Judas (DOOM ][ Deathmatch)
Judas22.wad is a fast-paced DEATHTAG level designed for play using ORIGINAL (v1.0) Deathmatch Rules.
Filenames
judas22.wad, JUDAS22.WAD, judas22.zip
Size
296.64 KB
MD5
ccf9c7be11e5f3859a2cecaa5b02b4a8
SHA-1
cb21e04b0ef38c86747b182637a024082f2bd88b
SHA-256
d18498b83065a706caf1ff637fe4bbf19ffb4917671201ab2a49680ede62bc98
WAD Type
PWAD
IWAD
Unknown
Engines
Unknown
Lumps
13
Maps
MAP01
Download
Read Me
============================================================================= Title : Judas (DOOM ][ Deathmatch) Filename : judas22.wad (BE SURE TO READ *SCORING* BELOW) Author : brian vannatta (Stragenl on IRC) Email Address : [email protected] Misc. Author Info : Co-author of igor9.wad, danzig1.wad, and danzig2.wad; author of judas21.wad. Molson Canadian is quite a beer. Description : Judas22.wad is a fast-paced DEATHTAG level designed for play using ORIGINAL (v1.0) Deathmatch Rules. Additional Credits to : Brandon Weldon ([email protected]) - Brandon put a lot of GREAT ideas into this pwad - I'd almost have to say he's kinda cool. ;) Gideon ([email protected]) Steve Grecni - Steve put some ideas and a LOT of play- testing into this level! Much thanks to him - be sure to check out his GIDEON*.WAD series for DOOM ][ Deathmatch. Aikman ([email protected]) & Talon ([email protected]) - The two guys who developed the original DeathTag concept (upon which this pwad is based). Cool concept - much thanks! Check out U_DTAG.WAD for more details on the original DeathTag style of deathmatch. Deth ([email protected]) - The creator & maintainer of the MOST excellent Scott's DOOM Pages - http://www.webcom.com/~deth. Scott and his group put much playtesting and some fine ideas into this pwad. Thanks to him not only for the playtesting, but also for his DOOM Pages! Don't miss COMPDETH.WAD, a concatenation of five of his DOOM ][ Deathmatch pwads. Dweller in the Cellar ([email protected]) - Much thanks to The Dweller and his group for playtesting and feedback. Be sure to check out his DWELLER*.WAD Series for DOOM ][ Deathmatch - DWELLR14.WAD and DWELLR15.WAD are in the making! Evil Genius ([email protected]) - The DEUTEX God! Much thanks to him for taking the time to explain many of the little details of DEUTEX. Without the help of Evil Genius, the SKY2 flat in Judas22 would not have been possible. Be sure to check out his pwads for DOOM ][ Deathmatch, including RADIUS1.WAD and THE_EGG.WAD. Krusty ([email protected]) Mike Marcotte - Thanks to Mike and his group (Chris Snyder, Tim McSherry, and Andy) for playtesting, feedback, and some GREAT LMPs to illustrate his critique. Rajun Cajun ([email protected]) - Thanks for playtesting! Visit Rajun Cajun's Web Page in Hawaii - (http://www.lava.net/~cajun) - and check out his DOOM ][ Deathmatch pwads! id Software - The MASTERS... ============================================================================= * Play Information * Map # : Map01 (for DeathTag reasons) Single Player : No Cooperative 2-4 Player : No Deathmatch 2-4 Player : No DeathTag 4 Player : YES (SEE *GAME PLAY* BELOW!) Difficulty Settings : Implemented for various modes of play (SEE BELOW!) New Sounds : No New Graphics : DOOM2 SKY2 (cityscape) replaces SKY1 on Map01 New Music : No Demos Replaced : None * Construction * Base : new level from scratch, based upon the DeathTag concept as developed by Aikman & Talon Editor(s) used : DETH v2.666, WARM v1.4, DEUTEX v3.6 Known Bugs : please report any to [email protected] * Copyright / Permissions * Authors MAY NOT use this level as a base to build additional levels, concatenations, or otherwise. You MAY distribute this PWAD, 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. * Where to get this PWAD * FTP sites: wcarchive.cdrom.com * A Few Things... * Judas22 is my first attempt at a DeathTag level. While this is the sort of concept I was considering for Danzig2 Map20, I ultimately rejected it because I thought it would be impractical. Obviously Aikman & Talon have proven that this is NOT an impractical concept, as the success of their U_DTAG.WAD illustrates. Much credit goes to them for taking the first steps in authoring this type of pwad. NOTE: I've written this text file with the assumption that you understand the concept of DeathTag. Please acquire the file U_DTAG.ZIP (which includes a detailed explanation of the original DeathTag rules) for more information. * Game Play * After much review of U_DTAG.WAD, I decided that I would not exactly follow the original DeathTag concept for one reason: altdeath. I am a regular practitioner of Original Deathmatch Rules and therefore could most