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About This File

This level is a bit diff compared to the previous August levels: it's fully optimized for TEAM play! You can play it with the normal DEATHMATCH rules if you like, but it'll definetely work best with 2 vs 2= 4 players are therefore needed! As mentioned there are 2 Teams: A BLUE and a RED team. The green and the Indigo player are the BLUE team while the brown and the red player are the RED team. Got it? :) Now, each team has it's own "hood", call it whatever you like.... Every player always start in the "starting-room" in the beginning of each game and whenever a player dies... there's 4 teleports on the blue side of the "starting- room" which will take you to the blue "hood" and there's 4 teleports on the red side of the "starting-room" which surely will take you to the red "hood"... but you can easily cross into the other team's hood to get some cheap frags and steal the weapons and goodies. This is *NOT* DeathTag though if you got that idea. The rules are simple: Get as many frags as possible! If you unfortunately kill your own partner, the frag you got will not count...you must instead do a -1 frag to your score!

You'll have to cooperate intense with your partner to get goodies and weapons...you'll find out!

An important thing: play with DEATHMATCH 2.0 (Altdeath) otherwise the level's basic idea will not work!

August08.wad features:

-DEATHMATCH 2.0 support -A BFG/Plasma/MSphere that need Co-op playing to be reached -A MArmor/Rocket, your partner must raise the platform via the switch beside the room with the SSphere so you can jump on the platform, *quickly* open the door to the MArmor (NB: To get out of the room you must lower the platform by pressing on it...stand on it again and wait till it lowers completely. Your partner must raise it again and you can then jump from it when the high is reached -BRIGHT level so you don't go shooting your partner because you couldn't recognize his colour...! -A Invulnsphere for each game in the starting room. Get your partner out of the room, let him switch on the switch that releases the Invulnsphere while you wait in the starting room. Who gets it? The red or the blue team?

NOTE: Don't forget that you can use "MACROS" in the game! Send a message to your partner only, NOT to the other team of course. Some useful words you may use: tell your partner you need help if you're surrounded by the other team or something...or if you want him/her to reveal the BFG by turning on that switch etc etc. If you don't know how to send macros to ONE person and NOT all the players, you better consult the DOOM manual...!

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  • File Reviews

    • By Doge Sword · Posted
      this is a mockery of two of the best wads of all time.  on top of that gameplay sucks.  don't get it for your sake.
    • By leodoom85 · Posted
      Another solid mapset that captures the PSX version feel perfectly. Maps comes in all flavors, from techbases and urban areas to the menacing void and, of course, HELL and also has some unexpected secrets which you might play it to see. Of course, I absolutely love the PSX version of Doom and this one is no exception. Gameplay speaking, it's pretty balanced and thought out nicely...with ambushes, good monster placement and really nasty traps which you must avoid it at all costs. One thing that will help you a lot is the addition of a new weapon...seriously, that thing is powerful...check it out and try. Maps have a nice look that helps you to be inmersed in the atmosphere and coupled with the music, it's much better.   Great recommendation, give it a try and you'll have a fun time.
    • By leodoom85 · Posted
      Since I tested the map, I can say that playing it again it still surprises me the amount of effort and detail of the gameplay used, like a lot of portals, clever effects like the one used before you pick up the yellow key saying nope and many nice references including a special secret. Gameplay itself for combat is pretty straightforward with some nasty stuff for you in the Nightmare difficulty. Try that out by all means. Really solid stuff which I totally recommend you folks and play it.
    • By elend · Posted
      When first reading this wad's description I thought this will be a 1994 style map, where someone just tried to recreate his office building to shoot up his colleages. Boy, was I wrong!   Going Down emerged as one of my favourite megawads so far, with its very clever use of small to medium map space and interesting gameplay mechanics in every single map. The first couple of maps start innocent enough, but soon you will find yourself navigating literal crawl spaces, thinking about use of space and / or slight puzzle mechanics just before being thrown into hell itself and fighting for your life. Going Down is designed as a literal descent into hell, which was the most beautifully realized aspect of it. How every map slightly changes into a more and more hellish theme is just great, great design work. Even though the later maps delve into slaughter territory I must admit that I still quite enjoyed it. Actually this was the first time I enjoyed being slaugthered and figuring out how to approach the map.   Going Down is simply an amazing piece of work, oozing quality from start to finish and rewarding the player with incredible elevator music inbetween. A must play.