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Control #1

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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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Doomkid

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 Gato606 · Posted
      It's a very impressive megawad with a nice themed ancient Egypt atmosphere, with very nice choosing of textures to contribute to that theme, very nice architecture and impressive (and very risky) twist on the story going from ancient Egypt to alien spaceships, without using hi-pitched colors like in Ancient Aliens. Also, very tough megawad, if you're masochist enough, you can play it with Complex Doom and add LCA for more doses of pain.
    • By whirledtsar · Posted
      It's okay. Quite easy due to the abundance of artifacts, mana, & health. The level design is fine, nothing special. The only truly bad part was the unmarked puzzle bookcases, forcing you to wallhump the entire library as a last resort. Otherwise it's pretty simple stuff, running around finding keys and smashing monsters. The texturing and lighting aren't fantastic but aren't noticeably bad either. The only glaring issue is that many windows just show a wall textured with the sky texture rather than an area with a sky ceiling. Yet there are perfectly normal outdoor areas. Perhaps the author only figured it out skies halfway through development? Anyways, this is worth your time if you want an hour or two of simple Hexen fun.
    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
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