decidedly NOT author judas22 with altdeath in mind. What about the problem of the radsuit not respawning? Well, I didn't use the radsuit/lavalake concept - I came up with something new (and completely compatible with Old Deathmatch Rules) and fairly simple. I've devised the "scoring ladder" - a series of lifts that a player must ascend in order to score. You'll see in the pwad exactly what I'm talking about. Judas22 is basically comprised of two identical (mirror-image) "forts" and a neutral playing area situated between these forts. Players work in teams (see *TEAMS* below) to score a total of five points (see *SCORING* directly below). After scoring these five preliminary points, a team will have access to the FLAG and therefore be able to win the match. * SCORING - READ THIS SECTION IF YOU READ NO OTHER! * In essence, one player (let's call him player #1) must invade the enemy fort and flip a switch (as in U_DTAG.WAD) to lower bars back in the home fort. The second player (player #2) is then able to pass through these bars and has access to a teleporter. BEFORE entering the teleporter, player #2 MUST flip the switch on the wall (directly before the teleporter) to lower the first lift on the scoring ladder. Player #2 may then pass through the teleporter and should step forward to board the awaiting lift. As player #2 ascends each lift, the next highest lift will lower until he reaches the top of the scoring ladder. Player #2 should then drop down into the scoring area. In the scoring area, a player will have access to a scoring switch and, after five points, the FLAG switch. Colored "point markers" (skull posts) are visible throughout the level to indicate score: one skull = one point Once the preliminary five points have been scored, a player will be denied further access to the scoring switch and MUST HIT THE FLAG SWITCH TO WIN THE MATCH. Colored panels will then be revealed throughout the level to indicate which team has won, and an exit door corresponding to the winning team's color will also open. Note that a match can only be played to six points, and sometimes only one match may not be adequate. In such a case, I would recommend playing an entire game in SETS OF MATCHES: Best of three games = 2/3 Best of five games = 3/5 Best of seven games = 4/7 Best of nine games = 5/9 etc. * 4-4 Tie * In the event that both teams simultaneously reach a score of four points, a powerful weapon will become available (but ONLY while BOTH teams have four points). In the building across from the scoring ladders rests either a plasma rifle (SKILL 1/2/3), or a BFG9000 (SKILL 4/5). Again, ONLY during that time in which BOTH teams have four points will this weapon become available to "spice things up." Note that players must enter the "Big Weapon" building from inside a fort via teleporter. This same teleporter can also provide a fairly quick, if indirect, route to the scoring ladders in case a player needs to cover his partner... * Teams * Generally, players divide into teams according to color: Green & Indigo = BLUE Team Brown & Red = RED Team However, players may choose teams in any manner they wish as long as TWO teams are formed. Obviously team play is necessary in order for players to score. One player must flip the proper switch in the enemy fort so that his teammate may gain access to the scoring ladder. However, you'll note that a player ascending the scoring ladder is completely exposed to enemy fire for a considerable amount of time. Thus, it is almost imperative that while one player is ascending the ladder, his partner PROTECT him until he reaches the safety of the scoring area. A good team will learn and devise the best strategies necessary for accomplishing this task. Communicate! Fast & accurate communication between teammates is essential. I recommend programming a few macros: 1) I'll take the switch. 2) I'll take the bars. 3) Hit the switch!! 4) I'm at the bars... 5) COVER MY ASS! 6) Hit the damn switch! 7) Where the hell are you?! 8) Shit. 9) Let's switch tasks. 10) I hate DeathTag! * Difficulty Settings * - Skill 1/2: Includes shotguns, chainguns, rocket launchers; plasma rifle is available ONLY when score is tied 4-4. - Skill 3: Includes shotguns, supershotguns, chainguns, rocket launchers; plasma rifle is available ONLY when score is tied 4-4. - Skill 4/5: Includes shotguns, supershotguns, chainguns, rocket launchers, plasma rifles; BFG9000 is available ONLY when score is tied 4-4. * "It's too hard to score!" * Nah, you just need practice. ;) I hope you enjoy Judas22 - please send me LMPs, as they're a blast to watch! Kind of like DOOM ESPN...
