Zulu
Filenames
zulu.wad
Size
93.78 KB
MD5
7250f3241453f74d0062bec95d3e85a9
SHA-1
ff6e52ac10542f9ee2f6e32580f4fbbba4fecb69
SHA-256
bd4ca692026a06dde61cdb0acba30353c96cda73d27f63cc6eb93d072c5627aa
WAD Type
PWAD
IWAD
Doom II
Engines
Doom II
Lumps
11
Maps
MAP01
Download
Read Me
DOOM 2 DEATHMATCH - NO MONSTERS! ================================================================ Title : Zulu Why : 'Cause we like it! Filename : ZULU.WAD Authors : Asmo and Rockt Testing : Troy, Major, Nitemare Judoka for testing, improved weapons layout and for ZULU, the name. ================================================================ DESCRIPTION Imagine yourself a lone defender of your castle. You have all the weapons and a few tricks up your sleeve. But the problem is you have some mean mothers that don't like you too much. They're coming in with super shotguns and they want your blood and your home. Your job: DEFEND 'TIL THE END!! All players start in the same place to choose weapons. Usually the defender(s) get all and invader(s) get super shotguns, but you can make your own rules. When weapons are chosen, defender(s) teleports to castle, closes the teleport with the switch on the right-hand end wall (facing outside), and starts the war (just start firing, the invaders will get the hint). The object is for the invader(s) to cross the pit, take over the castle, and kill the defender(s). The defender(s) gets all his goodies from the first room and closes the door with a switch on the wall. This way the invader(s) can't get his toys. There is also another room midway next to a teleport (flip the switch when you want to hide it from invaders) and a one-time lift in the room with the 'NO BONUSES' trap (step off the edge toward the trap and you'll see) where defender can get more cell ammo and bonuses. Each time the invader(s) find a Blue Skull Switch they should flip it. This will open a teleport outside at the starting point that will teleport them back to that spot (identifiable by the same texture as the area with the switch). This makes the game go faster and is very useful since invaders can expect to get fragged a lot. When the invaders get to the final room, they must kill the defender(s) and hit the crazy Green-Eyed Skull Switch inside the bunker, on the metal structure. This opens the door to the hallway near the EXIT sign (don't hit Eye Switch unless you want to end the level!). Once you walk through, the defender bonus areas are opened and invader teleports are closed, and you can start again with a new defender. Remember, don't walk through until the defender is killed or else you will have to go through all over again if you get killed! ============================================================== HINTS: Look over the map and find all the rooms. There aren't many puzzles or secrets, just a castle that you need to be familiar with to really wh00p people. If this were a monster level, you'd have to find out the secrets on your own, but since the idea here is to utilize the level for DeathMatch, it's only fair that everyone is made aware as much as possible of what is available--unless you want a good laugh at the 'NO BONUSES' trap! Use the teleports as much as you can, especially if you are the defender. ============================================================== TRAPS: There are no real tricks, just common sense dangers and a few one-sided 'hologram' walls. The inside 'Poison' teleport will put you outside on the teleport to go back to the front; make sure if you use this you have hit the Blue Skull Switch by the pit to open that teleport up, or you will be trapped and DIE! This inside teleport is so that invaders can go back out and get more ammo; some health can be lost if you linger but that's the price to pay for having this luxury (and so no one will get trapped and have to call for help, which is more humiliating!) The 'NO BONUSES' trap (circle w/slash) is important because the invader can get bonuses for the final battle in the last room. The danger is that the defender can hurt you if you risk getting in it. You can still get the stuff on it, of course, if you're careful. If you do get stuck on it, the secret is on the 10th pole: Strafe LEFT to get off Strafe RIGHT to find the Secret Teleport for a Mega Sphere Run back, teleport, forward, teleport, and go get the defender! (you'll see how it works when you try it). Remeber, you're like a sitting duck for whoever comes along, and you'll slowly lose health until the last pole, so get on and get off! Using the Mega Sphere option renders this trap deadly for the rest of the round--that is, until you hit the Green-Eyed Skull Switch and exit back out to start--so don't get on the trap again, or you will likely DIE! If the 10th pole is at the ceiling, forget it! Someone else as already tried to get the Mega Sphere. It's best to have a front man using this to lead the charge into the bunker. After that, it's gone until the next round! ============================================================== FINALLY: Don't worry if it all sounds complicated, it's not; it's just a DeathMatch that requires a little teamwork and quick-thinking. Just play it a few times and you'll have a blast! GOOD LUCK! ============================================================== * Play Information * Map Number : MAP01 Single Player : No Cooperative 2-4 Player : No Deathmatch 2-4 Player : Yes Difficulty Settings : Not implemented New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : Made from scratch. Editor(s) used : WinDEU 5.23 by Renaud Paquay Known Bugs : If we knew about'em dontcha think we'd fix'em? * Copyright / Permissions * Authors MAY use this level as a base to build additional levels, but to avoid confusion... 1. Don't distribute your new wad with the same name as this. 2. Don't distribute this wad, with our names on it, unless both the wad AND text file are unaltered and intact. 3. Please give a little credit where it's due :]