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aox.txt
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1994-11-19
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88 lines
================================================================
Title : The Dungeon of Aoxozoxoa
Filename : AOX.WAD
Author : Geoffrey Oliver
Email Address : gcoliver@eos.ncsu.edu
Misc. Author Info : Very first wad file, let me know what
you think!
Description : This WAD is based on an AD&D campaign
that serveral of my friends and I played
for about three years. Aoxozoxoa was one
of two wizards who escaped from a high
security wizard's prison in the Crimson
Empire. A party of experienced adventurers
was hired to track these wizards down and either
re-capture them or eliminate their threat before
they could align with other dark powers. This
WAD is a reconstruction of the original dungeon
where our party slayed the Archmage.
Additional Credits to : Chance Crowder, the dungeon master who invisioned
Cerebrus and all the blood and gore that resides
there.
================================================================
* Play Information *
Episode and Level # : E2M1
Single Player : Yes
Cooperative 2-4 Player : Yes (special: see below)
Deathmatch 2-4 Player : Yes
Difficulty Settings : Yes
New Sounds : No
New Graphics : No
New Music : No
Demos Replaced : None
* Construction *
Base : New level from scratch
Editor(s) used : DEU, BSP, RMB
Known Bugs : NONE
SPECIAL NOTE ABOUT COOPERATIVE MODE:
Players 1, 3 & 4 start at the beginning of the wad in the campsite.
They will be considered the "party."
Player 2 is the "Wizard" and he starts in the wizard's control room.
The control room is stocked with all the weapons, powerup, maps, keys,
etc. The wizard can observe the party (F12 or by using the map.) Also,
in the control room are a set of teleporters that transport the wizard to
various locations through the dungeon, where he can blast the party! There
are also a set of switches in the control room. One of these switchs opens
the door to the exit room. This door normally requires a yellow key but that
key is blocked by columns in multiplayer mode. (The wizard character has one
though, he uses it to go into restricted passages to get back to the control
room.) It is recommended: if the party kills the wizard in the large throne
room, the wizard should push this button when he reappears in the control
room in order to let the party leave. Obviously the wizard will probably
kill party members serveral times before the last battle. That is the
reason for the large number of supplies in the campsite. (note that the
good weapons still have to be found in the dungeon. Also, the wizard
does NOT have access to the campsite because it is outside his lair.)
I felt that this would be an interesteing twist to cooperative mode.
I have two friends that I normally play DOOM with, One likes DEATHMATCH
games and the other insists on cooperative (read: boring) mode, so I felt
this was a good way to satisfy them both. Please email me and offer any
comments or suggestions on this style of play. (or the level in general)
* 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
intact.
* Where to get this WAD *
FTP sites: ftp.orst.edu