Title : Pillars of Doom (2)
Filename : pillars.WAD
Author : Jammin J.J., (James Rex for those who know me)
Email Address : www.polaris.com (I think)
Misc. Author Info : Heck, I even have a hard time describing myself!
Description : A rockin' level (I included a boss area for those
who are disappointed by the lack of big fights! :)
Comes with it's own Deathmatch rules for the
overcomplicated people out there and a cool
ending for those who love that sort of thing.
Story : As I enter the room of pillars I have the familiar
feeling that there is more here than meets the
eye. The area has the cold dampness of an ancient
mausoleum. I can sense a slimy power coming from
the tall columns of moss covered rock that
reek of hell spawn. I am so used to this feeling
that I can no longer remember a time that I was
not living on the edge of death. Perhaps I am
dead. To fight an unending stream of evil may be
true hell. God knows I deserve it. Then so be
it. I will never quit, because I love it.
Die, you bastards!!
Additional Credits to : My Mom, John Rex, and Mike for testing it. :)
My Mom, for writing the story.
Myself for trying to gain fame on the net!
And, uh, well, you know who you are!
* Play Information *
Episode and Level # : MAP 1 (There will be a slammin' sequel)
Single Player : Yes!
Cooperative 2-4 Player : Yes. But there are no extras for Cooperative.
Deathmatch 2-4 Player : Yes! Tried to design partly for it but I have know
way to try it! Read the bottom.
Difficulty Settings : Yes, Bring 'em on is just right.
New Sounds : No, I think most of 'em are plain dorky!
New Graphics : No, If you can't appriciate the originals, then you
have no taste for Doom Wads.
New Music : Yes!
Demos Replaced : Send 'em to me!
* Construction *
Base : New level from scratch!
Editor(s) used : DEU, NWT, and various WWW pages!
Known Bugs : Only the Deathmatch bugs I haven't tested.
* Copyright / Permissions *
Authors may NOT use this level as a base to build additional
You MAY distribute this WAD, provided you include this file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
* Where to get this WAD *
If you have it, then you don't need this! ;)
* SPOILER INFO *
OK, first things first. This is a team Deathmatch. Decide whose team
your on before you load it up. Now the object is to steal the other teams
key. The blue one is in the lake. The red one is in a pool of lava.
Whoever gets to the other key wins. You can tell when the key has been taken. Have fun. The team guarding
The red team has a slight advangate because of the teleporter nearby moves you
to the star room. No exiting, please.
Design notes for DEU users
I wanted to make a seemingly empty level only to be ambushed at every point.
Like in the computer room with the gray pillars. Almost no enemies when you
walk (or run) into the room but afterwords, you have imps flying up your butt,
making it so that you need to reload the game. Also, I vowed that no room
would be left in a small mess. I wanted to leave the rooms in a big mess!
The star room is a good example of this. I feel that this was part of the
reason that the original levels were excellent. The rooms were never used
just once, but over and over. The ending is the coolest part. After fighting
the barons, you figure you have to fight the cyberdemon, only to end the
level, it makes you think about the sequel, which will be made available the
same way as this one!