The Nutty Wad

The Nutty Wad

It all began in July 2004 after I (Milian) played a really stupid map somewhere on ZDaemon. I imagined a wad full of silly maps and started with the work. Ev...

Filenames
nutty.wad
Size
8.08 MB
MD5
d46511f865f85072db258ae30b19fefa
SHA-1
6bec0205e7ac72afdde17d89211b5d61cde74864
SHA-256
4473c508c62ef8c74c215296f12d3e4353e64adfb9e9d4440f630b7cc5c5b355
WAD Type
PWAD
IWAD
Doom II
Engines
ZDaemon, ZDoom, GZDoom
Lumps
679
Maps
MAP20, MAP15, MAP32, MAP26, MAP01, MAP05, MAP09, MAP11, MAP18, MAP24, MAP30, MAP03, MAP07, MAP28, MAP13, MAP27, MAP17, MAP02, MAP04, MAP06, MAP10, MAP08, MAP16, MAP12, MAP19, MAP23, MAP29, MAP31, MAP21, MAP22, MAP25, MAP14

Read Me

===========================================================================
Advanced engine needed  : ZDoom/ZDaemon
Primary purpose         : Deathmatch
===========================================================================
Title                   : The Nutty Wad
Filename                : nutty.zip
Release date            : 5/31/2005
Author                  : Milian & Cybershark
Email Address           : [email protected]
Other Files By Author   : MAGHQ (by Cybershark a.o.)
                          The Biovite Project,
                          The Zodiac Deathmatch (by Milian)
Misc. Author Info       : See www.milianmusik.de/doom for more information
                          about us and our projects

Description             : It all began in July 2004 after I (Milian) played
                          a really stupid map somewhere on ZDaemon.
                          I imagined a wad full of silly maps and started
                          with the work. Everything you shouldn't do in a
                          deatmatch map is done here, like maps where
                          you're unable to move or fights in super-small
                          rooms... Quite normal Doom features are carried
                          to an extreme here.
                          When I first ran this wad on ZDaemon, Cybershark
                          sent me some of his maps he wanted to test
                          online, so I added them to this wad. This was
                          the beginning of a cooperation on this wad for
                          almost one year.
                          The quality has been enhanced continuously while
                          new maps, sounds and graphics have been added and
                          people began to enjoy the wad on ZDaemon.
                          In May 2005, Nutty saw its final release with a
                          standard I never dreamed of when I first started
                          with this waste project...
                          
                          *IMPORTANT*
                          To run The Nutty Wad properly you should set the
                          DMFLAGS to
                          - enable jumping
                          - show and respawn monsters
                          - suicide on exit
                          
                          A minimum of 3 or 4 players/bots is recommended.
                          The game seems to be most fun with a number of 8
                          players, though most maps have at least 12
                          starting points.
                          
                          For more info about all maps see the
                          nutty_mapinfos.txt or visit
                          www.milianmusik.de/doom/nutty

Additional Credits to   : B.P.R.D. whose impressive nuts3.wad has been the
                          basis for the background scenery of Map 32.
===========================================================================
* What is included *

New levels              : 32
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Demos                   : No
Other files required    : We recommend sharkvox.wad as additional
                          announcement wad.


* Play Information *

Game                    : Doom 2
Map #                   : 1-32
Single Player           : Player starts only
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : Designed for
Other game styles       : None
Difficulty Settings     : Not implemented


* Construction *

Base                    : New from scratch
Build Time              : Almost 1 year
Editor(s) used          : Doombuilder, XWE
May Not Run With...     : Other than ZDoom-based engines


* Copyright / Permissions *

Authors may NOT 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: www.milianmusik.de/doom
===========================================================================
Advanced engine needed  : ZDoom/ZDaemon
Primary purpose         : Deathmatch
===========================================================================
Title                   : The Nutty Wad
Filename                : nutty.zip
Release date            : 5/31/2005
Author                  : Milian & Cybershark
Email Address           : [email protected]
Other Files By Author   : MAGHQ (by Cybershark a.o.)
                          The Biovite Project,
                          The Zodiac Deathmatch (by Milian)
Misc. Author Info       : See www.milianmusik.de/doom for more information
                          about us and our projects

Description             : It all began in July 2004 after I (Milian) played
                          a really stupid map somewhere on ZDaemon.
                          I imagined a wad full of silly maps and started
                          with the work. Everything you shouldn't do in a
                          deatmatch map is done here, like maps where
                          you're unable to move or fights in super-small
                          rooms... Quite normal Doom features are carried
                          to an extreme here.
                          When I first ran this wad on ZDaemon, Cybershark
                          sent me some of his maps he wanted to test
                          online, so I added them to this wad. This was
                          the beginning of a cooperation on this wad for
                          almost one year.
                          The quality has been enhanced continuously while
                          new maps, sounds and graphics have been added and
                          people began to enjoy the wad on ZDaemon.
                          In May 2005, Nutty saw its final release with a
                          standard I never dreamed of when I first started
                          with this waste project...
                          
