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- WAD File: longmtch.wad
- Author : Shane Boyer (sboyer@esu.edu) with help from K. Desrochers, T. Furst
- Date : 4-21-94
- Author Note: This level has been refined over the course of a couple weeks
- through heavy playtesting. Hopefully an optimum blend of
- enemies, ammo, health and "tricks" as well as physical design
- has been acheived. Please email any comments to above address.
- Description:
- A Deathmatch (although single player is supported on one level
- of play) level. Mid-sized so that players run into each other
- often enough, but all areas have multiple connections to other
- areas so there are no traps. Three big rooms, nicknamed "The
- Prison", "The Skull Room", and "The Arena". These rooms have various
- windows, teleports, and interconnecting passageways between them.
- Plenty of health, ammo and armor to go around. Designed as a long
- lasting deathmatch level. The three weapons in the multiplayer
- game are the shotgun, rocket launcher, and one chainsaw. In the single
- player game, a chain gun is added.
- Three secrets, including the "Happy Room".
- longmtch.wad replaces level 1 of episode 2.
-
- How to play:
- Single Player:
- Single player is designed to be moderately hard, but shouldn't
- be impossible for doom "veterans". The only skill level that
- has single player item placements is level 4 (Ultra Violence).
- To play single player:
- doom -file longmtch.wad -episode 2 -skill 4
-
- Multiplayer:
- Multiplayer increases the amount of health and ammo, and decreases
- the number of enemies. For those of you who like to play Deathmatch
- with enemies, this level should allow -respawn at the same time.
- There are just enough enemies to annoy you! Multiplayer is setup
- for skill levels 1, 2 and 3. So depending on how much damage you
- want to take, choose accordingly; the item placement is the same
- between the three levels. To play two-player with respawn on
- skill 1, type:
- ipxsetup -file longmtch.wad -episode 2 -skill 1 -respawn
-
- Known Problems: There are two "problems":
- - first, there is a point when going from one sector into
- a door sector where the screen momentarily will turn
- black with speckles. I've run the latest BSP node
- generator on the WAD file, with no change. I've seen
- this effect in other WADs but don't know what to do
- to fix it. Doesn't affect gameplay.
- - Second, a wall in the "Happy Room" (believe me, you'll
- know what room I'm talking about when you see it) is
- transparent in the sense you can shoot rockets or
- plasma through it. I set the linedefs to impassible,
- but without success. Don't know why this happens.
- Still really doesn't affect gameplay all that much.
-
- And PLEASE email me any comments you have, as I would be receptive to either
- modifying this level or building a new one if people like this one.
-
- Shane (sboyer@esu.edu)
-
-
-