"Hide and Seek" DMSEEK.WAD
"Hide and Seek" DMSEEK.WAD
This level was designed for deathmatch play. No monsters. Deathmatch 2.0 (-altdeath) rules are recommended. Features an open play area, rooms for hiding, and elevated perches for long distance spotting/shooting. See special notes below.
================================================================ Title: "Hide and Seek" DMSEEK.WAD Author: Bob Polmanter Email Address: CIS 73537,3127 Misc. Author Info: Previous DOOM2 levels: None : Previous DOOM levels: "Training Facility" DMTRAIN.WAD Description: This level was designed for deathmatch play. No monsters.Deathmatch 2.0 (-altdeath) rules are recommended. Features an open play area, rooms for hiding, and elevated perches for long distance spotting/shooting. See special notes below. Special Thanks to : BRENDON WYBER AND RAPHAEL QUINET for DEU/DEU2 COLIN REED for BSP ============================================================================== * Play Information * DOOM Engine: DOOM2 1.666 and above. Map number: MAP15 Start-up Instructions: Use SERSETUP specifying the appropriate parms to initiate DOOM2 deathmatch play. For example: sersetup -file dmseek.wad -skill 4 -warp 15 -deathmatch -altdeath -com2 -dial 555-xxxx Single Player: Yes, but no monsters. Cooperative 2-4 Player: Yes, but not much to do. Deathmatch 2-4 Player: Yes. Difficulty Settings: No. Basically all skill levels are the same. Level was designed at Ultraviolence (skill 4). New Sounds: No New Graphics: No Demos Replaced: None * Construction * Base: New level from scratch. Build Time: 85 hours. Editor(s) used: DEU 5.21 hacked for DOOM2, BSP 1.2 Known Bugs: None known. This level has been play tested in actual deathmatch play via modem using DOOM2 1.666, 1.7, and 1.7a. Network play has been tested, but only with two players. * Special Notes * 1). This level provides an exit room (denoted by the standard DOOM type exit door texture). This allows players to view their final FRAG statistics at the end of the level. 2). A special armory area is provided where one can stock up on all ammo and other supplies in quantity. The weapons on top of the pedestal in the center of the armory cannot be reached by any normal method during the course of game play. There is a deathmatch starting point in that location for specifically for that purpose and is designed to be a "special treat". 3). Due to the complexity of the "view" across the play area from certain windows/perches, the game can be a bit sluggish if you are limited to a 9600 bps connection.In this instance, adding the parameter -turbo 125 to the SERSETUP line is recommended. This is not necessary at speeds above 9600 bps or on a network. * Copyright / Permissions * Authors may NOT use this level as a base to build additional levels. 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.