Filenames
3waymadness-ctf-v5koth.wad
Size
3.44 MB
MD5
c3e5e6ba92b2932915269f82960cc759
SHA-1
207a8359dc0a35ed9cf14329d628a3d3e17cca40
WAD Type
PWAD
IWAD
DOOM2
Engine
ZDOOM
Lumps
87
Maps
6
 
MAP02, MAP09, MAP12, MAP14, MAP17, MAP18
All 3waymadness-ctf-v5 maps get converted to King of the Hill by this patch.

Just run as KotH and enable team starts.


Most maps were done using PATCHINFO alone.
Maps 02, 09, 14, 17 and 18 had either had no central point or did not have
one which could be reached without rocketjumping, and so were modified at
the map level.  Map 12's centre was a map secret which has been altered to
make the switches more apparent.

I also took the opportunity to fix the coloured tech lights on map19.


Maps 05 and 06 are a bit easy to rush
Map 07's control point is very exposed
Map 08 has some sneaky teleports to watch
Maps 11 and 13 are probably too small and rushable
Map 16 is hard to defend
Ditto for map18 due to lack of SSG


That leaves maps 01, 02, 03, 04, 09, 10, 12, 14, 15, 17, 19, 20, 21, 22, 23
as the best ones, but they're really probably all ok for a playthrough.

MAP02

DM Spawns
13
Co-op Spawns
1

MAP09

DM Spawns
12
Co-op Spawns
1

MAP12

DM Spawns
13
Co-op Spawns
1

MAP14

DM Spawns
14
Co-op Spawns
1

MAP17

DM Spawns
14
Co-op Spawns
1

MAP18

DM Spawns
17
Co-op Spawns
1
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