WADs in idGames, DOOM2
The installation program was written by Olivier Montanuy (author of DeuTex and DeuSF... two very fine Doom utilities) and has been modified to work with Doom 2 by Jason Mezzacca. You'll need about about 2.5 megs of extra disk space to install. The installation will *not* change your doom2.wad nor will it change doom2.exe so there will be no need to uninstall it to play Doom normally again. The levels used for the normal A-TC game are map11 through map18, and map31 as the secret level. Map01 and map02 were used for the two bonus levels. If there are any problems with the installation, you can contact me at firstname.lastname@example.org. Please, do not bother Justin or Olivier about it... if there's a problem, it's most likely my fault.
level 1 is based on UCSD's Price Center. 3 keys, One Cyberdemon. level 2 is an obnoxious maze. Hit the buttons to raise the floor to exit. 2 keys, 2 Cyberdemons, 2 Spidermasterminds, 1 Massive Crushing Ceiling with cool Disco Lights. level 3 is very loosely based on the Warren Apt. complex at UCSD. 3 keys, no big monsters. 4 part jump, invisible floor. Exit by killing John Romero level 4 is Nye's old house. Very Japanese. It's an architectural wonder. Only one monster.
Kiss My Crosshairs
This one should be good for a change. So many PWADs I've seen look like they've been thrown together in a couple hours. Dark circular arena with large spiral staircase in center under main skylight. Various concentric corridors, rooms, and lifts at different heights and vantage points. Detailed texture mapping and original architecture. When I put the monsters in, they looked right at home! Especially that sun- sucking, fire-wielding Arch-vile and those sniper- like heat-seeking missile-launching Revenants!
These are the DEATHMATCH wads for the first two levels in the MEV series, for both DOOM I and II. (The D2 version is recommended, as it has the Super Shotgun! Oh...and is a bit more refined.) These levels are designed for BEST play with DEATHMATCH v2.0 (it's great, but never required...) To leave each level (tally up scores) a cooperative effort is required by two of the players: a button must be hit which lowers a lift elsewhere, leading to the exit switch. --------------------------------------------------- LEVEL ONE The level appears as a rough hexagonal shape with a star-shaped lift in its center. Six irregularly- shaped rooms connect to the sides of the lift at different heights, and the lift moves continually up and down between them. Stairways and teleporters are also used to connect the rooms to each other, and allow for some cool sneak-attacks! All weapons but the BFG are implemented - this level was designed to be played without it. I especially enjoy running people down in the room holding the rocket launcher.