=========================== DOOMTOWN INFORMATION ===========================
Wad Name : Doomtown - FOR DOOM --(SOONER OR LATER - DOOM II)
Author : Shane Hamlin
Editor Used : What Else? DEU!! (Splitfactor 32 or greater)
Origin : Clean Slate
Time to Build: A really long time. LOTS OF PLAY-TESTING!!
Level Desg. : E1M1
Exit Avail? : Yes (Multiple)
1 Player : Nope
2-4 Players : YES! (Made for Dmatch. <EG> )
Alt. Dmatch : Preferred ( Limmited Ammo )
Skill Levels : (Weapon Availability)
Easy - Pistol,Shotgun,Chainsaw
Medium - Pistol,Shotgun,Chainsaw,Chain Gun
Hard - ALL But BFG....okay, maybe there is a BFG too.
TRY THIS ONE AT ALL THE SKILL LEVELS! EACH SKILL LEVEL IS A DIFFERENT GAME!
I suggest, before playing this one against someone, to take a tour of the
level. There are lots of switches that do different things. Most of the
switches control something local, so it shouldn't be hard to figure out.
But..If you want to know all the secrets with out exploring, consult the
switch table below. The light switches located throughout the level are
the Gargoyle Head (OFF) and the Lion Head (ON). To activate them, just walk
***** SECRETS & SWITCHES *****
I've added quite a few, little tricks and traps to add a litle spice to the
level. The buildings have been numbered 1 to 6, left to right, top to
1 - The switches control raise/lower of lower window wall, Light switches,
Back door lift, Lower front wall is also a lift (for quick escapes).
Hint: One of the secret rooms is contained within this building. But
access to secret is from the outside.
2 - Light switches, Hand switch on upper level, brings down the inner
platform where the main weapon is located, Green button switch brings
up the platform to cross the room, Exit door, Jump to room 3, Back door.
3 - Not much here. Access to room 2 via the jump.
4 - Warehouse room. Tall boxes are actually a lift, to snipe point. Switch
in back upper wall (reached by hopping crates) raises the river level.
The switch pressed many times raises the river into a wall. There is
also a back door, access from outside, or box lift.
5 - Lots o' switches! Switches from left to right as you face them.
a,b) raise/lower a wall in front of the door, to block entrance/exit.
c,d) open/shut upper room from rest of room. e) closest to lift, lowers
the outter lift in town center. (where main weapon is located.) Light
switches. Exit Door.
6 - The only thing of interest in this room is the secret exit/entrance
behind the lift in the back right of the room.
Here are a few of my ideas on WAD developement. (Take'em or leave'em)
I realized, when making this wad that the most important phase of developing
a WAD for Dmatch is playtesting. After playing my ultimate WAD for the first
time, I was VERY DISAPPOINTED! The game play was not what I thought it would
be. But after lots of testing and playing and getting ideas from other
players, I was able to modify the WAD into what I believe, to be a fairly
good Dmatch level. Also, when the WAD was first developed, I had lots of
textures. It was breathtaking to behold... BUT SLOW AS HELL!! Way to much
disk access! I'm still running on 4 meg!. :( Anyway, now there is a lot less
disk access, (hardly any) and the level still looks okay....When it comes
down to it .... GAMEPLAY'S THE THING!!
IF YOU LIKE THIS WAD....SEND ME MONEY!!
Just kidding, but if you have any problems, suggestions; you can write me
at firstname.lastname@example.org ....I'll help in anyway I can.
Thanks go to my tester and idea giver...Dmatch Stud...Logan Johnson....Oh
yea, and to Kevin & the boys back in Big-D for getting me into Dooming in
the first place....(of course my wife hates 'em for the same reason!)