Title : Compiled Death
File Name : COMPDETH.WAD
For : DOOM II
Author : Scott Smith
Email Addresses : email@example.com
Other works : ARCHDETH.WAD, ORIGDETH.WAD,
* Play Information *
Episode and Level # : Maps 1-5
Single Player : Nada.
Cooperative 2-4 Player : Cooperative play is for old ladies.
Deathmatch 2-4 Player : Yayuh!
New Sounds : Yes.
New Graphics : Yes.
New Music : No.
Additional Notes : These levels should be played WITH
monsters; they are needed for SFX
Credits: Everyone who helped me beta test these
Don, the Sysop of the Greaser's Palace
BBS in Tampa, FL, which is THE most
happenin' BBS in the Bay area. If you
want to check out the BBS, give it a
call at 813-462-5351. We're waiting
for you... <G>
* Description *
MAP01 - JUSTDETH.WAD (rev A)
This map started out as nothing more than a test bed to
try out my wall map concept, but I continued to edit it
after proving that the map would work and it has turned
into a great DeathMatch level.
One of the main features is an electronic wall map that
will display the location of other players with little
blue lights when they enter various regions of the
level; there's also an audible ::DING:: when a light
flashes on. By using two arrays of teleporters in the
map room (which are positioned relative to the wall
map), you can quickly get to any main area of the
level. The trick is to watch the wall map for movement
and then quickly jump into the teleporter that takes
you to the closest location.
There are also some cool TURBO lifts, which are either
all the way up, or all the way down... there is no in
between state. These allow you to get to the top of the
tower in a split second.
Other cool features are the ambient sound effects
(monsters are needed for these) and the cool lighting
Rev A fixes the outside walls which were prone to suck
up rockets in the original version. I also noticed how
DeathMatches in this level quickly turned into plasma-
fests, so I put a rocket launcher in the tower and
moved the plasma to a tunnel behind the acidfall,
forcing a player to trade some of his health for the
gun. The exit is also behind the acidfall.
MAP02 - ARCHDETH.WAD (aka ORIGDETH.WAD, MAP01 - rev C)
This is a mod that I did to the original E1M1 from
DOOM1, which was always a blast to DeathMatch in. The
changes really improve the flow of the level and make
it a bit more balanced in terms of weaponry.
The main addition is the trap, which is controlled from
the trap control room, located beside the hidden ledge
(stand on the hidden ledge, turn 90 degrees to your
left, and run along the very edge of the ledge into the
wall). When a player springs the trap, he will cause a
ring of posts to burst from the ground around his
victim. The next stage in the trap lowers 4 Arviles into
the room, which will only attack the person(s) caught in
the trap. After the deed is done, the trap can be
completely reset for the next victim(s).
Other features of this level include walls that you
can climb, a hard to reach plasma gun, and a few other
minor structural changes.
MAP03 - CYBRDTH2.WAD (DOOM2 version of CYBRDETH.WAD)
This map has an open arena style layout with four main
weapons depots, located at each corner of the arena.
There are randomly placed pillars scattered throughout
the map which provide great cover when you're getting
bombarded with rockets! DeathMatching in this map
requires some good maneuverability skills, as you'll
be dodging in and out of the pillars trying to nail
your opponent while he's doing the same.
For solo play, there can be 3 to 6 CyberDemons to
to battle, depending upon the skill level chosen.
Skills 4 and 5 have no monsters. This is a great way to
practice for DeathMatch. If you can beat all 6 Cybers
without taking any direct hits, you're on the right
path to being able to crush your opposition over the
And check out the exit; it's quite smashing!
MAP04 - MEDIDETH.WAD (Rev A)
This map has a warehouse look to it, with tons of
crates stacked all over the place. There are lots of
nooks and crannies to duck into, as well as a few cool
snipers ledges. All of the weapons are available, but
the BFG is REAL hard to get in the heat of battle and
if you make one wrong move when going for the plasma
rifle, you'll find yourself on a display pedestal,
surrounded by Archviles. The other player(s) can take
a break while you're in the trap and watch you
literally getting blasted into the ceiling. This was
the first trap that I ever did...
In Rev A, I changed the skill level on which the
roaming Archvile appears; he is now on Skills 1 & 2,
so that Skill 5 can be played with just the Archies
in the trap. I also got rid of the monsters on the
other skill settings, since nobody seemed to use them,
MAP05 - MINIDETH.WAD
Well... I wanted an even number of levels in the PWAD,
so I tossed this one in!
This map is NOTHING but frags; there's nowhere to run
and nowhere to hide. Fire a rocket across the room and
chances are you'll take damage from it! 4 players in
this level is the most completely ridiculous thing
you'll ever see. I was laughing so hard the first time
we played this with four players that I could barely
control my movements!
* How To Play *
To load COMPDETH into the game, copy COMPDETH.WAD to your DOOM II
directory and enter:
doom2 -file COMPDETH.WAD
To play it over the modem or on a network, consult the game docs
and the FAQ.
** NOTE!! ** Some shell programs load PWADs without also loading
the internal graphics. If you launch this PWAD from one of those
shells, it will be unplayable! Launch it from the command line,
* Permissions *
Authors may NOT use these levels as a base to build additional
levels without giving me credit for the original versions, as
well as stating the changes made within a text file. Also,
please don't recycle the COMPDETH name with your modified
versions. I've found a few modified versions of my other levels
being passed around with no mention that I created the original
version, and that SUCKS! Please have a little respect for the
time involved in creating this WAD by at least mentioning the
You may distribute COMPDETH.WAD in any electronic format (BBS,
Diskette, CD, etc) as long as you include this text file INTACT.
If COMPDETH.WAD is to be distributed under the COMPDETH name,
the embedded ENDOOM directory entry MUST be included (that's the
credits that get displayed after quitting the game. If COMPDETH
is not mentioned there, someone has been screwing with the
level! Contact me and I'll send you a new copy).