A dark, medium-sized, asymmetrical WAD. Nothing fancy, but has variety and allows strategy, so it's very playable. NOTE: difficulty settings 1-2 a...

Think Twice
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WAD Type
Title                   : Think Twice
Filename                : THINK2WC.WAD
Author                  : John Upper
Email Address           : <email removed>
Misc. Author Info       : I am not a miscellaneous author! 
Description             : A dark, medium-sized, asymmetrical WAD.
Nothing fancy, but has variety and allows 
strategy, so it's very playable. 

NOTE: difficulty settings 1-2 are specially furnished
            (bonuses, weapons, monsters) for altdeathmatch with
    monster respawn ON. 
   - HMP and UV are designed primarily for single player games.

   How many times can you play the same WAD before getting bored...?

- Since everybody ends up playing at UV all the time anyway, I
made HMP and UV like two UV levels, with different monsters and
key locations. UV is harder, but HMP is fun too. 

- There is no forced sequence of keys and rooms: in HMP you don't 
need to visit all the main rooms in UV you don't *need* all the 
keys. The order in which you visit rooms, trigger switches, and 
start teleporting monsters can dramatically affect game play. 

- There IS enough ammo to kill everything, but not enough to waste.
Unless you're a DOOM GOD, in UV you'll have to find better ways
to deal with the bad guys than a face to face shoot out. There are several.

- There are ways to *lock* some of the rooms from the outside,
which allows some wicked strategies in deathmatch, and can come in
handy when...

- All DM starting points have a supershotgun nearby, so there's no
`pistol vs rocket launcher' stuff after a frag. But you have to *earn*
the long-range weapons and power-ups.

- The map is bigger than the typical Danzig-sized DM WAD. Don't worry:
with monster RESPAWN you can always hear where the other player is, 
and you can always get there FAST. No monsters needed in 3-4 player DM.

- BRIGHTNESS: should be dim. In the first courtyard, set gamma-correct
(F11) so you can't quite see all the way across. Play in a dark room.

- Comments, suggestions and advice are more than welcome.

- Best times: HMP = 4:27 (47%,16%,12%); UV = 9:36 (60%,34%,37%)
- The computer map is a WANG ;)

Additional Credits to:  id, Renaud Paquay (WinDeu), Robert Fenske Jr. (Warm),
Jens Hykkelbjerg (RMB, and his great WWW site), 
Olivier Montanuy (WinTex), Matt Fell (Doom specs), 
Richard Matthews (victim #1), Dave Begoray (victim #2),
and the people responsible for ftp.cdrom.com, without whom
this effort would be much more pointless than it is.
* Play Information * 
Game                    : DOOM 2
Episode and Level #     : MAP01
Single Player           : Yes.
Cooperative 2-4 Player  : Yes, but untested.
Deathmatch 2-4 Player   : Yes.
Difficulty Settings     : 1-5. (1&2 are specially set for altdeath respawn) 
New Sounds              : No 
New Graphics            : Two: starry sky, and door.
New Music               : No 
Demos Replaced          : None 
* Construction * 
Base                    : New level from scratch. 
Editor(s) used          : WinDeu 5.24; Warm 1.4; RMB 2.1; WinTex4.
Known Bugs              : MINOR tutti fruttis (tell me if you notice)
* Copyright / Permissions * 
Please copy and distribute this WAD, provided you include this file 
with no modifications.  You may distribute this WAD and file in any
format (BBS, Diskette, CD, etc) as long as you include this text file
intact AND (if offered on CD or Diskette) inform me of its use within
one month of the product's release. A free copy *would* be nice too..

Authors MAY use this WAD as a base to build additional WADs, PROVIDED 
THAT they credit me for the original work AND include my name and
e-mail # (<email removed>) in their accompanying TXT file, 
AND tell me about it.

* Where to get this WAD * 
FTP sites: ftp.cdrom.com and its mirrors. 


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