Title: Control #1
Filename: levels/doom2/deathmatch/a-c/control1.zip
Size: 31.43 KB
Date: 01/26/97
Author: Ben Turner
Description: This is my first WAD designed specifically for DM. The reason it's called control is because in this level, you have several ways to "control" the other player, or know where they are. ___ / \ _____ \ N / _____ | | | | | | | |s | | | | | |s__| |___| | | W B B E | | B_________B | | | s| | | | s| | |_____| |_____|

There are two main rooms (W and E on the ascii), each having two switches in them ("s"). There is a small, blue light between each room's switches. We'll get to the signifigance of this in a moment. Connecting the two main rooms is a hallway. A hallway leading off of the connecting hallway takes the player to the best weapon (N) in the level. However, both ends of the connecting hallway have bars (B) that anyone in either of the main rooms can control, via the two switches. If the other player dashes in to get the goodies, you have simply to throw a certain switch, and the evil, greedy person is trapped in the center. How are you to know when they're going for the items? There are three ways:

1. ESP 2. You're a good player and pay attention 3. You notice that the small blue light is blinking.

Yes, the small blue light blinks rapidly whenever someone is going for the weapons. Furthermore, if it stops blinking and is bright, they are inside the weapon room. If it stops dark, they're back out in the interconnecting hallway (and probably headed right for you with their new found arsenal). Anyway, say you have them trapped in the hallway. Now you have three choices:

1. Set them free. 2. Shoot them through the windows/bars. ***3. Taunt them until they commit suicide.***

I think the answer's obvious. >:) The other way you can control the other player is through operating (more specifically, closing) the large doors to the outside in the west and east. Once again, the doors are controlled by sets of two switches, one to open and the other to close. The trick here is that in order to open, say, the east door, the player has to run westward through the connecting hallway in order to get to the switches that control the east door. Then, they have to run back through the hallway AGAIN to get back to the eastern door. I don't think you need to be told that this is the perfect opportunity to play jail. ;) (Even if you aren't able to trap them as they run back to the now open door, you can easily close the door again with the flick of a switch. In essence, the other player is trapped. He has to brave the hallway and, if he makes it, face you, or die of boredom just sitting around. For you, it's a win-win situation.)
Credits: My good friend Sam Rensimer for being a gracious opponent ;) The author of SPCHAUNT.WAD for the sky texture Tim Ash ("Timinator") for the indicator light idea
Base: New level from scratch
Build time: 8/9/96 6:00 PM EST - 8:00 AM 8/10/96 Damn I'm tired
Editor(s) used: DCK v2.2 NWT v1.2 DEEPBSP v4.0
Bugs: None
Rating: (1 vote)
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Reviews:
Doomkid
This is a cool idea, it would be nice to see how a DM plays out here.x

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