It seems that Mars wasn't the only world under attack from hell. Your squad of marines has been dispatched to a distant planet where Hell has estab...

All for One - the First Co-op Only Episode
2.21 MB
WAD Type
E1M1, E1M2, E1M3, E1M4, E1M5, E1M6, E1M7, E1M8, E1M9
This PWAD is designed to be played in CO-OPERATIVE MODE by FOUR 
players.  It CANNOT be completed by fewer than four, or in single
player mode without LOTS of cheating.  Really, LOTS.  A modified
version that can be played single-player, more or less, and that 
includes Deathmatch starts, a41_spdm.wad, should be available 
wherever you found this file.  

==> Be sure to read "Important Play Info" below before playing.

Title                   : All for One - the First Co-op Only Episode
Filename                : a41_coop.WAD
Author                  : Chris Hill    
Release Date            : 26 May 1995
Posting From            : <email removed>
E-mail Address          : <email removed>
Misc. Author Info       : Played doom almost every day for a year in
                          preparation for this project.

Software requirements   : Registered Doom, at least 1.666 (see Bugs below)
                          Incomplete tests show that 1.9 and 1.9 "Special"
                          also may not work due to missing textures in the
                          doom.wad.  Really, this was only thoroughly
                          tested with 1.666

Description             : It seems that Mars wasn't the only world 
                          under attack from hell.  Your squad of 
                          marines has been dispatched to a distant
                          planet where Hell has established a beach-
                          You awake from cryo-sleep to the realization
                          that something has gone horribly wrong.
                          Hell knew you were coming.  They've tried
                          to stop you.  Your ship is under their control.

                          It's all down to the four of you.

                          First you must attempt to regain control of the 
                          ship.  Access to the Armory and shuttle is 
                          blocked.  The Power Core is overloaded and 
                          there's a hull breach in Ship's Services.  
                          Multiple Security and Safety fields block your 
                          progress.  Perhaps you can find an alternate 
                          route to the shuttle and use it to abandon ship 
                          and head for the Station that orbits your target
                          world.  And how did the demons get here, anyway?
                          Once aboard the station, you must find some way 
                          to get down to the surface of the planet and 
                          attack the demons on their home ground.

Justification           : The reason no one plays co-op Doom is that it's
                          unnecessary.  Almost all non-deathmatch PWADs are
                          set up for a single player, with the co-op game
                          modified, if at all, to include more monsters 
                          and MAYBE a co-op exit.  Players beyond the 
                          first are superfluous.  Not here.  I've worked 
                          to create a variety of puzzles and switch games
                          that require at least two and often all four
                          players to complete, while still allowing the 
                          sort of carnage that can only be found in a multi-
                          player game.  I hope you enjoy solving them.

Important Play Info     : Each player in this game has a role to fulfill
                          within his squad.

                          Green: Scout/Pointman
                          Indigo and Tan: Fire Support/Wingmen
                          Red: Heavy Weapons/Anchorman
                          Weapons access is severely limited until you gain
                          entry to the Armory, at which point weapon 
                          selection serves to reinforce these roles.  Keep
                          this in mind when beginning play.

                          In order to successfully complete this episode,
                          several goals must be achieved.  First, 
                          communication between all players is vitally
                          important.  Four computers in one room with 
                          all players having easy access to each other is
                          best.  Intercoms or conference calls on a voice
                          line are still tolerable.  Testing has shown that
                          communicating via the keyboard Type command is
                          inadequate and distracting, since messages will 
                          fly by too fast to be of benefit.  Resist the 
                          impulse to use the keyboard - even shouting down
                          a hall is preferable.

                          Second, the players must be committed to playing 
                          as a group.  Again, testing has shown that using
                          single-player or deathmatch tactics will lead to 
                          lack of success and enjoyment.  If you act on your
                          deathmatch-honed instinct to shoot another player
                          as soon as you see him, you are not ready to play
                          this episode.  Stick together, watch each other's
                          backs, communicate, and consider who can best use
                          any supplies you find.

                          Be aware of any messages you find in the game, and
                          apply the information your surroundings.  For 
                          example, if a message says that you'll find the
                          siren's emergency shutoff in the ship's laundry, 
                          and you later enter a room with dryers and
                          steam presses, odds are you'll find the siren
                          shutoff there.

                          There are several mazes or maze like areas in 
                          these levels.  Use the auto-map, both to sort
                          out the twisty passages and to co-ordinate action
                          with the other players.

                          Saving and restoring is a pain in multi-player 
                          games, and I've added re-supply rooms at the start
                          points on the tougher levels.  Death doesn't have
                          to mean restoring in a co-op game; generally, you
                          should keep playing despite repeated deaths.  This
                          may mean you should reserve some supplies until you
                          are about to exit a level, so you don't die loaded
                          and come back to find nothing.  Testers completed
                          the whole episode with one restore, after a week-
                          long break.  They died a lot.  Still, saving at the
                          start of the level is always advisable.
                              Having said all that, there are a few places
                          where it's possible to screw up so badly that you
                          cannot continue.  I detest death-pits in single
                          player games, but in a multi-player game it is
                          not unreasonable to put a few characters into 
                          situations from which other players must rescue
                          them.  Still, if all four of you jump into the
                          same pit, it's "Game over, man!"  There are only 
                          a few of these, but messing them up will require
                          a restore.
Additional Credits to   : Josh Fallon (NIGHTFAL) for the night sky texture.
                          Marc Wensauer (AODSOUND) for the shotgun noise.

Thanks to               : Brendon Wyber and Rapha


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