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arena11.txt
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1994-12-06
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9KB
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148 lines
================================================================
Title : THE ARENA
Author : Norman E. Fisher (Stormin' Normin')
Email Address : 74033,3616
Description : Okay, I first started out to add a couple of Halls
to the Original Game 1, Level 1. This escalated as
we continued to play the level at work. My kids
(who are way to young to be allowed to play DOOM)
suggested I put a bunch of the Red Balloons,
Minotaurs (Barons), a Spider and a Rocket Man
(Cyborg) in the "Arena" to see who would win!! I
did as they asked (temporarily, I thought) and
all the Doomers at work liked it! Sometimes the
Spider wins, at other times the Cyborg wins, and
sometimes a Minotaur or two will survive, although
somewhat weakened.
This level is intended to be used for Deathmatch
play, but is still a challenge to play as a
Single, with the goal of killing all the Monsters,
and there are quite a few of them. To just make it
to the Exit is no big feat, but to kill the Spider
or Rocket Man at the end can sometimes be a little
testy. (IDDQD?)
I stretched out a few of the rooms and added access
to the Courtyard at the West End of the Compound.
There is an elevator to ride up to the Upper Floor
at the West End, a hidden door to the hallway to go
back into the Arena from the West Courtyard, a
hallway to go back to the Computer Room on the
North side of the Compound, and a hidden door and
Hallway as a secondary access to the Upper Ambush
area of the Original Level (where a machine gun is
accessible). I stretched out the Original Exit
and added a hallway to the tunnel going to the
outside Courtyard of the Original Level. The room
at the original exit is somewhat dark inside and has
three sniping windows (the middle has a low enough
sill that you can jump out of it. There is a little
Red area in the middle of the room which will stop
shotgun blasts and bullets, but not Plasma and
Rockets! The exit room is to the North End of this
little Red area. The exit door is opened by
pressing the switch at the Southwest end of the new
larger room. In the West End of the three-window
ambush area, there is an invisible hole in the
wall where you can pass through to where the switch
to open the Exit Door is located.
Deathmatch Play : Gather up all of your stuff and hop on the
Elevator behind you (against the wall). There is an
Invulnerability Sphere on it which will protect you
on your one-time ride up to a Plasma Rifle and a
Rocket Launcher. After you die the first time, you
will appear in one of the four Sparkle Points in
the Arena, but the Elevator will already be raised
and you will have to settle for Chainguns and
Shotguns. To equalize any one guy outliving
everyone else with Plasma, there is a Rocket
Launcher in the West Courtyard. It gets quite
busy out there at times.
Single Play : My suggestion is to rush quickly out into the Arena,
gather up your stuff, and hop onto the Elevator to
get your Plasma Rifle and Rocket Launcher. At
times, you may have to hop on the Elevator and get
your weapons first (you sometimes die quickly).
Stir up the Monsters and hot foot it out of the
Arena (you might try to hit the Rocket Man with a
rocket or two to help weaken him on your way out).
You'll be quite busy for a while killing all those
pesky Imps and Sargeants. See if you can kill
everything before you end the level. You very well
may wind up having to kill either or both the Spider
or Rocket Man with a Shotgun (you'll quickly use up
everything else).
Summary : I believe Deathmatch should have plenty of running
room (with a few doors in places to enable a
pursuer to catch up), plenty of pretty good weapons,
plenty of ambush places (for the cowards in us all),
and have enought light to enable you to maneuver.
There's nothing I hate more than a Level where the
room is Black and there a tons of Spectres to eat
you up. Oh, and surprise me with a hidden room
full of Monsters that opens up when I cross into a
certain Sector!! This Level has an Opening Phase
(get your big weapons everybody), a Mid-Play Phase
(try to kill the Monsters and everyone else and
keep your big weapons), and a Closing Phase (grab
the Rocket Launcher, kill or be killed ... Repeat
for effect).
I'd welcome any comments ... Degrade me, hurt me,
Pump me Up! Go ahead I can take it ... Do you
know how long it takes to line up Textures when you
didn't have enought sense to make wall segments,
etc. those wonderful little increments of 64, etc.?
Let me know what you think by E-Mail on CIS.
Instructions : You ought to know how to run DOOM with a Patch WAD
File by now: DOOM -file \pathto\newwad\ARENA11.WAD
where your path is the "\pathto\newwad\". All
difficulty levels play the same, but there are some
things taken away when Deathmatch is not played
(Health, Bonuses, Weapons, etc.).
Additional Credits to : Raphaël Quinet and Brendon J. Wyber for DEU 5.1.
And the guys at id!
================================================================
* Play Information *
Episode and Level # : E1M1
Single Player : Yes
Cooperative 2-4 Player : Yes
Deathmatch 2-4 Player : Yes (Is intended for 4 Player Deathmath!!)
Difficulty Settings : Deathmatch has a few more things!
New Sounds : No
New Graphics : No
Demos Replaced : None
* Construction *
Base : Modified E1M1/DOOM.WAD
Build Time : Near Divorce (those darn texture alignments!)
(My Learning Method ... those two specialists Trial
and Error!!)
Editor(s) used : Deu 5.0 and 5.1
Known Bugs : No (A little slow in the beginning of the Level
until the Monsters in the Arena kill off a
bunch of themselves!)
* Copyright / Permissions *
Authors MAY use this level as a base to build additional levels. Do anything
you want with it, guys.
* Where to get this WAD *
CompuServe, Gamers+ Forum, Library 8 (Action Game Aids).
This information form was provided as AUTH_WAD.TXT v1.2 with DEU 5.2.