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1994-12-07
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7KB
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156 lines
================================================================
Title : CITADEL OF POWER (DOOM II Deathmatch PWAD)
Filename : CITADEL2.WAD
Author : Tim (The Timinator) Ash
Email Address : Compuserve: 74724.374
Internet: tim.ash@cyberstore.ca
Misc. Author Info : Tim is the reigning Deathmatch champ
of Kelowna, BC, Canada (I know, big deal...)
Other PWADS by Author : LOSTLEVL.WAD (DOOM)
APYCLPSE.WAD (DOOM)
GLADIATR.WAD (DOOM)
Watch for my upcoming BRIMSTON.WAD!
Description : Atop the mighty Mount Fragmore the best
of the best gather to prove thier mettle
in the Citadel of Power. Whoever reaches
100 Frags first will be crowned as the
toughest marine on the mountain.
Additional Credits to : Dave King, Scott West, and Jason Kirby for
thier playtesting and input.
================================================================
* Play Information *
Episode and Level # : Map 01
Single Player : Yes (Quite difficult on skill 4)
Cooperative 2-4 Player : Yes (Interesting, but resist temptation to frag ;>)
Deathmatch 2-4 Player : Yes (The more players the better!)
Difficulty Settings : Yes (Varying amounts of weapons, health, and
monsters, depending upon skill level)
New Sounds : Yes (Provided mostly to make Deathmatch more fun)
New Graphics : Yes (Nothing major here, just some credits)
New Music : No
Demos Replaced : None
* Construction *
Base : New level from scratch
Editor(s) used : DEU2 v5.21, EDMAP v1.20, IDBSP v1.0, DMAUD v1.0,
DMGRAPH v1.1.
Known Bugs : None - extensively playtested.
* 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.
* Running this WAD *
All participating players must have a registered copy of DOOM II
and a copy of CITADEL2.WAD. Use the -FILE parameter with -WARP 01
at the command line.
* About CITADEL2.WAD *
Citadel II - Citadel of Power is my fifth PWAD, the first one I have
designed primarily for Deathmatch play. Considerable time has gone into
making this level a very playable Deathmatch PWAD. Many additions and
modifications were made to the level after extensive playtesting in
2, 3 and 4 player deathmatches. A fair amount of time has also been
spent in making the level look good, so I'm hoping it will be a pleasure
to play. As an afterthought, I also added in a few choice sounds to make
Deathmatch more fun.
There are several tricks to CITADEL2 that you will only notice and make
use of in multi-player play. They are described below:
Symmetry:
Citadel II is symmetrical by design, to keep the layout simple and
easy to learn. Whatever exists on one side of the map will exist
on the other. This goes for textures, rooms, lighting, items, and
monsters.
Lighting effects:
Notice that there are two cubbyholes to the left and right of the
large central room. The lights in these rooms flash on and off
rapidly if someone is running up the left or right staircases,
respectively. Also, if the light flashes then remains dark, the
marine has run down the stairs. If the light flashes and remains
lit, the marine has run up the stairs. This assists you in locating
you foe from inside this large room (I call it the AnteChamber).
There is a cave-like area on the south side of the map, with the
BFG on a platform. There is a left and right door on either end to
allow access, leading from a room with a lit platform in either corner.
If a marine jumps out the door to get the BFG, the lit platform in the
room on the opposite side of the map will flash. This is to warn and
alert marine of an enemy running for the most powerful weapon in the
game.
Sniper spot doors:
From the AnteChamber you can see two small platforms obstructed by
grates. These grates are initially covered by walls which lower when
you enter the AnteChamber. The doors leading to these sniper spots
are opened by moving towards the left and right lower rooms. Knowing
this, you can tell which direction you foe is headed in the south
portion of the map.
Multiplayer exit:
In the Marble Room is a section of wall that lowers when you step on
the central platform, exposing this room to the AnteChamber. When
this happens, two switches are exposed, either will lower a lift on
the far side of the map. The lift is by the rocket launcher, between
the two single player exit doors. Behind this lift is the end level
switch. Note that in multiplayer mode, the two single player exits
are obstructed. This prevents someone from ending the level without
consent of all duelling parties.
Extra weapons:
There are more weapons in multiplayer mode, but the amount of ammo
is the same in multi or single player.
* Final Notes *
There are a couple of secrets too, and if you can get to them before
the other guys do, you will have a big advantage. Ill let you find
these out for yourself.
Last but not least, the skill level feature has been utilized to
provide players with a different flavour of Deathmatch depending upon
the difficulty level you are playing on. For those of you who play
with finesse, try skill 1 or 2, where you will have to shoot straight
and use your ammo wisely. If brute force is more your style, then go
for skill level 4 or 5, where plasma, rockets and megasheres abound.
I prefer skill 3 myself, a nice mix that keeps the game flowing.
Citadel II was designed for the -ALTDEATH parameter, but regular
Deathmatch rules work OK too. If your a sadist, try playing with the
-RESPAWN parameter on skill 1 or 2 (or higher - ouch!).
FEEDBACK!!!!! Please let me know what you and your Deathmatch buddies
think of this WAD. Send me a message or even some LMP recordings!
I can currently be reached at 74724.374@compuserve.com.
Have some fraggin' fun!
* Where to get this WAD *
FTP sites:
BBS numbers:
Other: COMPUSERVE GAMERS FORUM, Lib 8