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Control #1

   (1 review)
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About This File

This is my first WAD designed specifically for DM. The reason it's called control is because in this level, you have several ways to "control" the other player, or know where they are. ___ / \ _____ \ N / _____ | | | | | | | |s | | | | | |s__| |___| | | W B B E | | B_________B | | | s| | | | s| | |_____| |_____|

There are two main rooms (W and E on the ascii), each having two switches in them ("s"). There is a small, blue light between each room's switches. We'll get to the signifigance of this in a moment. Connecting the two main rooms is a hallway. A hallway leading off of the connecting hallway takes the player to the best weapon (N) in the level. However, both ends of the connecting hallway have bars (B) that anyone in either of the main rooms can control, via the two switches. If the other player dashes in to get the goodies, you have simply to throw a certain switch, and the evil, greedy person is trapped in the center. How are you to know when they're going for the items? There are three ways:

1. ESP 2. You're a good player and pay attention 3. You notice that the small blue light is blinking.

Yes, the small blue light blinks rapidly whenever someone is going for the weapons. Furthermore, if it stops blinking and is bright, they are inside the weapon room. If it stops dark, they're back out in the interconnecting hallway (and probably headed right for you with their new found arsenal). Anyway, say you have them trapped in the hallway. Now you have three choices:

1. Set them free. 2. Shoot them through the windows/bars. ***3. Taunt them until they commit suicide.***

I think the answer's obvious. >:) The other way you can control the other player is through operating (more specifically, closing) the large doors to the outside in the west and east. Once again, the doors are controlled by sets of two switches, one to open and the other to close. The trick here is that in order to open, say, the east door, the player has to run westward through the connecting hallway in order to get to the switches that control the east door. Then, they have to run back through the hallway AGAIN to get back to the eastern door. I don't think you need to be told that this is the perfect opportunity to play jail. ;) (Even if you aren't able to trap them as they run back to the now open door, you can easily close the door again with the flick of a switch. In essence, the other player is trapped. He has to brave the hallway and, if he makes it, face you, or die of boredom just sitting around. For you, it's a win-win situation.)

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Unknown date

This is a cool idea, it would be nice to see how a DM plays out here.

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  • File Reviews

    • By NuMetalManiak · Posted
      this is a strange wad, with assets similar to Darkest Hour and other Star Wars-themed wads, many of the maps focus on small killings, as most of the maps are actually small. Pinchy's finale sure makes this worth it. oh yeah, quite a few custom stuff was done. the flamethrower marines were quite annoying, while other monsters gained multiple attacks, new ones, it's all so zany. the maps are pretty well done overall and this is worth a try.
    • By Doomkid · Posted
      Okay, I get it, it's a megawad mainly for speedrunners who are intricately familiar with the mechanics of the game down to the nitty-gritty. A series of challenges/obstacles that, for the most part, seem to be possible but are generally ludicrous (and sometimes outright laughable, in a good way).   This was is not a "pile of junk" as a few have said however it's really, really lacking in a lot of ways. I get that the wad is meant to have a fun-and-not-serious tone despite it's overall extreme difficulty but the texturing looks like the insides of a toilet bowl after a Taco Bell buffet. Seriously, these maps are jealous of how beautiful and futuristic maps like UAC_DEAD look. The DWANGO series looks like fucking Ancient Aliens compared to this.   The MIDIs are lighthearted, silly and fun, which adds a layer of appeal for me personally. I loved seeing Patrick Stewart at the intermission too, rofl   I had some fun with this IDCLEVing through the whole wad and giving each map a try or 2 before moving on to the next but I seriously doubt I'll ever be back. The same idea with better texturing and overall taking itself just a tiny bit more seriously would warrant a higher rating. Ass-ugly texturing, silly MIDIs and a silly titlepic/interpic are fun in their own right so don't take me the wrong way but a lot of it crossed into "looks like the authors gave 0 fucks" category and I just have to take points away for that.   Also,   lol wtf is this bullshit is this a terrywad or somethin i mean jeeeezus   Overall, this is worth a peek just for some fun but unless you're a highly skilled speedrunner that also doesn't mind looking into a crapchute map after map, this probably doesn't really have much for you.
    • By mArt1And00m3r11339 · Posted
      If it were renamed "Garbage Dump," I would have given it a better rating.
    • By StormCatcher.77 · Posted
      A large, but not very prolong map, which is interesting to explore. I liked the author's strategy to place strong weapons in well-protected places. To get them the player need to pass a kind of test. The difficulty depends on the player's luck. It is important not to miss the shotgun at the very beginning, otherwise entangled corridors can lead the player to a situation in which he will be easy prey, left without ammo. Visually, the map looks neat, another good example of using standard textures.