                          *IMPORTANT*
                          To run The Nutty Wad properly you should set the
                          DMFLAGS to
                          - enable jumping
                          - show and respawn monsters
                          - suicide on exit
                          
                          A minimum of 3 or 4 players/bots is recommended.
                          The game seems to be most fun with a number of 8
                          players, though most maps have at least 12
                          starting points.
                          
                          For more info about all maps see the
                          nutty_mapinfos.txt or visit
                          www.milianmusik.de/doom/nutty

Additional Credits to   : B.P.R.D. whose impressive nuts3.wad has been the
                          basis for the background scenery of Map 32.
===========================================================================
* What is included *

New levels              : 32
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Demos                   : No
Other files required    : We recommend sharkvox.wad as additional
                          announcement wad.


* Play Information *

Game                    : Doom 2
Map #                   : 1-32
Single Player           : Player starts only
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : Designed for
Other game styles       : None
Difficulty Settings     : Not implemented


* Construction *

Base                    : New from scratch
Build Time              : Almost 1 year
Editor(s) used          : Doombuilder, XWE
May Not Run With...     : Other than ZDoom-based engines


* Copyright / Permissions *

Authors may NOT 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: www.milianmusik.de/doom
*** Map 01 - "Box Stop":
Author: Milian
Music: (unknown)

In this ridiculous map, one of the first Nutty maps made, you are stuck in a dugout 
with a single shotgun.


*** Map 02 - "BotChaos":
Author: Cybershark
Music: Bomb The Bass - "Megablast"

This started as a box room for me to test some new textures in. I wanted some fun 
so I put a bot and a chainsaw in there. Lol, I forgot how dangerous bots are up close 
with saws! I wanted revenge so I copied the room into four interconnecting chambers 
and put in some real guns. This map is complete but i never intended to make it for 
DM play. However, I often play it with 8 or more bots just to warm up before I go 
online and I felt that it fitted in with Milian's maps here nicely.


*** Map 03 - "Octopus's Garden":
Author: Milian
Music: Zilly Mike - "Endless River"

"Octopus's Garden" is an underwater map. You're spawned on the ground of the ocean with 
a shotgun or chaingun. To reach the bigger weapons you have to swim (by pressing the 
"jump"-key) into some grottoes or try to land on the higher rocks.


*** Map 04 - "Whack A Mole":
Author: Cybershark
Music: New Order - "Blue Monday"

This is pretty much my first ever map. It uses my favourite map theme of different levels 
of visiblity. You're (almost) safe in a 'mole hole' but you need to stick your head up if 
you want to get some real kills. Maybe you can get even more if you can find the plasma 
gun...


*** Map 05 -  "La Cage aux Folles":
Author: Milian
Music: Castlevania, Grim Reaper-Level, remixed by Frostbite

This is a big circular cage. The outer areas are dark, but you'll find only shotguns and 
chainguns here. If you want to get the heavier weapons, you have to reach the center of 
the cage where you're displayed in full light.


*** Map 06 - "Decoy Ahoy!":
Author: Cybershark
Music: John Carpenter - "Halloween theme"

When is a player not a player? When it's a decoy!

Once again, i'm proud to present what I think is another deathmatch first on Nutty. 
I don't know quite where this idea came from, something about the Commander Keen monster 
appealed to me I think. I dislike using more than one or two monsters in games because of 
the lag they cause but I thought that an inactive monster like Keen should be exploited. 
Replacing the Keen sprites with the player ones was easy enough but the dehacked stuff 
necessary to make them move was all new to me so this map didn't progress far beyond a 
simple Z-shape for a long time.
Then, on one hungover day I went and expanded it into a really twisted map. It feels a lot 
bigger than I intended it to and I still get lost here but I think that's all good :>
Milian, Danhen & The Doomer all thought this map was 'pretty psycho' when they first saw 
it and they're right. Get ready to waste lots of ammo on this one...


