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sod.txt
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1994-12-22
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133 lines
================================================================
Title : Sewers of DOOM v1.00
Filename : SOD100.WAD
Author : John B. Williston
Email Address : CIS ID: 70541,1335
Misc. Author Info : As a Christian, I find the theological aspects
of DOOM amusing. In DOOM, Hell is a never-ending
source of shotgun fodder with conveniently marked
exits. I can state with certainty that the real
thing will be far more terrible, so avoid it! If
you desire more information, please feel free
to drop me an EMail note.
This first release of the Sewers of DOOM is
intended as the first episode in a trilogy. I
would like to say for certain that I will be able
to complete my story, but time is the most
precious resource of all. If you like this
wadfile, a little EMail encouragement certainly
couldn't hurt the creative process. Enjoy!
Description : It is a little known fact that the moonbase
providing the setting for the first DOOM episode
(Knee Deep in the Dead) has an extensive waste
disposal system. Said waste disposal system went
to Hell (pun intended) when the moonbase was
invaded, however, leaving sloshing pools of green
yuck all over the place. You beat the baddies in
the moonbase and wrestled Hell itself to its
knees; are you ready for the next challenge? The
sewers are clogged with hellspawn, and you've just
been named plumber. Guess that cushy desk job will
have to wait a wee bit longer...
The moonbase sewer system was designed long after
it was built, and has suffered greatly from
recent neglect. Emergency doors in some places
have all but closed off vital sections, resulting
in a tangled maze of tunnels. Power has been
mostly restored thanks to the tireless efforts of
Union Aerospace Corporation (UAC) engineers, but
the computer core is still down. Your mission is
simple: kill everything that moves, pick up
everything that doesn't, and get out alive.
Additional Credits to : My wife beauty under pressure
Rick Prins suggestions
Steve Hoek beta testing/suggestions
Tim Walker suggestions
================================================================
* Play Information *
Episode and Level # : E1M1
Single Player : Yes
Cooperative 2-4 Player : Yes (I have no way to test -- hope it works!)
Deathmatch 2-4 Player : No
Difficulty Settings : Yes
New Sounds : No
New Graphics : No
New Music : Yes
Demos Replaced : 1
* Construction *
Base : New level from scratch
Editor(s) used : Only DCK and DEU were up to the task
Known Bugs : (if I know 'em, I squash 'em!)
* 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, CD, etc) as long as you include this file
intact.
* Where to get this WAD *
FTP sites:
BBS numbers:
Other: CompuServe GAMERS forum
* Hints *
E1M1: Well, well, well...
This level is well named (another pun intended), as anyone surviving the
first few moments can attest. It's a good thing that space marines, like
yourself, are screened for acrophobia upon enlistment. This level demands
a frantic pace as new areas are revealed by your movements, releasing all
kinds of baddies in the process. Don't be afraid to "drop in" on a party.
UAC surplus rockets were very cheap when the sewers were constructed
and were often used for tunneling. There are quite a few boxes still
lying around, so you might as well put them to good use.
Don't feel you have to kill everything before moving on. It is
possible, but there are several places where running from a foe can
be very beneficial (particularly on the higher skill levels).
Never stand toe to toe with a Baron; it isn't good for your toes, and
it only annoys the Baron.
Keep an eye out for barrels of the yucky stuff. They can be a very
effective way to clear a room. Of course, this works both ways.
As in Star Trek, transporters can be very confusing; try to keep a
mental picture of your whereabouts at all times. Use the map to get a
feel for the flow of rooms with malfunctioning teleporters. Above all,
"cling on" to your life (sometimes even *I'm* ashamed of my wordplay).
He who hesitates is lost (or Cacodemon food at best).
Many of the more cavernous rooms were intended for use as temporary
storage during overflow conditions. Unfortunately, due to budget cuts,
the excavations were left unfinished. Try to use the third dimension
to your advantage; high ground is always of strategic value. Besides,
it's very difficult to hit a falling target.
Secrets within secrets abound. Aerial gymnastics are not optional for
accessing some of them.