Unique Deathmatch wad, with a "dynamic" maze configuration. The maze is below ground, but you can run across the top of it w/o falling in...
* General Information * ======================================================================= Title : The Labrynth Author : Jeremy M. Rogers Email Address : <email removed> Additional Credits to : Jason Bruce, playtesting and typing this text file Description : Unique Deathmatch wad, with a "dynamic" maze configuration. The maze is below ground, but you can run across the top of it w/o falling in--nice pseudo-3D effect. Of course, you can really confuse your opponents by changing the maze around while they're in it... but there's always a way out. Points of Interest : There is a main, central control room with several switches. By default, the maze is in its wide open setup, and there are 3 doors behind which lie switches to convert the maze to one of 3 other configurations. Walking into the doorways will reset the maze. There are two crushers in the maze, triggered from the control room... you can tell when somebody's trying to get the goodies in a crusher when the face switches in the control room light up. Walking into the lit-up switch will activate the crusher. BTW, all the good weapons and health are in the maze so it's not possible to "dominate" the game from the control room. By running, you can move around above the maze easily without falling in. And chases within the maze are also very fun. * Play Information * ====================================================================== Episode and Level # : Doom2, level 09 Single Player : If you like running around aimlessly Cooperative 2-4 Player : You'll wind up shooting each other anyway Deathmatch 2-4 Player : Duh! Difficulty Settings : Not implemented (For DM? Get Real) New Sounds : No New Graphics : No * Construction * ====================================================================== Base : New level from scratch Build Time : We didn't see much of the author for a week Programs used : DCK 2.2 Known Bugs : It's been hell trying to get rid of those nasty VisPlane overflows, but I think they're finally gone! And wait for the maze to reset before you throw a switch or some portions will be stuck halfway down. * Copyright / Permissions * ======================================================================= Authors may 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, CD, etc) as long as you include this file.