*** Map 07 - "Trampoline":
Author: Milian
Music: ? - "Electric Disco"

This is a trampoline surrounded by a narrow solid ring. You spawn on the ring and find 
guns there. The bigger weapons are lying on the trampoline and aren't easy to get at all.
I was afraid that my last maps were a bit tame in comparison to the earlier ones. So here 
is the full nuttiness again.

Originally, the idea came from my friend who told me to make a trampoline map. I thought 
that to be impossible with Doom but Cybershark gave me a tip. So, these two 
are the authors of this - I only made a map out of their ideas... :-)


*** Map 08 - "The Vortex":
Author: Cybershark
Music: Aerosmith - "Livin' On the Edge"

The idea for this map came from a game on an old UK TV show called 'The Adventure Game'. 
Celebrities had to move over a grid that was suspended in 'outer space'. Likewise, here 
you must fight to the death on narrow walkways in a starry vacuum.
I finally got around to refining this map and it has more start points than before. 
Gameplay is just as good and tight as before though.


*** Map 09 -  "Arachnophobia":
Author: Milian
Music: A Flock of Seagulls - "I ran"

This map plays on a spider's web. It's fun with more players.
But mind the web host!


*** Map 10 - "Hand of God":
Author: Cybershark
Music: Orbital - "The Saint"

This is as nutty as anything Milian came up with. I started with the simple idea of tracing 
my hand onto a map - that was it! The real fun in this map comes from going for the heavy 
weapons. Picking up one causes you to spawn back in the centre of the palm where you can 
easily be spawnkilled or telefragged if you aren't quick. Brings a whole new meaning to 
"giving someone the middle finger"!


*** Map 11 - "Chess Doom"
Author: Milian
Music: D-Zire (D. Elfstrom) - "Arnesune"

This is a very special map. Like in chess, you have to pore over each move. But in this 
chess match, you yourself are the moving piece on the chess board.
It's important to read the signs. There are torches all over the board. If you unluckily 
step onto a square with a red torch, you're dead, checkmate.
The fields with green torches bring you to the center of the map, where the heavy weapons 
are waiting.
To go out of the center, back to the border of the map, you may use the squares with blue 
torches.


*** Map 12 - "Blockbusters"
Author: Cybershark
Music: Dick Dale & His Del-Tones - "Misirlou"

Chaingun your enemies from the safety(?) of the outer ledges or drop down into the hexagonal 
maze to get up close with the shotguns. A whole new dimension is opened up in the gameplay 
by stepping onto the pillars - will you survive long enough to get a clear shot at other 
players once the pillars start moving? And can you make it to the plasma or rocket launcher 
in one piece?


*** Map 13 - "Chainsaw Massacre"
Author: Milian
Music: Phred - "Plan 9"

Well, the title says it all. This is a Chainsaw-only map. If you're lucky, you manage to 
get one of the Berserk packs, which makes things a bit easier.
There's nothing as satisfying as a Killing Spree with fist!


*** Map 14 - "Moving Targets"
Author: Cybershark
Music: Moby - "Bodyrock"

This was a map where I wanted to go for real visual overkill. There's not an original 
Doom2 texture in it! 'Mapping on acid' somebody called it, lol.
And it certainly is overkill, it's very tricky to spot the players (instead of just 
shooting the green guy on the wall) and even harder to hit them when they're running along 
a conveyor.
I'd say it's sort of based on the shooting gallery I made for the MagHQ but that's not 
true, it just ended up looking similar. It does contain some of the textures I used 
there but then it also has a lot of new ones.
My original thought for the map was of playing on a Monopoly board with conveyors carrying 
you around but that would have been far too much flats work. Although collecting the BFG 
when you pass "GO" would have been cool :>


*** Map 15 - "Through the Looking Glass"
Author: Milian
Music: (Unknown) - "Entity"

This is a creepy old castle with confusing rooms and hallways full of mirrors.
Don't muck around at chasing your own reflections or those of your enemies...!
The idea of a mirror map came from Shark. But as he had enough to do with his other maps, 
I took care of it ;-)


*** Map 16 - "The Sands of Time"
Author: Cybershark
Music: Guns 'n' Roses - "You Could Be Mine"

Like most of my maps this one started as just a 'grain' of an idea (heh). The alpha version 
of this map was a very dark and bleak looking affair which was the way I wanted it at first 
- it was meant to be some sort of industrial tipping site.
I wasn't happy with the map as it looked though and I brainstormed for a while and thought 
about turning it into a blackhole. Then I came up with the definitive look of the map and 
turned the whole thing into a fight within an hourglass. This version of the map is 
fundamentally unchanged from the original design but now looks awesome too!


