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WAD File: longmtch.wad Author : Shane Boyer (<email removed>) 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 (<email removed>)