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jdreadme.txt
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1995-06-04
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-== JUDGEMENT DAY IS HERE: Prepare for the Ultimate Deathmatch! ==-
No, Judgement Day isn't the end of the world... unless you meet your
maker in the Chamber of DOOM!
The Chamber of DOOM is where all the Greatest DOOM ][ Warriors from Earth
will be meeting in the near future in order to test their combat skills in a unique
battle environment. Judgement Day features some of the most unique features
ever implemented in a Deathmatch WAD!
Judgement Day: The Details.
Judgement Day takes place in a special arena known throughout the
DOOM ][ Universe as The "Chamber of DOOM". The "C.O.D" was designed to test the
hunting skills, awareness, and sheer cunning of the seasoned Deathmatch
Warrior, while at the same time maintaining a fair and even battlefield. Campers
will not survive long in the C.O.D. because as the saying goes.."You can run,
but you cannot hide."
Here are some of the key features:
1) The StartChamber:
The StartChamber is probably the most unique feature about the C.O.D.
Also known as "The ShotGun", it's design goals are to make sure
that the player enters the playfield safely, quickly, and ready for battle. When a
player starts or restarts, he is teleported into the AcidSection of the StartChamber.
The player must quickly make his way to the RecoverySection just ahead. Along the way
the player will pick up the designated weapon for this contest. Once the player
enters the RecoverySection, the damaging effects of the AcidSection are remedied and the
player is given the designated armor ( if any ) for this contest. Also at this time
the doorway to the C.O.D. MainBattleArea is opened automatically and the player is
required to make his entrance. Most veteran C.O.D. warriors "fly" out the door like
a bullet, hence the name "The ShotGun". Here's why.
There are only four doors in the C.O.D. not including the exit. These are the doors leading
out of the StartChambers. These doors cannot be opened from the MainBattleArea, thus giving
the starting player a measure of security before he has armed himself with the designated
armor and weaponry for the battle at hand. However, once the player is armed, the door opens
and remains opened until he leaves the RecoverySection and enters play. The player cannot
close this door once he's prepared for battle, thus making him a "sitting duck" for anyone
noticing his open StartChamber door! The player now has three choices. Go back into the
AcidSection and face certain liquification, sit and wait for a rocket to chew on, or enter
the battle area. We think you'll make the healthy choice....
2) The RecoveryZones:
Most Newcomers to the C.O.D. are shocked when they realize that there are no remedies
or armor enhancements anywhere in the battle area. All players enter the MainBattleArea at
the designated maximum health and armor for that contest and these cannot increase. Due to this
unpleasant fact, it wouldn't take too long for even the greatest C.O.D. warrior to eventually
meet his doom. To rectify this situation, a unique RecoveryZone system was installed
in the C.O.D. in order to reward the battle survivors and lenghthen their stay amongst the
living. These RecoveryZones can be found in the four "corners" of the MainBattleArea. These
zones are inaccessable during battle until a player gets fragged. When a fragged player
re-enters the StartChamber, the four RecoveryZone platforms drop to floor level momentarily,
allowing all the surviving players to recover maximum designated health and armor
while the re-starting player recovers and re-arms himself in his RecoverySection. There's
no guarantee that the surviving player will be in the right place at the right time to
take advantage of this feature, but where is it written that war is fair?
3) The MainBattleArea:
Seasoned C.O.D. veterans both admire and despise the MovingMaze feature of the
MainBattleArea. Many will tell of how it saved their skin at just the right time,
while others will tell of how a "rocket-ambush" blew up in their face. Either way, this
feature is one of highlights of the C.O.D.
The MovingMaze consists of wall-like platforms which rise and fall at random.
Just when you think you've got your enemy in your sites, a wall comes up in front of you.
When you go around the wall to confront him he's gone, only to find that he's now
behind you ready to turn you into hamburger with his chainsaw! You notice that on top
of a few platforms there are some goodies. A backpack here. A super shotgun over there.
You could wait around for the walls to drop down, but we suggest that you don't wait
too long. Bad things seem to happen in the C.O.D. when players stop moving...
...they usually stop moving PERMANENTLY!
4) The BonusZones and HighLightZones:
There are a few "battle-enhancement" devices available to all combatants during
gameplay. These devices can be found in the four BonusZones which stretch along the
outer walls of the MainBattleArea. As one might guess, aquiring one of these devices
is not easy. All BonusZones extract a health penalty, or "potential" health penalty
of some sort. Sometimes there are benefits to entering these zones which aren't readily
apparent. Before getting to a BonusZone, the player must cross a HighLightZone.
These are also quite dangerous, due to the fact that they are "high" up and well
"lighted", making anyone attempting to cross this area an easy target, hence the name
"HighLightZone". In order to get to a particular HighLightZone the player must first
enter the appropriate TelePorter. Eight of these TelePorters can be found distributed
around the perimeter of the MainBattleArea. Some of these will transfer players to
the HighLightZones. The others will send the player back into the ongoing massacre.
Even veteran C.O.D warriors find it hard to remember which TelePorts are which,
especially in the heat of battle. This characteristic, along with the MovingMaze
feature, causes most newcomers to leave the C.O.D. confused and disoriented. One of the
TelePorters leads to a special HighLightZone located in the center of the
MainBattleArea called the CrossWalk.
5) The CrossWalk:
Newcomers to the C.O.D. can't help but ask, "What the #$%_) is that ?", when
they first set eyes on the CrossWalk. Located in the heart of the C.O.D., the
CrossWalk is a path to great rewards...and great peril! Any player attempting to
make the journey to the GrandPrize at the end of the CrossWalk must first scale
the edge of this structure. These players usually have a deathwish, or they're just
crazy. Either way, once on the CrossWalk, players become a slow, well illuminated
target from almost anywhere in the MainBattleArea. Even an glancing rocket hit will
cause most players to be knocked off the edge, forcing them to start again....if
they can remember which TelePort to use. At the halfway point, the player may receive
a PowerUp device of some kind, tempting him to abandon his quest for the GrandPrize.
Just before reaching the GrandPrize, the player will notice the fifth and final door
in the C.O.D. Yes, this is the exit, and it was purposely located on the CrossWalk
to discourage players from attempting to leave the arena.
6) Skill Level Information.
Judgement Day; The Chamber of DOOM, utilizes the skill level options of DOOM ][
to their fullest, but in a different way than most other WADs. Normally, the
"skill level" feature has no effect when playing Deathmatch, but in Judgement Day,
this feature is used to determine the available weapon types, maximum health, and
maximum armor allowed for that particular contest. Here's the breakdown:
Skill 1-2: Bullet weapons only, No Armor. The only weapon power-up is the
GrandPrize, the Chaingun.
Skill 3 : Shotguns and Rockets, Security Armor (Green). The player leaves the
StartChamber