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e1l5_3a.txt
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1994-12-06
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4KB
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84 lines
DOOM Version 1.2 .LMP Recorded Film Submission :
Title : E1L5.LMP - Multiplayer Phobos Lab
Category : Multi-Player .LMP Recordings
Recording : R.A.L - Three Marine Team Date : c date-stamp
Episode : 1 - Knee Deep Level : 5 Skill : UltraViolent
.LMP Recording Length - 5 Mins & 10 Secs (or 130,784 Bytes)
Recorded via an IPX Network using :
> ipxsetup -devparm -nodes 3 -skill 4 -warp 1 5 -record e1l5
To Playback Recorded Playdemo use :
> ipxsetup -nodes 3 -playdemo e1l5 (only if actually networked)
> ipxsetup -nodes 1 -playdemo e1l5 (if networking is "faked" !)
Mission Summary :
> Level 5 - with most Kills, some Secrets but another Casualty!
> Fifth mission completed by Marine no. 2 - Indigo.
Marine Orders :
> If you thought the last level was hard - well, maybe it was - this
one is harder still, but you'd better get used to it because it's
going to continue in that way. At least there's more ammo in this
level and it can be done in fairly set stages...
> At the start B - take left, I - take right and G stay back to draw
their fire. When they're all down, swing right and repeat. There
will be a couple of invisibles there. B - go for your shells and
the side-walk will rise. I & G - get up the steps and go for the
1st. secret (be carefull when blowing those barrels) then take the
side-walk. I - go for the key, so you'll be our "door-man". G - go
for the launcher and stuff. Meanwhile B should've made a good stab
at the sergeants out in the big slime room. G - use those rockets
on the upper left window. Time for our door-man. Clear the first
wave, then B & I - take the right, G - take the left and trigger
those doors, back off with rockets! Watch your ammo levels. Get
round the back and finish 'em. First one ready to go out gets the
suit - you go back & hit the switch. Others cover the columns. Now
everbody out, there's loads of health out there. Back to the key
door - door-man, remember you're the last out. Run over the slime
and blast 'em all. Go for the secret room and get the chaingun !!
First with the chaingun leads the way down "imp alley", second
with the chaingun follows closely. Blue key room - nearly there,
but watch out for another couple of invisibles. Somebody hit the
switch to give us room enough for three. Blue door - it's dark in
there so watch out, but at this point we may well be short of time
left available, so just go for the exit and finish it...
Brown Comments :
> Kill, maim, slaughter - it's a marine's life for me. Let the
others go for the keys and things - I just want to kill! It's not
that I like it, but they were asking for it, what with their
grunting, and singing "Merlin the Happy Pig" - I just couldn't
take it any more.
> Must be a bit more careful with strange weapons I pick up though...
... :-((
Indigo Comments :
> Well, I've checked in all of the records and those pink things
definitely shouldn't be here. Honestly, didn't they have any
quarantine controls here?
> They could use an electrician in that last room, too. Someone
could kill themselves in there.
Green Comments :
> Survived the initial onslaught with 100% health again! But I was
the "lag" man. Anyway, rocket time! I get to fire a few rockets!
At last! useful things rockets. [ Eh, Mr Brown :-(( ] You should
have *HEARD* us at the yellow door - actually calling "doorman"!
I didn't need much health or ammo so left it for Mr I, now then,
where's that chaingun ;-) kill 'em all, visible or in... ouch!