djg21-1a.wad

djg21-1a.wad

djg21-1a.wad (Doom) is a PWAD featuring 1 map (E2M1)

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

-------------------------------------------------------------------

Maps

E2M1

E2M1

Deathmatch Spawns
5
Co-op Spawns
1