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Deathmatch Prison II (DPRISON2.WAD)<br><br> Author Justin Powell<br><br> Email Address <none><br><br

   (1 review)
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About This File

As I only have five living brain cells left, anything I type here as a description will make absolutly no sense.

See, I told you.

Points of Interest LOCKOUT HALLWAY

The very large hallway which starts at the west and east of the main room can be operated in such a way as to lock out other players while you are inside. There is a bank of switches located just inside each of the entery points which are used to close the bars to both entry points, locking yourself into the hallway. The two switches in the very south portion of the hallway are used to repoen one or both of the gates.


If you've already run DOOM with this level to check it out, you will have noticed that all the player and deathmatch starts are located on raised platforms. This is done for a reason. Any time someone dies and restarts on a platform, walking off the platform will reopen both gates of the lockout hallway. This is done to insure that the hallway cannot become locked out forever.


In the control room (the room with the Baron of Hell behind the desk) there is a row of switches and a row of silver poles. Any time a cell door is opened, the pole representing that cell will lower to reveal a red bar. You can then hit the related switch and lock the other player into the cell. The cell alerts were originally set up so that when someone was actually in a cell they would activate, but I encountered resistance from DOOM to the way in which I tried to do this, so I changed it.


That's right, someone must be executed to end this level, and it takes two players to achieve. To end the level, have one player stand outside of the west door in the room just north of the cell block. The second player will then go through the eastern door, and hit the switch which will open the western door. When the first player steps into the gas chamber, he will suffer down to 10% health and the level will end. This was originally an electric chair, but I had problems making doom raise a floor and match it's type to the required type.

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Unknown date

Nice deathmatch level.

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  • File Reviews

    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.