Names
KILL 'EM!
Description
This is the Doom II conversion of my level KILL_EM.WAD. But unlike most DOOM to DOOM II conversions, I've made lots of changes. The level itself is a medium-sized one, with a main arena, passages, and two smaller rooms, each with some tricks and strategies to them. The courtyard is where I expect much of the major fighting to be carried out, and has three main structures in it, as well as ledges around much of it. The structures are a hollow pillar (with nice stuff inside), a tall thin building (only way to get up it is a lift, so it's great for hiding nice stuff in, hint hint), and a pagoda, who's main function is blocking shots and holding up opponents. Of the smaller rooms, one is pitch-dark, and holds some warp-in spots and guns, and makes for great ambushes. The other room has a jail in it, see the next subject.
Filenames
d2_kill.wad
Size
336.73 KB
MD5
c44212f6987073fb968d6c095256f060
SHA-1
9d3939978016e18c9bd7389c1278b24a3936d71e
WAD Type
PWAD
IWAD
DOOM2
Engine
DOOM2
Lumps
27
Maps
1
 
MAP01
================================================================
Title                   : KILL 'EM!
Doom version            : DOOM II
Filename                : D2_KILL.WAD
Author                  : Martin Cox
Email Address           : mcox@indy.net
Misc. Author Info       : 16, English, Formula 1 driver wanna-be
Description             : This is the Doom II conversion of my level 
                          KILL_EM.WAD. But unlike most DOOM to DOOM II 
                          conversions, I've made lots of changes. 
                          
                          The level itself is a medium-sized one, with a main 
                          arena, passages, and two smaller rooms, each with 
                          some tricks and strategies to them. The courtyard is 
                          where I expect much of the major fighting to be 
                          carried out, and has three main structures in it, 
                          as well as ledges around much of it. The structures 
                          are a hollow pillar (with nice stuff inside), a tall 
                          thin building (only way to get up it is a lift, so 
                          it's great for hiding nice stuff in, hint hint), and 
                          a pagoda, who's main function is blocking shots and 
                          holding up opponents. 
                          
                          Of the smaller rooms, one is pitch-dark, and holds 
                          some warp-in spots and guns, and makes for great 
                          ambushes. The other room has a jail in it, see the 
                          next subject.
Jail notes              : This level has one unique area. A jail, which you
                          can end up in, but although you can't see out, you
                          can get out. This jail is neat, in the way that it 
                          can turn a situation around. A player, seemingly 
                          running scared, can trick an opponent into 
                          following him into a certain tunnel, whereupon the 
                          tables turn 180 degrees and the chaser gets fragged. 
                          Just get chased down the passage going west from 
                          the southern room (red torches mark it). 
                          
                          One thing: If there's a light on over the ammo and 
                          soul sphere, DON'T GO ANY FURTHER! This tells you 
                          that the one-time teleporter is no more. Activating 
                          a lift in the courtyard will trigger the APS 
                          (Automatic Parole System). Oh, and be careful. 
                          There's another "Go to jail" teleport around. 
                          You'll find it the hard way most likely. Do not 
                          pass Go, do not collect $200 dollars... Remember, 
                          the time spent in jail (or getting fragged because 
                          of landing in there) is punishment for getting in 
                          there in the first place. Grin.
Notes                   : If you jump off the corner of the northern ledge in 
                          the courtyard towards the teleporter pad, you will
                          teleport across the level. This is a good escape 
                          route.

                          The inside of the pillar is a one-time external 
                          access jobbie. As you jump to it, a lift will drop
                          inside it, giving you access to the stuff. Miss it
                          once, and you'll only get back in if you spawn 
                          there.
Good idea               : Rocket fragging your opponent in the jail.
Bad idea                : Tele-fragging your opponent in the jail.
Additional Credits to   : No-one! I did it all I tell you! 
Additional Thanks to    : Rapheal Quinet and Brendon Wyber for DEU 
                          Bill Neisius for DMAUD
                          id Software for DOOM and DOOM II 
                          My good friend Daniel, who's Hungarian, a bit weird, 
                          and seems to be Acne attack Ground Zero, but he's 
                          still a decent chap and a good Deathmatch player 
                          (but I'm still better!).

================================================================

* Play Information *

Level #                 : Map 1
Single Player           : Sort of (no monsters)
Cooperative 2-4 Player  : Yes (if you shoot each other)
Deathmatch 2-4 Player   : YES! (best with four players)
Difficulty Settings     : Nope
New Sounds              : Yes (some really cool ones!)
New Graphics            : No
New Music               : Yes
Demos Replaced          : Nope 

* Construction *

Base                    : KILL_EM.WAD for DOOM
Editor(s) used          : DEU 5.21, DOOM2WAD.EXE, DEU II 1.0 (DEU 5.21 port), 
                          DMAUD 1.1.
Known Bugs              : None, of course. I'm perfect...

* Info * 

Weapons: All
Power-ups: Soul Sphere, Beserk pack, green and blue armours, Invuln, Invis
Exit: Clearly marked with both sign and door.
Note: Four player starts are in here, all in different places, so you can
      shoot each other for this level and play co-op on the other 31 levels.

* Copyright / Permissions *

Authors MAY use this level as a base to build additional levels, but it's
already so perfect that you shouldn't want to. This is the best Deathmatch
level in the world (allegedly). In the text file, though, you MUST give me 
credit, mention this level as the Base.

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 the sounds and music 

* Where to get this WAD *

Since you're reading this, and this file comes only with the WAD, then
telling you where to get the WAD seems a bit dim to me. Oh OK, here goes: 
FTP sites: ftp.cdrom.com
BBS's: Megasphere BBS, (317) 273-9666
Other: America Online

MAP01

DM Spawns
11
Co-op Spawns
4
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