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RESCUE1.WAD

   (1 review)
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About This File

Story so far:

You have just completed the last mission of episode 1 and killed the Barons of Hell. You make your way out of the bloody battle field to a locked central control center. After running a sercurity bypass you find a surplus of food and medical supplies. While sowing two of your fingers back on, you here a general distress call (G.D.C.) alarm from a con panel. You track its location to a small wharehouse 3 kilometers southwest of of your position. The transmittion is weak and broken up but you make out what it says... "MAYDAY...MAYDAY...MAYDAY...MARS MARINES DELTA SQUAD*&^%^ IN SECTO#$%#$( ... REQUEST EMERG*&^^*$@ AND RESCUE! OVER!" Thank God! You're not alone! Quickly you put on a headset and reply finding out there status and get a update on the aliens. It seems that they are planning another big party and the wharehouse is being setup as another gateway to their world! They have just started so they are not as dugin as others. These marines were captured to be sacrificed to the Lords of the under world for forgiveness for failing their mission ... oh yea and being kicked in the ass by you!!! You learn that only a hand full of troops are left and time is of the essence. You must find you buddies before you and your johnson are the only to normal people left on the planet! You send a planetary distress call and warning message to aproach planet with caution... You pick up what amo you have left and start again but this time with a glimer of hope.

***

I made this game to introduct a new way of thinking about mutliplayer games. They should not just start together but have that 'Rambo III' fill so that you just aren't clearing levels together but achieving an interactive goal that is set before you. This game is designed for four players... tried with two... seems to work!


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Unknown date

  
This is dated September 1994. From the readme I think it was supposed to be a two-player cooperative level. The gameplay involves easily slaughtering 102 mostly weak monsters in a series of undetailed squarish rooms. The final battle is actually decent (if you do it Tyson-style with the berzerk pack), but in general you have far too much ammo and too many power-ups, and the baddies tend not to notice you unless you hit them first.

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  • File Reviews

    • By Darman Macray · Posted
      These levels are short, sweet, and pack a lot of punch. Complete with a humorous end-text-screen containing a healthy dose of silly shock-humor, this a masterful triumph of Heretic map-making, and most certainly a must-play wad.
    • By Walter confetti · Posted
      A really frantic and fun DM map with pretty neat stuff like invisible pillar in the middle of the arena, doesn't have anything to do with the title but the level can become a BFG spamming fest soon, especially with bots. Less fun in SP but the arch-ville+bunch of nazi combo is a nice feat.
    • By Fireseth · Posted
      Only six enemies (played on UV) and no working exit. Other than that, it is a pretty detailed map for 1995. I enjoyed the general design and the poisonous vats of acid. Very cool, but not practical for good gameplay.   EDIT: Just discovered this is a ideally a DM wad… haha, for that purpose, it seems good. My original rating was 2/5, will change it now.
    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
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