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STOKER2 DOOM ][

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About This File

- Designed for Doom II deathmatch ( -altdeath highly recommended ). Stoker2 came about due to the e-mail I received on Stoker.wad. Most of the e-mail I received was very favorable however there was almost a unanimous request for monsters. Therefore Stoker2 has monsters along with some architectual changes from Stoker to accomodate them. There's an old saying "Be careful what you ask for, you just may get it". In skill level 4 there are probably more monsters than most people can handle. Be forewarned...MONSTERS, MONSTERS, MONSTERS.

- This level's venue is a European mansion several hundred years old. There is a noticeable lack of technology other than the weapons, they are all included. There are no teleporters and only one lift, which is in the center of the courtyard. I tried to give this level the look and feel of a real place. The size of the WAD file is mainly due to the amount of detail I put in each room (fireplaces, beams, furniture etc.).

- This level was inspired by the Ledges series in that there is a central courtyard surrounded by a series of rooms and walkways.

- I tried to satisfy the two different types of deathmatch playing styles. There are several snipe points for those who like to wait in ambush (some of which are accessible only through secret doors), and open areas (ie. the courtyard).

- There are 8 deathmatch starts. All starts are in rooms which have one exit which is only opened from the inside. Each start position has a single pump action shotgun, a box of shells and a backpack. This was done by a suggestion one of my testers made to make all the starts fair, and to also eliminate materializing in front of another player after being killed, which usually gave somebody an easy frag. After all who wants hollow victories!

- All rooms (other than the start rooms and some secret rooms) have multiple exits. This way it's hard to be trapped in a room without an avenue of escape if needed.

- This level has been throughly tested in 2, 3 and 4 player deathmatches. In 4 player deathmatches we have averaged 1 kill every 20 seconds. In one testing run (testing? hee hee) we had, we played a 4 player deathmatch for 1.5 hours and totaled over 350 kills. Since we play 4 player deathmatches I designed this level for that, therefore Stoker2 is probably to big for 2 player deathmatches. However, 2 player DM's are interesting if you use monsters on skill levels 1 or 2. We also tested this level in single player mode using skill levels 4 and 5. Skill level 4 is challenging but possible. Skill level 5 is impossible.


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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.
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