Multiplayer Deathmatch Cooperative PWAD
Multiplayer Deathmatch Cooperative PWAD
This one's made for cooperative deathmatch, meaning that you will have to play two on two to reach some of the items. It also shows some, well, somewhat "advanced" techniques, i.e. the possibilities that come with the use of "dummy sectors". Go look at it! And don't miss the spot in the arena where you can make yourself invisible by the push of a button. It is marked by a computermap and an imp. Stop right there and press the switches around you (that you can't see;) It also has a terminal with various pages of information about the level, a number-coded door and much more.
================================================================ Title : Multiplayer Deathmatch Cooperative PWAD Filename : 2GETHA.WAD Author : Bonsai (a man like a tree) Email Address : Alexander.Prack@aachen.netsurf.de Misc. Author Info : My nipples explode with delight! Description : This one's made for cooperative deathmatch, meaning that you will have to play two on two to reach some of the items. It also shows some, well, somewhat "advanced" techniques, i.e. the possibilities that come with the use of "dummy sectors". Go look at it! And don't miss the spot in the arena where you can make yourself invisible by the push of a button. It is marked by a computermap and an imp. Stop right there and press the switches around you (that you can't see;) It also has a terminal with various pages of information about the level, a number-coded door and much more. Additional Credits to : nope, made this one completely on my own :) all right, allright: iD-Soft, and all the incredible guys that spend so much of their time developing excellent add-on programs for the "one most popular game until quake" :) ================================================================ * Play Information * Level # : MAP01 Single Player : No (but you may look around:) You'll also be missing some of the gags, for example when one player's standing in the room with the blue armor, the other player will cause numerous actions in this room while running up the stairs. Why don't you go into this room (using IDCLIP to get past the two doors), run up about half of the stairs and then go back using IDCLIP again so you can at least hear the sound and see what will happen there. Cooperative 2-4 Player : No Deathmatch 2-4 Player : Yes, made for 4 Difficulty Settings : No (but try playing against your mother;) New Sounds : Yes (from TNG, pretty cool:) New Graphics : Yes New Music : *No, please play it without ANY music.* Start Option : Load the DEHACKED Patch first, without it, the sounds will not work. Sorry 'bout that, but, you see, I spend hours and hours trying to convince the monsters to act as little speakers just by talking to them: ME:"Listen", I said, "let's be honest: you know whats gonna happen, don't you? You growl, start to attack the player, he defends himself and you get shot. Now, why don't we try to cooperate just for once, hmm? Instead of growling you make a nifty StarTrek sound, like, treetrululululup and then stand quiet and try not to harm him and you'll see that he won't harm you. Well, how's that, hmm?" IMP: "growl!" ME:"<Sigh>, I'll use DEHACKED then." Furthermore, you will (of course) have to play your deathmatch WITH monsters (WITHOUT -nomonsters that is;) and, uhm, I suggest you play WITH -altdeath. Demos Replaced : None * Construction * Base : New level from scratch (exactly) Editor(s) used : DETH, NWT, DEHACKED, RMB, WinTex Construction time : A month (every few days a few hours) But now (2 months after finishing) I got WinTex and while playing around I discovered that I forgot to RMB the level; so I did that and I also corrected a few flaws in level design. Known Bugs : Hmm, well, you may call them "bugs". I call 'em special FX! ;) All right, here we go: - HOM (uhh) when you go invisible (only YOU will see it, sorry) - Level seems to be running unsteady on 4MB machines, occasional ZMALLOC, I never had that on any 8MB computer. Damn! - Yes, well, in the square room in the center, there are textures that are !NOT PROPERLY ALIGNED!, but the only way around it would be to change the sector heights and I don't want to do that. Try to ignore it, I've seen worse. ;) - sorry, but I didn't have the time to build an exit switch, so you'll have to blow up the main computer core to exit. ;) And be careful: as soon as someone blows open the little hatch to the core it will sound a red alert everywhere in the level to warn the other players. * Copyright / Permissions * Do whatever you want! (with this file;) But if you mess around with it remove my name from all of the files and replace it with yours! :) AND: if you have PLAYED this level, write me! Even flames are welcome, I want all thoughts and opinions and remarks about possible copyright violations (as long as you don't sew me;*} ) and of course I would like to know about any remaining bugs.