djg21-1a.wad
Filenames
djg21-1a.wad, DJG21_1A.ZIP
Size
73.02 KB
MD5
900d44c6757c76f5859b977eaa52f247
SHA-1
fe9d951c1cb781ba0b2df6965071ffe377688eb1
SHA-256
da83fcdcb294438e2d123f9c33c73db57446efbb91c6af3e0fc12ccb40475064
WAD Type
PWAD
IWAD
Doom
Engines
Doom
Lumps
11
Maps
E2M1
Read Me
DJG21-1A.WAD external .PWAD for DOOM registered Episode 2, Level 1 revision "A" for DeathMatch! use: DOOM -file DJG21-1A.WAD internet:[email protected] March 27, 1994 ------------------------------------------------------------------- Hello all DOOM fanatics! This is an external WAD for use with DOOM registered versions. Reason being, ID software does not want the shareware version altered. Since They gave us the best game ever created in the history of Earth, I'm more than happy to abide by their wishes. 'Nuff about that. My intentions for this .PWAD effort was to create a very playable DeathMatch scenario. However, revision "A" of this level is NOT suited for single player. I have tested it and find it highly unlikely that the average player will survive. I will adjust the weaponry/enemies/bonuses at a future date. Anyway... There are a few key points that I've noticed make up a good DeathMatch level. They include: * RELATIVELY SMALL PLAYING AREA When playing a friend in the first episode, we had a real blast on the first level. However, while progessing through the game, the levels got larger and thus made confrontations less frequent. As a result, the fun factor was reduced quite a bit. * QUICK/EASY ACCESS TO MOST/ALL POINTS IN AREA Being able to get from point A to point B without many obstacles made for many intetesting surprise attacks! This compliments the SOUND factor which will be next. * RECOGNIZABLE SOUNDS TO LOCATIONS Being able to recognize a distinct sound and thus immediately know where the opponent is located. This in turn allows for great surprise/ambush attacks. Being able to get from one point on the map to another quickly (as per above) improves this factor. * "GATHERING POINT" There is a lot of fun in having a particular location on the map having a higher percentage chance of having a player located there at any given moment. This is typically aided in having some obstacle that slows down the player but yields great rewards. Generally having a large lift or a door that opens access to a major weapon(s) is a good scenario. This basically encourages players to go to that point to stock up in weaponary. Because of this, surprise/ambush attacks are possible AND there is a less likely chance of players just wandering around aimlessly. * EQUAL WEAPON DISTRIBUTION Weapons should be placed stategically on the map. The key point is to force players to travel the entire map in order to gain weapons. But not to the point where it destroys the "GATHERING POINT" factor. Typically having less desirable weapons located on less traveled parts of the map will eventually cause surprise encounters. When a player is low on weaponary, he is forced to go for the secondary weapons. * GUARDIANS/TRICKS Usually, it is a good idea to place the more powerful weapons (BFG9000/Rocket Launger and _especially_ the Plasma Rifle) in a position that makes acquisition difficult. One can place monsters or higher powered demons in the way, but eventually they will be slain and won't prove an obstacle ultimately. This is when creating switches, doors, and lifts can present some form of difficulty in obtaining the weapon. If anything, this will slow the player down and, ideally, will clue in the opponent as to what is going on. Many thanks go to Raphael Quinet for his DEU editor. Raphael, you have created the best editor hands down and I look forward to future versions! For this .PWAD, I used primarily DEU version 4.3 and finished the last 1% (by correcting some bugs that 4.3 issued) with version 5.0 beta 4. Happy hunting! Any comments and suggestions for alterations and improvements would be appreciated! I thank you much. -DjG -------------------------------------------------------------------
DJG21-1A.WAD external .PWAD for DOOM registered Episode 2, Level 1 revision "A" for DeathMatch! use: DOOM -file DJG21-1A.WAD internet:[email protected] March 27, 1994 ------------------------------------------------------------------- Hello all DOOM fanatics! This is an external WAD for use with DOOM registered versions. Reason being, ID software does not want the shareware version altered. Since They gave us the best game ever created in the history of Earth, I'm more than happy to abide by their wishes. 'Nuff about that. My intentions for this .PWAD effort was to create a very playable DeathMatch scenario. However, revision "A" of this level is NOT suited for single player. I have tested it and find it highly unlikely that the average player will survive. I will adjust the weaponry/enemies/bonuses at a future date. Anyway... There are a few key points that I've noticed make up a good DeathMatch level. They include: * RELATIVELY SMALL PLAYING AREA When playing a friend in the first episode, we had a real blast on the first level. However, while progessing through the game, the levels got larger and thus made confrontations less frequent. As a result, the fun factor was reduced quite a bit. * QUICK/EASY ACCESS TO MOST/ALL POINTS IN AREA Being able to get from point A to point B without many obstacles made for many intetesting surprise attacks! This compliments the SOUND factor which will be next. * RECOGNIZABLE SOUNDS TO LOCATIONS Being able to recognize a distinct sound and thus immediately know where the opponent is located. This in turn allows for great surprise/ambush attacks. Being able to get from one point on the map to another quickly (as per above) improves this factor. * "GATHERING POINT" There is a lot of fun in having a particular location on the map having a higher percentage chance of having a player located there at any given moment. This is typically aided in having some obstacle that slows down the player but yields great rewards. Generally having a large lift or a door that opens access to a major weapon(s) is a good scenario. This basically encourages players to go to that point to stock up in weaponary. Because of this, surprise/ambush attacks are possible AND there is a less likely chance of players just wandering around aimlessly. * EQUAL WEAPON DISTRIBUTION Weapons should be placed stategically on the map. The key point is to force players to travel the entire map in order to gain weapons. But not to the point where it destroys the "GATHERING POINT" factor. Typically having less desirable weapons located on less traveled parts of the map will eventually cause surprise encounters. When a player is low on weaponary, he is forced to go for the secondary weapons. * GUARDIANS/TRICKS Usually, it is a good idea to place the more powerful weapons (BFG9000/Rocket Launger and _especially_ the Plasma Rifle) in a position that makes acquisition difficult. One can place monsters or higher powered demons in the way, but eventually they will be slain and won't prove an obstacle ultimately. This is when creating switches, doors, and lifts can present some form of difficulty in obtaining the weapon. If anything, this will slow the player down and, ideally, will clue in the opponent as to what is going on. Many thanks go to Raphael Quinet for his DEU editor. Raphael, you have created the best editor hands down and I look forward to future versions! For this .PWAD, I used primarily DEU version 4.3 and finished the last 1% (by correcting some bugs that 4.3 issued) with version 5.0 beta 4. Happy hunting! Any comments and suggestions for alterations and improvements would be appreciated! I thank you much. -DjG -------------------------------------------------------------------