THE FRAG FOR YOU EXPERIENCE ================================================================ Title : The Frag For You Experience Wads : frag4uex.wad Author : Jerel Dye (a.k.a Inspector 24) E-mail Address : 76061,1430@compuserve.com Misc. Author Info : Most of the deathmatch wads we run into now a days are something like Deathmatch environments, not to say that these are bad certainly many of them are very good. But they tend to lack a certain element of realism. A realism that the original Doom levels had. So I find it more enjoyable to actually feel like your in a real place while your fragging the shit out of your best friend, that's why I created the frag-4u levels. The most real and exciting levels you can find. I live in Bridgewater MA if you want to play me drop me a line. (508) area code Description : Eight of the best Deathmatch levels out there. Level 1: The processor This was my first creation in the series and you can tell. Its mostly symmetrical and in the original you kept going round and round in the circle. In This redubbed version, the general circular shape still exists, but with a few well placed teleporters the dizzying washer dryer feel was eliminated making this a fast paced intro to the series. Level 2: The Courtyard This one was actually completed after level three. It took a while to get the bridge in the middle of the courtyard to work right, especially because I'd never tried any real complex tagging before. But the bridge I feel adds a lot to the action. This one is generally pretty simple. Although there is plenty of good traps and hunting going on, it still could have used a few more options to get around on. The Exit On this level is co-op (hit the switch over on the left the level on the catwalk. The thin doors will open) Level 3: The Aquaduct This was a great Idea i had which didn't really work the way I had planned. I hoped there would be more frags across the water way but as it turned out, the thin hallways made for the majority of the frags. Although this level isn't all that fast, it is very very frightening The usage of lights and darks make for a lot of silhouettes and surprise kills. co-op exit. Level 4: Area 101 As you might know this level was not included in the original uploading of the series. It was conduit before. It was designed like a human heart. I had hopes of it being really scary, but unfortunately it was just slow, and the kills went too quickly. However this level (Area 101) came out of that failure and blew it away. As well as some of the other levels. This is my latest and you can tell that I'm getting better at them. The gameplay was the most important thing when I designed it. However in the middle of designing I had taken a long break from it and lost the sheet of graph paper that I had for it. The whole back room and mining facility on this one I did with no map reference, and it changed much due to this. For the better I hoped. There was to be a large central room originally with a huge pit in the middle and an Island in the middle of that where the BFG would sit. I had some Idea's for some tagging and what not for it but that all changed when I playtested the original version. I cut the project short and it turned out great. Level 5: The Warehouse Much to your knowledge this is actually a very old wad of mine. This was my first Doom2 wad and my second deathmatch. I am really surprised that I could ever build anything that good back then. Of course then I didn't know a lot about texture alignment and by looking around the level you can tell. But the crates and things look fine, nothing wrong there and that's what counts. All in all this is one of my better levels and a good addition to the wad. Co-op exit....if you run you can make it. Level 6: Pipe Hell This one was hell to build. It took me forever, but it was worth it, and although it is rather large this does nothing to the gameplay. Well placed elevators and teleporters will always give you a clue to where your opponent is by the sounds. There are lots of traps to be laid because of this, but camping remains to be difficult. This one had over 200 downloads in its original upload, and is by far my best level. I've played it 32 times with my friends. This one has a Co-op exit....but you can do it if you run. Level 7: Simply Dead Because this was the last on, I wanted something simple and very fast This was the result. Roughly based on the original level 7 in Doom2 This is a round about, up and down fragfest. I built this one without any pre-drawn map as well. The exit on this one will bring you back to level one unless you find the secret. One of the supports on the opposite end of the level from the exit door is thinner than the rest. It's actually a thin door, Pressing on it will reveal a little blue skull shoot this and the exit switch back through the exit door will open as a door itself. Revealing another skull which will take you to PieCrust. Level 8: Piecrust This is the secret level. I learned while trying to set the exits on level seven that if you put a secret door on any level but 15 it will take you back to level 1. So I had to fiddle a bit with exits. I figured out how to do it the way I wanted. This level was originally a joke. One day I was out with my friends and we stopped by a convenience store on our way to a party. We wanted to bring some food to the party so we tried to figure out the most useless thing to bring. A piecrust was the key (which actually turns out to be quite tasty with a little chocolate syrup) we took it, and joked about it and somebody said "hey Jerel you should make a doom level out of this" I am known to always be getting doom level idea's at the oddest times and voicing them. So what did I do after hearing this...... I made the level! (oh, the switch behind you when you enter is the exit Don't hit it unless your ready to leave.) Additional Credits to : Derek 'Chops' Hambly, and Jeff Samuels for playtesting and making demo's : GamerX for that cool rocket launcher sound, and playtesting although we never actually did get around to it. : Id software of course, for the best games on the planet. : Geoff Allan for DoomEd : Olivier Montanuy author of WinTex : Thanks to Mark Klem of the Momento Mori-Team for his music. ================================================================ * Play Information * Episode and Level # : Map 01- Map 08 Single Player : Actually yes. I put monsters on some of the levels. Somepeople like to play with monsters, don't really know why but they do. Co-operative : Nope Deathmatch 2-4 Player : HELL YES! Difficulty Settings : Some of the levels have implemented skill levels. New Music : Every level! New Sounds : Yup New Graphics : Yes Demos Replaced : 1,2,3 I'm Indigo in all of them. Demo 1 & 3 vs. Jeff (poor guy) and 6 vs. Derek. * Construction * Base : Completely new levels from scratch. Build Time : Way too Long! Editor's used : DoomEd, WinTex, Midi2mus, Neopaint. Known Bugs : None. * Copyright / Permissions * You MAY distribute this WAD, 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. Authors may NOT use this level for base of additional levels. (It's MY series!) * Where to Find this Wad * CompuServe. Action Games forum, and Modem Games forum --Oh and one more thing. If you happen to play any of the levels in this wad with three or four players, make a demo and send it to me. I'm really curious to see how these levels would play with more than two players.