music : No
- Demos Replaced : None
-
- * Construction *
-
- Base : Made from scratch.
-
- Editor(s) used : WinDEU 5.23 by Renaud Paquay
- Known Bugs : If we knew about'em dontcha think we'd fix'em?
-
- * Copyright / Permissions *
-
- Authors MAY use this level as a base to build additional levels,
- but to avoid confusion...
-
- 1. Don't distribute your new wad with the same name as this.
-
- 2. Don't distribute this wad, with our names on it, unless both the
- wad AND text file are unaltered and intact.
-
- 3. Please give a little credit where it's due :]
-