============================================================================= Title : Judas (DOOM ][ Deathmatch) Filename : judas22.wad (BE SURE TO READ *SCORING* BELOW) Author : brian vannatta (Stragenl on IRC) Email Address : [email protected] Misc. Author Info : Co-author of igor9.wad, danzig1.wad, and danzig2.wad; author of judas21.wad. Molson Canadian is quite a beer. Description : Judas22.wad is a fast-paced DEATHTAG level designed for play using ORIGINAL (v1.0) Deathmatch Rules. Additional Credits to : Brandon Weldon ([email protected]) - Brandon put a lot of GREAT ideas into this pwad - I'd almost have to say he's kinda cool. ;) Gideon ([email protected]) Steve Grecni - Steve put some ideas and a LOT of play- testing into this level! Much thanks to him - be sure to check out his GIDEON*.WAD series for DOOM ][ Deathmatch. Aikman ([email protected]) & Talon ([email protected]) - The two guys who developed the original DeathTag concept (upon which this pwad is based). Cool concept - much thanks! Check out U_DTAG.WAD for more details on the original DeathTag style of deathmatch. Deth ([email protected]) - The creator & maintainer of the MOST excellent Scott's DOOM Pages - http://www.webcom.com/~deth. Scott and his group put much playtesting and some fine ideas into this pwad. Thanks to him not only for the playtesting, but also for his DOOM Pages! Don't miss COMPDETH.WAD, a concatenation of five of his DOOM ][ Deathmatch pwads. Dweller in the Cellar ([email protected]) - Much thanks to The Dweller and his group for playtesting and feedback. Be sure to check out his DWELLER*.WAD Series for DOOM ][ Deathmatch - DWELLR14.WAD and DWELLR15.WAD are in the making! Evil Genius ([email protected]) - The DEUTEX God! Much thanks to him for taking the time to explain many of the little details of DEUTEX. Without the help of Evil Genius, the SKY2 flat in Judas22 would not have been possible. Be sure to check out his pwads for DOOM ][ Deathmatch, including RADIUS1.WAD and THE_EGG.WAD. Krusty ([email protected]) Mike Marcotte - Thanks to Mike and his group (Chris Snyder, Tim McSherry, and Andy) for playtesting, feedback, and some GREAT LMPs to illustrate his critique. Rajun Cajun ([email protected]) - Thanks for playtesting! Visit Rajun Cajun's Web Page in Hawaii - (http://www.lava.net/~cajun) - and check out his DOOM ][ Deathmatch pwads! id Software - The MASTERS... ============================================================================= * Play Information * Map # : Map01 (for DeathTag reasons) Single Player : No Cooperative 2-4 Player : No Deathmatch 2-4 Player : No DeathTag 4 Player : YES (SEE *GAME PLAY* BELOW!) Difficulty Settings : Implemented for various modes of play (SEE BELOW!) New Sounds : No New Graphics : DOOM2 SKY2 (cityscape) replaces SKY1 on Map01 New Music : No Demos Replaced : None * Construction * Base : new level from scratch, based upon the DeathTag concept as developed by Aikman & Talon Editor(s) used : DETH v2.666, WARM v1.4, DEUTEX v3.6 Known Bugs : please report any to [email protected] * Copyright / Permissions * Authors MAY NOT use this level as a base to build additional levels, concatenations, or otherwise. You MAY distribute this PWAD, 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. * Where to get this PWAD * FTP sites: wcarchive.cdrom.com * A Few Things... * Judas22 is my first attempt at a DeathTag level. While this is the sort of concept I was considering for Danzig2 Map20, I ultimately rejected it because I thought it would be impractical. Obviously Aikman & Talon have proven that this is NOT an impractical concept, as the success of their U_DTAG.WAD illustrates. Much credit goes to them for taking the first steps in authoring this type of pwad. NOTE: I've written this text file with the assumption that you understand the concept of DeathTag. Please acquire the file U_DTAG.ZIP (which includes a detailed explanation of the original DeathTag rules) for more information. * Game Play * After much review of U_DTAG.WAD, I decided that I would not exactly follow the original DeathTag concept for one reason: altdeath. I am a regular practitioner of Original Deathmatch Rules and therefore could most decidedly NOT author judas22 with altdeath in mind. What about the problem of the radsuit not respawning? Well, I didn't use the radsuit/lavalake concept - I came up with something new (and completely compatible with