*** Map 17 - "Sewage Processing Plant"
Author: Cybershark
Music: Mad Freak/Anarchy - "3d-demo-II"

More straightforward arena combat here, fighting for your life inside a vast waste 
processing plant.
I had an idea ages ago for something like this. The original map was never more than a pipe 
pouring nukage down into a pool, lol. I wanted to use the idea in a map i was working on but 
once I had the floor plan fleshed out I realised it was enough for a map of its own.
Bots just don't want to play with the slopes and the play area is quite large but I think 
that this will work well with real players when they start fighting for the heavy weapons.
This map was sorely lacking in gameplay but I took it back to the drawing board, turned it 
inside out and it's now an awesome big gun fragfest.
Thanks to Chip for the music for this one.


*** Map 18 - "Let's Rocket"
Author: Milian
Music: Fugazi - "Waiting Room"

You're trapped in a narrow corridor with flickering light and rockets coming from 
everywhere. Hell!


*** Map 19 - "Glub!"
Author: Cybershark
Music: The Ventures - "Wipeout"

Initially similar playwise to Blockbusters but the water adds a whole extra 'depth'. Go for 
some straightforward duelling in the wide open outer area or take the fight underwater, 
down into the cramped passages of the lake for better guns. If you can make it to the map's 
centre you can get the BFG and start some power-fragging... Just don't forget to wear your 
swimsuit!
This map was inspired by Map 20 of the SURGE2 wad - still a favourite of mine.


*** Map 20 - "Stairway to Hell"
Author: Milian
Music: Theme from "Mortal Kombat"

In this map you walk on (or fall from) spiral stairs. You need very good aiming, especially 
with rockets, to hit other players rather than yourself in these narrow corridors.


*** Map 21 - "Loops of Fury"
Author: Cybershark
Music: The Chemical Brothers - "Loops of Fury"

Another great 'concept' map. I wanted to make a map based on the figure eight with 
graduations of height in. Firstly it was just steps all around then I sloped it and thought 
of having a gap in the middle to jump over but the gap was too big as the map stood. So I 
went in at the deep end and made my first attempt at using Hexen's 'bridge' feature to span 
the gap. Result!
Duelling on this structure is real tricky. Rockets are worth getting but pretty damn hard 
to use on the slopes! Just wish I could stop getting owned here...
This map contains my first custom sky which I'm very pleased with!
It was originally titled 'Pieces of Eight' but I didn't really like that title so I named 
it after the Chemical Brothers MIDI which is the soundtrack to the map. And yes, I have 
since been informed, that tune is also used in Wipeout XL.


*** Map 22 - "Pitch into the Ditch"
Author: Milian
Music: Maf - "Artichoke"

This is playing in a cottage. It's a square room with a BFG in its center. A moving trench 
is what makes things complicated.


*** Map 23 - "Schlachthaus"
Author: Cybershark
Music: Philip Glass - "Candyman (Musicbox Theme)" (sequenced by Nico)

How did this one come to be? Hmm... well after playing a Nutty game hosted by Fratley with 
SKINS.WAD on I remember thinking that the Weredragon corpse looked really cool and it gave 
me the idea for an animal enclosure so I made some cages. Solid cages. I didn't want them 
to be like the cages that Milian uses on La Cage aux Folles. And then I got stuck because 
apart from cages & corpses I really didn't know what I wanted to do with the map, lol.
Finally, a week later I knew what I wanted. Something bigger than my usual maps and not just 
a one room arena sure, but I wanted a map with real depth of play, atmosphere and where you 
had to hunt for guns instead of just spawning on them. This map pretty much has a story to 
go with it too.
Back on Earth UAC had a zoo full of some of the interesting extraterrestrials they'd picked 
up along their travels. Unfortunately, due to a wave of xenophobia amongst the human race 
after the incidents on Mars and then back home, the zoo was decommisioned and a tactical 
unit was sent in to make sure no specimens were left alive.
But did they get all of the monsters?
Some people have said it should be an SP map. I know what they mean, it's kinda like an SP 
map after the action has happened.
Oh and the name? Well after a particularly bad game I once asked Milian what the German for 
Slaughterhouse was. Learn something new every day!
Gotta give thanks to Daniel for the Weredragon corpse, the N64(?) Imp corpse & the HL_Demon 
corpse. again, these are all from his SKINS compliation WAD. if you've never played with 
SKINS you are mising out.
The other non-standard corpse in the game is the Phobetor (kinda like a Pterodactyl) and it 
comes from Milian's Biovite WAD (for ZDoom) - Thanks Mili - now go play it if you haven't 
already!
Thanks to Majinyojimbo for providing me with the music.


