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argus.txt
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1994-11-06
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8KB
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159 lines
================================================================
Title : DOOM II "Argus" Episode
Filename : ARGUS.WAD (ARGUS.ZIP)
Authors : Ty Halderman and Robert Taylor
Email Address Halderman : CIS [70155,1125]
Internet: thldrmn@sam.neosoft.com
Email Address Taylor : Internet: rtaylor@sam.neosoft.com
Misc. Author Info : 2 guys with patience and obsession. Many
testing hours in modem and single user
play. Yeah, it was *testing* ...
that's what it was!
Description : This is the first of a series of levels, some
of which are completely revamped levels first
released as Sacrifice levels 1-6 for DOOM I.
These levels offer sophistication and
puzzle solving rather than just turning
up the volume. Children (you know who
you are) may be bored. Definite consideration
was given to consistency, theme and fairness.
However, you should remember that these are
levels for DOOM II, and that presupposes that
you are an experienced player.
Additional Credits to : DEU (5.0, 5.1, 5.2GCC, 5.21), BSP (1.1, 1.2x),
DEU-ii (5.21 hacked -- sorry but the official
one isn't here yet!) and their many
contributors; the masses of Compuserve Gamers
who have unwittingly helped by allowing their
problems and ideas to further our productivity;
the WADmakers of the world for sharing their
ideas and examples with us; the folks at id for
making such a creative endeavor possible;
all those who have made other tools and
nifties that make things a lot easier.
================================================================
* Play Information *
Episode and Level # : MAP01
Single Player : Yes
Cooperative 2-4 Player : Yes
Deathmatch 2-4 Player : Yes
Difficulty Settings : Yes - every difficulty level different
New Sounds : No
New Graphics : Not yet
New Music : No - Use IDMUSxx to use music from episode xx
Demos Replaced : No
* Description *
Map 1 Description : "Argus"
Argus refers to the Greek mythological creature
used by Hera to watch over Io. You'll "see"
what we mean.
Several separate puzzles; be careful not to get
overanxious. Brains are better than brawn.
Visual clues are important.
* Construction *
Base : Originally a new DOOM I level from scratch,
vastly redone and added to with new DOOM II
textures, monsters and features. Was part
of the "Sacrifice" WAD series.
Editor(s) used : DEU 5.0 through 5.21+, plus BSP 1.2x
Known Bugs & Limitations: None that we caused (we hope).
* Philosophy *
Appearance/Design : A lot of effort was put into making things look
good. After your killing spree is over, take the
time to look around. Several levels have some
vantage points with grand vistas (or at least as
grand as the DOOM engine would allow). If you
want to see how fast you can get done, fine. Then
go back with the -nomonsters switch and just look.
Not everything has a purpose. Some things are
just there for artistic or architectural interest.
We think that is one of the things that made the
original DOOM levels so good.
Traps : All levels were intentionally made so you should
not get trapped irreversibly (though you may die
learning how to get out). Please let us know if
you end up stuck in a place you wouldn't think
you'd fit. We tried to be _real_ careful about
this.
Secret Areas : You should not have to get into all secret areas
to complete a level. Keys or switches to open
main path doors or areas should not be located in
secret areas.
All secret doors should be slightly different or
highlighted in a way that a casual stroll through
the area (as opposed to a 70MPH screaming streak)
should allow you to find them. You should _not_
have to resort to pushing everything in sight.
However, if you miss Wolfenstein, go on and push.
Secret doors will not show up on the map. Sorry,
but if we allowed that, we wouldn't need to make
them subtly different, and that wouldn't be as
much fun. For either of us. Sometimes you'll get
a computer map, and that will usually show the
areas. But we'll hide that map in a secret area,
so you'll still have to use the little gray cells.
Monsters : We prefer a few sneaky ones to a roomful that
makes you prefer a date with Godzilla. This also
means that once you learn our levels, they become
easier to play. Don't like that? Go Nightmare.
That'll teach you.
Levels were all built for Ultraviolence (skill 4).
Then some of those bad & good things were changed
for the lower levels (2 & 3--level 1 is the same
as 2 except the goop doesn't hurt as bad). Some
areas are differently populated (different
critters) and others are less densely populated
with the same critters. Whatever seemed
appropriate. Sometimes "easier" levels just get
more health and ammo, or guns are more readily
available. Since the original design was for
UV, you'll probably get the best total feel for
what we built if you play at that level. Of
course, you have to live that long...
* Copyright / Permissions *
Authors may NOT use this level as a base to build additional
levels. Let us do that. Ideas are fair game, in the spirit
of synergy. I'll steal yours if you'll steal mine...
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 (how about two free copies of the CD's. Huh? Huh?).
* Where to get this WAD *
Compuserve GAMERS library 12 or 8 [subject to change]
Internet: ftp.orst.edu:/pub/doom/doom2 initially, final
location depends on where infant2 relocation ends up.