Old Deathmatch Rules) and fairly simple. I've devised the "scoring ladder" - a series of lifts that a player must ascend in order to score. You'll see in the pwad exactly what I'm talking about. Judas22 is basically comprised of two identical (mirror-image) "forts" and a neutral playing area situated between these forts. Players work in teams (see *TEAMS* below) to score a total of five points (see *SCORING* directly below). After scoring these five preliminary points, a team will have access to the FLAG and therefore be able to win the match. * SCORING - READ THIS SECTION IF YOU READ NO OTHER! * In essence, one player (let's call him player #1) must invade the enemy fort and flip a switch (as in U_DTAG.WAD) to lower bars back in the home fort. The second player (player #2) is then able to pass through these bars and has access to a teleporter. BEFORE entering the teleporter, player #2 MUST flip the switch on the wall (directly before the teleporter) to lower the first lift on the scoring ladder. Player #2 may then pass through the teleporter and should step forward to board the awaiting lift. As player #2 ascends each lift, the next highest lift will lower until he reaches the top of the scoring ladder. Player #2 should then drop down into the scoring area. In the scoring area, a player will have access to a scoring switch and, after five points, the FLAG switch. Colored "point markers" (skull posts) are visible throughout the level to indicate score: one skull = one point Once the preliminary five points have been scored, a player will be denied further access to the scoring switch and MUST HIT THE FLAG SWITCH TO WIN THE MATCH. Colored panels will then be revealed throughout the level to indicate which team has won, and an exit door corresponding to the winning team's color will also open. Note that a match can only be played to six points, and sometimes only one match may not be adequate. In such a case, I would recommend playing an entire game in SETS OF MATCHES: Best of three games = 2/3 Best of five games = 3/5 Best of seven games = 4/7 Best of nine games = 5/9 etc. * 4-4 Tie * In the event that both teams simultaneously reach a score of four points, a powerful weapon will become available (but ONLY while BOTH teams have four points). In the building across from the scoring ladders rests either a plasma rifle (SKILL 1/2/3), or a BFG9000 (SKILL 4/5). Again, ONLY during that time in which BOTH teams have four points will this weapon become available to "spice things up." Note that players must enter the "Big Weapon" building from inside a fort via teleporter. This same teleporter can also provide a fairly quick, if indirect, route to the scoring ladders in case a player needs to cover his partner... * Teams * Generally, players divide into teams according to color: Green & Indigo = BLUE Team Brown & Red = RED Team However, players may choose teams in any manner they wish as long as TWO teams are formed. Obviously team play is necessary in order for players to score. One player must flip the proper switch in the enemy fort so that his teammate may gain access to the scoring ladder. However, you'll note that a player ascending the scoring ladder is completely exposed to enemy fire for a considerable amount of time. Thus, it is almost imperative that while one player is ascending the ladder, his partner PROTECT him until he reaches the safety of the scoring area. A good team will learn and devise the best strategies necessary for accomplishing this task. Communicate! Fast & accurate communication between teammates is essential. I recommend programming a few macros: 1) I'll take the switch. 2) I'll take the bars. 3) Hit the switch!! 4) I'm at the bars... 5) COVER MY ASS! 6) Hit the damn switch! 7) Where the hell are you?! 8) Shit. 9) Let's switch tasks. 10) I hate DeathTag! * Difficulty Settings * - Skill 1/2: Includes shotguns, chainguns, rocket launchers; plasma rifle is available ONLY when score is tied 4-4. - Skill 3: Includes shotguns, supershotguns, chainguns, rocket launchers; plasma rifle is available ONLY when score is tied 4-4. - Skill 4/5: Includes shotguns, supershotguns, chainguns, rocket launchers, plasma rifles; BFG9000 is available ONLY when score is tied 4-4. * "It's too hard to score!" * Nah, you just need practice. ;) I hope you enjoy Judas22 - please send me LMPs, as they're a blast to watch! Kind of like DOOM ESPN...