*** Map 24 - "Darkroom"
Author: Milian
Music: Hyo Chan - "A Walk in the Dark"

Heh, this is a gay map...
A supersmall, superdark, superhot, superintimate room with Supershotguns only. Fast and 
furious. Just shoot into the dark void. You will hit someone for sure.
I really lmao, when someone said: "The Author's Room of Brit11 seems a bit tame after this
one." If that's not a compliment...


*** Map 25 - "Pool of Blood"
Author: Cybershark
Music: Carl Gustaf Liebe - "Robocop 2003 Remake"

This originally came into being as a draft map that I sent to Julz_D for something that I 
wanted to see added to the MAGHQ. But when I had decided to take on the burden of mapping 
half of the Nutty megawad, I realised that I had a whole lot of maps still to add to draw 
level with Milian so I re-evaluated all of my old maps. This one I thought had real 
potential and I was eager to add all the textures I had created for the HQ pool area along 
with my new bridge skills.
It also contains the first MOD track i've put in a map.
I have since been told that it is a 'work of art'! Most gratifying but more importantly it 
plays pretty well too. Trying to get the BFG on this map leads to all sorts of fun  :>


*** Map 26 - "Telefragging Spree!"
Author: Milian
Music: Lizardking (G. Grefberg) - "Blind Intro"

This map is very experimental and many don't like it too much :-( 
You spawn on a platform. As soon as you move, you are teleported to another platform. Yes, 
Killing Sprees and even a Rampage are possible with telefragging only.
Additionally you get a BFG to enforce your arguments.
In case you don't like the gameplay, you may lower the sound FX, turn up the music volume 
and enjoy the atmosphere.


*** Map 27 - "Skyscraper Caper"
Author: Cybershark
Music: Van Halen - "Jump"

More Nutty nonsense on a partially constructed island city. A huge playing area means you 
get to really let rip with those heavy weapons and low gravity makes double the fun!
I started with an idea for something like a Mario/Sonic style platform game. This became a 
series of roads that are in the middle of construction. Then when I thought about adding 
some scenery, it just made sense to have tower blocks scattered around. I think it looks 
really awesome.
Milian thought it reminded him of the skyscraper map from Afterhrs and that it'd maybe 
involve playing on the roofs. It doesn't, but I'm still gonna call it my tribute to 
Earthquake's map and to that other stunning city map by Chrono in TLSD2003.
Oh, and there's a fantastic secret on this map if you can find it :>


*** Map 28 - "Wormholes"
Author: Milian
Music: Soundgarden - "Black Hole Sun"

"Sci-fi writers suggest that a conveniently-located wormhole would provide a convenient way 
to travel large distances quickly. A few even envision an exit from a wormhole in a past 
time, enabling travel back in time."
(from: www.spacetoday.org)


*** Map 29 - "Skating Corpses"
Author: Cybershark
Music: The Ventures - "Hawaii Five-O"

This map owes thanks to Milian, Mike12 and Magnetron256.
I noticed a small frozen lake in Milian's second Capricorn map on Zodiac which made the 
players slide but this was only a small feature in his map and I wanted to take it to the 
extreme! Magnetron256 came up with the title ages ago in reference to the way Zdaemon 
players look when they go 'undead' (after someone spawns on your position) and Mike12 
inspired me to create the 'cheering' audience of demons.
I originally had the spawnspots in the outer area but when I tested with bots they never 
ventured onto the rink. I was worried that this might hold true for real players so I moved 
the start points onto the main rink. Then nobody really bothered going into the outer ring 
until i put a plasma there, lol. It's a tricky one to get without skating past though!
I did want to put a MIDI of Vanilla Ice's 'Ice Ice Baby' on this map but i couldn't find 
one that sounded good. Then I thought of using Strauss's 'Blue Danube' but once again I 
could find no decent rendition of the music. The current music is excellent but perhaps a 
little short for the map I feel.


*** Map 30 - "The White Room"
Author: Milian
Music: taken from Mancubus.wad

All you can see here is White. All structures of the room, walls and stairs, are invisible. 
So, floating in white space is all this map is about.
There is a hidden gimick in this map: As soon as a player gets the BFG, a goody is spawned 
and floating through the room. Unfortunately, ZDaemon doesn't support this Hexen feature, 
so it's only visible in local games.


