home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
DeathMatch 2 for Doom 2
/
Deathmatch2.bin
/
death
/
tlr_info.txt
< prev
next >
Wrap
Text File
|
1994-12-10
|
29KB
|
646 lines
*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*
T H E L A S T R E S O R T
The Ultimate Deathmatch Experience
by
Michael Houston, Greg Houston, Andrew Warrington & David Sears
*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*()*
================
QUICKSTART INFO:
================
The Last Resort (TLR) is a Deathmatch only episode for Doom II version 1.7a.
It replaces the first nine levels, and contains new graphics, sounds, music,
demos and sprites. Each skill level provides a different way of
playing deathmatch:
Skill 1/2: Only weapons (for old deathmatch rules)
Skill 3: Weapons and items (for -altdeath)
Skill 4: Disables co-operative exits.
Monsters have been added, but with the -respawn playing option in mind. In
other words, there will only be a few monsters (usually sargeants & soldiers)
in each level. We suggest playing on skill 3, with monsters and -altdeath.
To play TLR, you must first run the TLR_INST.BAT batch file with the files
LAST.WAD, RESORT0.WAD and DMADDS11.EXE in your Doom2 directory.
If you are using the regular sersetup program, use the following parameters:
-file LAST.WAD RESORT.WAD -altdeath -skill 3
If you are using ser6, then make the following changes to your ser6.cfg
file:
DEVPARM=-file last.wad resort.wad
EPISODE=1
MAP=1
SKILL=3
DEATHMATCH=1
ALTDEATH=1
DOOM2=1
To play alone (boring), type:
doom2 -file LAST.WAD RESORT.WAD
This should be enough information for you to be able to play TLR. Read on
for further details....
========================
The Story of Asmodeus...
========================
It was agreed by the Management of the World Resort Fantasy Theme Park that
their artistic director was hard to work with. He was moody and
argumentative, and they had kept him thus far only by virtue of his brilliant
mind. It was he who had conceived the park's many areas: the Old West town,
the Roman Arena, the Shrine, the Funhouse...
He called himself Asmodeus, and he would sometimes sit cross-legged in the
middle of his worlds, with his eyes, focused on nothing, moving frantically
as if in REM. He could see something, but nobody knew what...
It was becoming clear that he would have to be removed. His designs had
become chilling; his eccentric twists would seem to blur the distinction
between fantasy and reality. His ideas no longer seemed safe.
The Management was worried.
After a short and argumentative meeting, Asmodeus was fired. It had seemed
to him like just another abrasive interaction with the Management. He took
no notice of the fact that he was supposed to leave, and it came as a
surprise when Security apprehended him as he headed for the Funhouse.
After Security dropped him outside the gate he stood there for several
minutes, staring with panic and fear through the gate at his park.
Then he disappeared.
The World Resort Fantasy Theme Park had problems. Indeed, Asmodeus' designs
did blur the distinction between fantasy and reality, as strange events began
occuring. In the Old West, a seemingly normal tourist began a shooting spree
that left two people dead and several others injured. Panic ensued when a
lion that had been stolen from the zoo mysteriously ended up in the Roman
Arena. Inexplicably, two clowns hired for the Funhouse began incorporating
blood into their act. A public relations man assured the public that they
had since been fired.
Despite the press releases and an aggressive marketing campaign, nothing was
going to save the park. Speaking for the public's fast-growing fears, one
columnist wrote "Soon children are going to start disappearing..." The World
Resort Fantasy Theme Park went bankrupt, and was boarded up and left to rot.
. . .
Several years later, there was an ad in a newspaper:
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
▒ EXPERIENCE THE ULTIMATE ADVENTURE ▒
▒ ▒
▒ Come see our new park, ▒
▒ Where the chills are so real... ▒
▒ It will be the last resort ▒
▒ you'll ever need to see. ▒
▒ ▒
▒ THE LAST RESORT ▒
▒ ▒
▒ GRAND OPENING: DECEMBER, 1994 ▒
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
You read the ad, and you were interested. Now, just through the front door,
you are locked inside. A voice warns you that only one vacationer will get
out alive. The longer you stand there, the greater the chance that
it won't be you.
---------/----------/---------
============
II. FEATURES
============
Description of files included in TLR-II.ZIP:
Name Size (bytes) Description
==== ============ ============
LAST.WAD : 2,307,259 The main wad file containing everything but the
sprites.
RESORT0.WAD : 288,014 The pre-DMADDS sprite file. This is used to create
RESORT.WAD.
DMADDS11.EXE: 97,792 The program which creates the useable sprite file.
TLR_INFO.TXT: 28,510 This file.
TLR_INST.BAT: 1,955 The installation batch file which creates the
sprite file RESORT.WAD.
TLR_LMP.ZIP : 68,879 A collection of multiplayer .LMPs of TLR.
(RESORT.WAD): 3,860,406 This file will get created after you run
TLR_INST.BAT. It contains the new sprites.
============
Total: 6,652,815
The Last Resort (TLR) is a Deathmatch only episode, designed to run
on Doom II version 1.7a. It contains the following:
- Nine new levels from scratch.
- Over 700k of new graphics.
- More than 200k of new sprites.
- Some new sounds for the ending.
- A new soundtrack consisting of 4 new songs.
- A total of 12 LMP Deathmatch demos (1.7a only)
Each level contains its own theme, its own unique design, and its own
deathmatch strategies. Since this is a deathmatch episode, there have
been many DM specific features that have been added:
- Co-operative exits (and optional single exits for those of you who
don't like the idea).
- Several deathmatch scenarios available: weapons only, weapons &
items, respawning monsters, etc.
- "Opponent Indicators", for the larger levels. These help narrow
down the hunt for your quarry.
- Cages: Although there's a big weapon inside, you'll have to
sacrifice 30 seconds to get it.
- Moving sniper spots: These allow you to still shoot your opponent
from a sniper spot, even if he is directly below you.
- Special "Trap" areas that you can set on your opponent.
- REAL bulletproof windows. Sure, you can see your enemy through the
the window, but you can't shoot him/her.
============
DESIGN GOALS
============
Everyone who has played Deathmatch has their own personal preferences for
a deathmatch level. Some like small, frag-a-minute slaughterfest levels,
others prefer to hunt for their quarry, where a lower frag count is more
important. Some complain of co-operative exits, others want them. Some wish
the levels were simpler for their slower computers, others love to get wads
which require the power of a Pentium to run at full motion.
It was our goal to bring all these kinds of Deathmatch levels together in
one major episode, wher