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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 Chipchase · Posted
      Insanity, with voodoo dolls (see second screenshot).  I get the idea of a shooting gallery if that rocks your boat, but 6000 monsters behind railings- as far as the eye can see, FFS! My PC crawled when I looked towards the invuln spheres (someone said 32 k of them and you can't avoid picking up thousands at a time). In the end I cheated with god mode and no-clipping, and waded in among the chaingunners until I got bored.  
    • By Chipchase · Posted
      Simple, clearly a first wad.  All on the flat with big, brightly lit, and architecturally implausible rooms. The first map has two rooms, the second map one, and the third map one plus a kind of exit lobby. You can do one of two things - just run past the monsters and finish (I did it in 35 seconds), or have a bit of fun killing the monsters first. No noticable bugs. I hope the author will go on (or went on) to greater things.
    • By Chipchase · Posted
      Absolutely ludicrous, Now I need a new keyboard. Technically as bad as a wad can be, surely deliberate. I like to check out low-rated wads, so it's a pity that some clowns gave this  (and other bad ones) 5 stars, because averaged with correct low scores they end up with a middling rating and can be missed.
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