*** Map 31 - "Nutzi Fortress"
Author: Cybershark
Music: Klaus Doldinger - "Das Boot theme"

Players find themselves in the middle of the ocean in a deserted(?) Nazi castle. Milian & I 
came up with the idea of making maps 31 & 32 of Nutty in a 'Wolfenstyle' as a tribute to the 
similarly numbered secret maps in the original Doom2.WAD.
This meant that we got to use the often neglected Wolfenstein textures and have a lot of fun 
too.
I designed this map after Milian made a comment about my maps having a slower 'tempo'. It's 
true i guess, and my previous 'anti-arena' sentiment had led me to make a few large maps in 
succession - all of which take a while to play through.
This map is somewhere in between but should be pretty hectic. I made the castle first and 
then thought up the water feature for the centre. lol, it's ended up feeling a little like 
Doom2 Map07 i guess but that's no bad thing :>


*** Map 32 - "Return to Nuttystein"
Author: Milian
Music: Virgo - "One Morning"

This is the finish of The Nutty Wad.
The map is divided into two parts: first the game affords some coop play to kill the Lord of 
Nuttystein. When he's dead, the game will open to the second part where the fragging fun 
will start.
Aside from this, the map provides some surprises. Hopefully these will make the map an 
appropriate ending to the whole nutty fun.
This map owes special thanks to B.P.R.D., whose impressive nuts3.wad has been the basis for 
the background scenery.

Title Music: Vangelis - Chariots of Fire
Intermission Music: R-Type level 1 boss theme

<!-- For more information about The Nutty Wad and its sequel(s), please visit:
	http://www.milianmusik.de/doom 
	You're very welcome to leave your comments there.-->

Maps

MAP20

MAP20

Deathmatch Spawns
24
Co-op Spawns
1
MAP15

MAP15

Deathmatch Spawns
10
Co-op Spawns
1
MAP32

MAP32

Deathmatch Spawns
8
Co-op Spawns
1
MAP26

MAP26

Deathmatch Spawns
16
Co-op Spawns
1
MAP01

MAP01

Deathmatch Spawns
16
Co-op Spawns
1
MAP05

MAP05

Deathmatch Spawns
8
Co-op Spawns
1
MAP09

MAP09

Deathmatch Spawns
16
Co-op Spawns
2
MAP11

MAP11

Deathmatch Spawns
8
Co-op Spawns
1
MAP18

MAP18

Deathmatch Spawns
32
Co-op Spawns
1
MAP24

MAP24

Deathmatch Spawns
16
Co-op Spawns
1
MAP30

MAP30

Deathmatch Spawns
16
Co-op Spawns
1
MAP03

MAP03

Deathmatch Spawns
15
Co-op Spawns
1
MAP07

MAP07

Deathmatch Spawns
12
Co-op Spawns
1
MAP28

MAP28

Deathmatch Spawns
12
Co-op Spawns
1
MAP13

MAP13

Deathmatch Spawns
9
Co-op Spawns
1
MAP27

MAP27

Deathmatch Spawns
12
Co-op Spawns
1
MAP17

MAP17

Deathmatch Spawns
14
Co-op Spawns
1
MAP02

MAP02

Deathmatch Spawns
8
Co-op Spawns
1
MAP04

MAP04

Deathmatch Spawns
9
Co-op Spawns
2
MAP06

MAP06

Deathmatch Spawns
8
Co-op Spawns
1
MAP10

MAP10

Deathmatch Spawns
8
Co-op Spawns
1
MAP08

MAP08

Deathmatch Spawns
9
Co-op Spawns
4
MAP16

MAP16

Deathmatch Spawns
8
Co-op Spawns
1
MAP12

MAP12

Deathmatch Spawns
8
Co-op Spawns
1
MAP19

MAP19

Deathmatch Spawns
5
Co-op Spawns
4
MAP23

MAP23

Deathmatch Spawns
8
Co-op Spawns
1
MAP29

MAP29

Deathmatch Spawns
10
Co-op Spawns
1
MAP31

MAP31

Deathmatch Spawns
9
Co-op Spawns
1
MAP21

MAP21

Deathmatch Spawns
6
Co-op Spawns
1
MAP22

MAP22

Deathmatch Spawns
12
Co-op Spawns
5
MAP25

MAP25

Deathmatch Spawns
6
Co-op Spawns
1
MAP14

MAP14

Deathmatch Spawns
8
Co-op Spawns
1

Graphics