Title : Control #1
Filename : CONTROL1.WAD
Author : Ben Turner
Email Address : firstname.lastname@example.org
WWW Page : http://www.worldlynx.net/bent/index.htm
Misc. Author Info : 18 year old high school senior from Pennsylvania.
Likes anime, console games and Planter's Cheez Balls.
Also likes LMPs of his levels. Please send him some!
(The more players the better!) Also send comments,
because as you may have noticed, the WAD is labeled
number 1, which may or may not seem to indicate a
sequel in the future...
Description : 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:
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.)
Philosophy : A wise man is regarding his coconut family with
interest. If the third one from the left of the
sixth to the right were to fall off its tree in
the green jungles of the black continent and no
one was around to... No! Not that kind of
philosopy! :) This kind:
After playing for almost two years, DM has become
for me and my friends a virtual snore-fest. So,
swearing that I would brain myself with a baby
seal if I made yet another one of those "50
cyberdemons and a stimpack" levels that are all
too common these days, I set out to create a level
that would attempt to make you think in ways that
you usually don't have to in the standard DM.
So, I embraced the idea of being able to control
the other player's mobility. Have I succeeded in
making a good DM? Personally, I'm not sure. It
doesn't suck, and it's certainly pleasing
stylistically. But is it a good DM? You tell me.
Please send stuff to the address above.
Additional Credits to : My good friend Sam Rensimer for being a gracious
The author of SPCHAUNT.WAD for the sky texture
Tim Ash ("Timinator") for the indicator light idea
* Play Information *
Game : DOOM II
Map # : 01
Single Player : Yes, to familiarize yourself with how it works
Cooperative 2-4 Player : Yes (but why?)
Deathmatch 2-4 Player : Yes, I can't imagine how cool 4 player would be
Difficulty Settings : Yes, see below
New Sounds : No
New Graphics : Yes (just the sky)
New Music : No
Demos Replaced : None
* Construction *
Base : New level from scratch
Build Time : 8/9/96 6:00 PM EST - 8:00 AM 8/10/96 Damn I'm tired
Editor(s) used : DCK v2.2 NWT v1.2 DEEPBSP v4.0
Known Bugs : None
* 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, etc) EXCEPT CD-ROM as long as you include this
file intact. If you wish to include it on a CD-ROM collection, please
notify me beforehand.
* Where to get this WAD *
FTP sites: ftp.cdrom.com
Other: Your hard drive
* Notes/Hints/Plugs *
The difficulty level you choose determines what the ultimate weapon is.
For diff. 1 & 2, it's the rocket launcher. 3 is the plasma rifle, and 4 & 5
have the BFG :P. (Obviously, if you want the mandatory suicide option,
you must play skills 1 or 2 so that there's rockets.)
If the east/west doors close while you're outside, don't worry. They can
both be opened normally from the outdoor side.
The key to success in this level (besides being good at Doom) is to stay
on the offensive. Make sure YOU'RE always the one who is making life hell
for the other player through the use of the various switches. The more
they have to think about avoiding you and your traps, the less they can think
about setting their own.
Play with -altdeath (DM 2.0). Trust me.
There are only 4 DM starts. Each has immediate or near immediate access
to a specific weapon (although for the player who starts near the ultimate
weapon, it might be wiser to skip the teleporter and just get the hell out
The level is set up so that you have to run through the trap hallway to get
the type of ammo you need. For example, if you start in the east (shotgun),
the box of shells you'll soon need is in the west. Good luck getting there.
Use sounds to your advantage. The level is small enough that each sound
effect is fairly unique to a specific happening in the level. Once you know
these events, you can instantly track down the other player.
While this is my first DM level (and WAD that I released), it's not the
first WAD that I've worked on. For the past 4 months I've been building
UAC Dam, a seven level mini-episode for Doom II. This is really turning
out to be something special. Anyway, I wouldn't have named it after UAC_Dead
if it sucked. :) Due to the demise of Doom, however, I probably will never
finish this labor of love. You can check out its first level in UAC_WET.WAD,
which may be the only one of the seven ever released. :( :( :( :(