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MAV2 - A Deathmatch Mini-Episode: MISSION 1 - TARGET CENTER!

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About This File

This is (part of) a preliminary version of a three- or four- mission mini-episode designed for the ultimate in DOOM DEATHMATCH enjoyment! It should be usable under 1.2 through 1.6, any deathmatch rules, although the flow of play will of course be slightly different. Actually, you may see a couple of small HOM (Hall Of Mirrors) glitches under 1.2, but it shouldn't affect game play very much, and under 1.5-1.6 it's perfect.

The TARGET CENTER is a lightning level to get those Deathmatch juices flowing! There is no place to hide, nowhere to go, just an open "playing field" surrounded by "bleachers" and a control room. You enter from one of four "ready rooms" with a shotgun or chaingun, but all four ready room doors open together, so your enemy will have to spot you visually.

There is minimal ammo on the "field" and some boxes in the stands. A few stim packs are around, and (except at harder skill levels) one green armor in the control room.

There are a plasma gun and a rocket launcher hoisted way up on pipe stands. Each pipe lowers briefly when you press the button at the *opposite* end -- better run to grab the weapon before it rises! And hope the enemy doesn't get there first...

There's also a chainsaw hidden behind a wall.

Up in the control room is a switch that raises the rim of the "field" just enough so that it becomes one-way! You can get in, but you can't get out except by dying. If this switch is hit, it lasts until you exit the level. See how you like it.

To exit the level, press the gargoyle switch behind the silver door, then run (or have the other fellow ready) to enter the Exit door at the far end and hit the switch.

There are just a few monsters to soften you up, if you want them.

Notice the red team/blue team decor? No way to enforce it in the game, but if you wanted to play four at once in here, you could think of each team has having its own "audience." Alternatively, the way the bleachers are laid out, if you want to play "death co-op" and just let some folks "sit and watch" that might be fun. Co-op players start out in the ring.

There is no nukage or crushers, but you can rocket yourself to death if you insist. I will probably segregate weapons by difficulty level in the final product, but for now they're all in there.

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  • File Reviews

    • By tempdecal.wad · Posted
      It's bad because it's hard.
    • By StevenC21 · Posted
      Umm... this isnt Doom 64? Or even remotely related to it?   In addition, its a shitty wad. You are expected to fight 2 arch-viles with a pistol, and then a cyberdemon witha  chaingun in an enclosed space.
    • By Nems · Posted
      Should have been called "Doom 64 for Boom".   I really wanted to like this more. I mean, I do like it but I feel like the gripes I have regarding it just bring my overall rating for it down too much.   It was interesting to see how, at first, the authors recreated the Doom 64 levels in Doom 2 with just vanilla assets. You can still see some of that in the Boom levels like how revenants and arch-viles are used in place of where traps where. That was an interesting touch and I liked that.   As I got further into it though and more of the Boom tricks were used my thoughts wandered from "hey this is a nice vanilla interpretation" to "man I could be playing Doom 64 EX or Doom 64 Retribution". I really wish they would have stuck with vanilla constraints for this reinterpretation. I would have liked to see how they would have handed nightmare monster placement (would a nightmare imp be worth two imps or three, for example). I feel like using Boom and DeHacked cheapened the experience, like they were trying to replicate Doom 64 as close as possible rather than doing a vanilla Doom (2) interpretation.   Additionally, map 30 can fuck right the hell off with that puzzle bullshit.   Anyway, if you don't mind any of the complaints I made, you'll likely have fun with this. I got some fun out of this as well but to me it feels like it's trying to be exactly like Doom 64 rather than simply a vanilla Doom 2 interpretation of Doom 64. In trying to be exactly like Doom 64, it just makes me want to play that more than this.
    • 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.