Cacopits

Cacopits

Scout an overrun demon study facility

Filenames
cacopits.wad
Size
470.59 KB
MD5
abab7864cb78f1ab89782da54c7e2978
SHA-1
21a5ab586d0312045ee0bd2c4996c1224baeab06
SHA-256
3a23e2a0f36eedd6698691a63c28a49342b7bbb6193ba509e1f1b51b5eefae38
WAD Type
PWAD
IWAD
Doom II
Engines
Doom II, Doomsday Engine
Lumps
14
Maps
MAP21

Read Me

===========================================================================
Archive Maintainer      : 
Update to               : 
Advanced engine needed  : JDoom
Primary purpose         : Single play 
===========================================================================
Title                   : Cacopits
Filename                : cacopits.wad
Release date            : 21 July 2010
Author                  : Damien Moody
Email Address           : [email protected]
Other Files By Author   :
Misc. Author Info       : a.k.a. Audiodef. Free music for free minds. http://audiodef.com

Description             : Scout an overrun demon study facility

Additional Credits to   : 
===========================================================================
* What is included *

New levels              : 1
Sounds                  : No
Music                   : No 
Graphics                : No
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : No 
Other files required    : None


* Play Information *

Game                    : DOOM2
Map #                   : Map21
Single Player           : Player starts only
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Other game styles       : None
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch 
Build Time              : Two weeks 
Editor(s) used          : DoomBuilder2
Known Bugs              : None known
May Not Run With        : Unknown
Tested With             : Doomsday



* Copyright / Permissions *

Authors MAY use the contents of this file as a base for
modification or reuse.  Permissions have been obtained from original 
authors for any of their resources modified or included in this file.

You MAY distribute this file, provided you include this text 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.  I have received permission from the original authors of any
modified or included content in this file to allow further distribution.


* Where to get the file that this text file describes *

The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Web sites: http://audiodef.com/doom/cacopits.wad

Story:

Marine,

Gamma Labs was designed and built to study the energy output of certain demons. Specifically, those that are able to hurl energy balls. Initial tests of the facilities went smoothly, but despite the new safety measures, enforced structual designs (including smaller passageways designed to accomodate humans only) and computer systems with the new quantum processors, Gamma Labs fell to the fate of previous Martian complexes. 

As you know, the Gamma Labs complex is now overrun with demons. 

A fly-by at a safe height reveals extra construction has been done, apparently by the demons, starting at the north end of the base. UAC had plans to add additional study and containment facilities to the northeast and northwest. The beginnings of these new wings were obviously easy points for the demons to build their own hives, or whatever they're called. 

Your job is to scout the base, find the exit teleporter, and report on the feasibility of saving this base. Otherwise, we'll have to nuke it from orbit. With a cost of $3.4 trillion, UAC is naturally reluctant to do this. 

Some notes on the base:

All power comes from the UAC's new Z-Point power module design, most of which is housed several meters beneath the surface. So for the most part, systems should be operational. You'll want to be careful getting around the cacodemon storage facilities. The walkways are narrow and with the demons controlling the base, the normal stasis fields keeping the cacos from attacking base personnel may have been turned off. When you teleport in, you'll be facing a temporary holding area for cacodemon transport, which uses stasis fields to keep the demons from roaming around. Again, this may have been disabled. This is an extreme hazard area as there are no safety rails around the containment pits. 

Other than that, we don't know what's in there any more. Proceed with extreme caution. Good luck, marine. 

Maps

MAP21

MAP21

Deathmatch Spawns
0
Co-op Spawns
1