My recreation of 'Go-Go Studios' offices and the Mexican restaurant accross the street from us.
So I decided to make a new map for DOOM II. I tried a coupld of different ideas and finally settled on this, the place where I work: 'Go-Go Studios in Austin, Texas. The basic floorplan is quite accurate, however, for dramatic purposes I embellished it with some significant modifications (be sure to check out the 'port-a-potty'). When I finished our building and playtested it with my coworkers we all agreed it was tremendous fun, but a bit too small. Initially I had decided to make the building about 1.5 times its actual size, so that the players and monsters could more easily manuever. Well, it was still a little too small for deathmatch, so I added the cheesy Mexican restaurant across the street: Pato's. (Both the interior and exterior are REALLY that odd looking and mismatched) Now the level is rather big, it makes for an extremely challenging single player map. I tried to focus deathmatch in the two buildings by placing nearly all of the weapons within either our offices or the restaurant. I tried to make it enjoyable for either version of deathmatch. I encourage you to play deathmatch at level 1 or 2 of difficulty, things slow down dramatically in multiplayer games at levels 3, 4, or 5 because there are a lot of monsters. That brings us to the next issue, you'll need a really fast machine to play this at the higher difficulty levels. You will also need a bunch of fast machines to play it in one of the multiplayer modes. I suggest DX2's with 8 megs of RAM and local bus video. I spent a lot of time trying to make the buildings look and feel like the real thing. I included red and blue wall switches in several rooms for turning the lights on and off, this feature is also useful for setting up ambushes in deathmatch. I included as much detail in the offices as I could, desks, computers, keyboards and the like. However, I decided to leave out a lot of furniture so that players could easily move within each room. I've found that rooms full of furniture are extremely difficult to run through (e.g. KEEP.WAD). I also tried to make the level accessible to all kinds of players. Even at the easiest level of difficulty it might be a little tough for brand new players. But anyone who's finished the first seven levels of DOOM II should b e able to finish this map at the "please don't hurt me" difficulty setting. At difficulty level three things become quite challenging, even getting into one of the buildings alive is tough. At difficulty level four your situation becomes extreme. It is possible to kill most of the monsters out in the street with the chaingun and shotgun, but you will have to get inside Pato's for bigger guns and more ammo. Within Pato's you must find a couple of keys, one of which will give you access to 'Go-Go Studios. Well, enough hints! If anyone finishes this in "Nightmare" mode please let me know! If you finish this level at difficulty level four without cheating or saving the game I'd also like to meet you! Even I, the creator of the map, had a really hard time finishing it without saving it. For those of you who need some motivation for killing and maiming every creature you see, here's a storyline: THE STORY: So you got fired last month. The Employment Commision turned down your claim. Your ex-boss is telling everyone in the industry that you're an impossible employee. You'll never get hired. You drink yourself into oblivian and wake up outside your old place of employement. My God! What did you do while you were drunk this time? You've got a couple policemen as hostages and the street is filled with heavily armed officers bent on your destruction. They open fire, you turn towards the street and return fire with your Glock 19. You grab a shotgun from a dead cop and look up to see a SWAT team moving towards you. Your hostages are shooting at you too! What a lousy day! What a lousy year! But you'll get your boss yet! Mowing down the police with your shotgun, you grab one of their MAC 10's and head across the street where you know some of your ex-coworkers always grab lunch. The massacre has begun. . . Title : GOGOMAP.WAD Date Finished : 1-21-95 Author : Kurt Dillard Email Address : <email removed>, <email removed> Other Files By Author : SQUALOR.WAD, CASTLE.WAD & KEEP.WAD Misc. Author Info : Second best deathmatch master of Austin Description : My recreation of 'Go-Go Studios' offices and the Mexican restaurant accross the street from us. Additional Credits to : The authors of DOOM II, DEU, DEU II, and BSP! =========================================================================== * Type of DOOM or DOOM II file* (Choose One) New level WAD : Yes Sound PWAD Only : No Music PWAD Only : No Graphic Addon Only : No Dehack Patch Only : No .LMP Only : No Required To Have In Dir :n/a * Play Information * Map # : Map 01 (For DOOM II only) Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Difficulty Settings : You bet New Sounds : No New Music : No New Graphics : No Demos Replaced : None * Construction * Base : New level from scratch Build Time : 50 hours Editor(s) used : DEU II and BSP Known Bugs : Well, there are two places where you might see the hall of mirrors effect in the distance. I made compromises in detail to minimize this but in order to retain convincing realism in portraying the building's exterior I decided to post this map with the slight problem. It won't effect gameplay as the HOM effect is minor and it only appears when you are standing far from the building. May Not Run With... : ? * Copyright / Permissions * Authors (MAYuse this level as a base to build additional levels. Just give me a little credit! (One of the following) You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. You may do whatever you want with this file. * Where to get this WAD * Compuserve Gamers Forum and Modem Gamers Forum FTP sites: ftp.cdrom.com ftp.orst.edu BBS numbers: Other: