This is my first WAD designed specifically for DM. The reason it's called control is because in this level, you have several ways to "control&...
================================================================ Title : Control #1 Filename : CONTROL1.WAD Author : Ben Turner Email Address : <email removed> WWW Page : http://www.worldlynx.net/bent/index.htm Misc. Author Info : 18 year old high school senior from Pennsylvania. Likes anime, console games and Planter's Cheez Balls. Also likes LMPs of his levels. Please send him some! (The more players the better!) Also send comments, because as you may have noticed, the WAD is labeled number 1, which may or may not seem to indicate a sequel in the future... Description : This is my first WAD designed specifically for DM. The reason it's called control is because in this level, you have several ways to "control" the other player, or know where they are. ___ / \ _____ \ N / _____ | | | | | | | |s | | | | | |s__| |___| | | W B B E | | B_________B | | | s| | | | s| | |_____| |_____| There are two main rooms (W and E on the ascii), each having two switches in them ("s"). There is a small, blue light between each room's switches. We'll get to the signifigance of this in a moment. Connecting the two main rooms is a hallway. A hallway leading off of the connecting hallway takes the player to the best weapon (N) in the level. However, both ends of the connecting hallway have bars (B) that anyone in either of the main rooms can control, via the two switches. If the other player dashes in to get the goodies, you have simply to throw a certain switch, and the evil, greedy person is trapped in the center. How are you to know when they're going for the items? There are three ways: 1. ESP 2. You're a good player and pay attention 3. You notice that the small blue light is blinking. Yes, the small blue light blinks rapidly whenever someone is going for the weapons. Furthermore, if it stops blinking and is bright, they are inside the weapon room. If it stops dark, they're back out in the interconnecting hallway (and probably headed right for you with their new found arsenal). Anyway, say you have them trapped in the hallway. Now you have three choices: 1. Set them free. 2. Shoot them through the windows/bars. ***3. Taunt them until they commit suicide.*** I think the answer's obvious. >:) The other way you can control the other player is through operating (more specifically, closing) the large doors to the outside in the west and east. Once again, the doors are controlled by sets of two switches, one to open and the other to close. The trick here is that in order to open, say, the east door, the player has to run westward through the connecting hallway in order to get to the switches that control the east door. Then, they have to run back through the hallway AGAIN to get back to the eastern door. I don't think you need to be told that this is the perfect opportunity to play jail. ;) (Even if you aren't able to trap them as they run back to the now open door, you can easily close the door again with the flick of a switch. In essence, the other player is trapped. He has to brave the hallway and, if he makes it, face you, or die of boredom just sitting around. For you, it's a win-win situation.) Philosophy : A wise man is regarding his coconut family with interest. If the third one from the left of the sixth to the right were to fall off its tree in the green jungles of the black continent and no one was around to... No! Not that kind of philosopy! :) This kind: After playing for almost two years, DM has become for me and my friends a virtual snore-fest. So, swearing that I would brain myself with a baby seal if I made yet another one of those "50 cyberdemons and a stimpack" levels that are all too common these days, I set out to create a level that would attempt to make you think in ways that you usually don't have to in the standard DM. So, I embraced the idea of being able to control the other player's mobility. Have I succeeded in making a good DM? Personally, I'm not sure. It doesn't suck, and it's certainly pleasing stylistically. But is it a good DM? You tell me. Please send stuff to the address above. Additional Credits to : My good friend Sam Rensimer for being a gracious opponent ;) The author of SPCHAUNT.WAD for the sky texture Tim Ash ("Timinator") for the indicator light idea ================================================================ * Play Information * Game : DOOM II Map # : 01 Single Player : Yes, to familiarize yourself with how it works Cooperative 2-4 Player : Yes (but why?) Deathmatch 2-4 Player : Yes, I can't imagine how cool 4 player would be Difficulty Settings : Yes, see below New Sounds : No New Graphics : Yes (just the sky) New Music : No Demos Replaced : None * Construction * Base : New level from scratch Build Time : 8/9/96 6:00 PM EST - 8:00 AM 8/10/96 Damn I'm tired Editor(s) used : DCK v2.2 NWT v1.2 DEEPBSP v4.0 Known Bugs : None * Copyright / Permissions * Authors may NOT use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, etc) EXCEPT CD-ROM as long as you include this file intact. If you wish to include it on a CD-ROM collection, please notify me beforehand. * Where to get this WAD * FTP sites: ftp.cdrom.com Other: Your hard drive * Notes/Hints/Plugs * The difficulty level you choose determines what the ultimate weapon is. For diff. 1 & 2, it's the rocket launcher. 3 is the plasma rifle, and 4 & 5 have the BFG :P. (Obviously, if you want the mandatory suicide option, you must play skills 1 or 2 so that there's rockets.) If the east/west doors close while you're outside, don't worry. They can both be opened normally from the outdoor side. The key to success in this level (besides being good at Doom) is to stay on the offensive. Make sure YOU'RE always the one who is making life hell for the other player through the use of the various switches. The more they have to think about avoiding you and your traps, the less they can think about setting their own. Play with -altdeath (DM 2.0). Trust me. There are only 4 DM starts. Each has immediate or near immediate access to a specific weapon (although for the player who starts near the ultimate weapon, it might be wiser to skip the teleporter and just get the hell out of there). The level is set up so that you have to run through the trap hallway to get the type of ammo you need. For example, if you start in the east (shotgun), the box of shells you'll soon need is in the west. Good luck getting there. Use sounds to your advantage. The level is small enough that each sound effect is fairly unique to a specific happening in the level. Once you know these events, you can instantly track down the other player. While this is my first DM level (and WAD that I released), it's not the first WAD that I've worked on. For the past 4 months I've been building UAC Dam, a seven level mini-episode for Doom II. This is really turning out to be something special. Anyway, I wouldn't have named it after UAC_Dead if it sucked. :) Due to the demise of Doom, however, I probably will never finish this labor of love. You can check out its first level in UAC_WET.WAD, which may be the only one of the seven ever released. :( :( :( :(