================================================================ Title :switch69 Filename :switch69.wad date: (6/13/98) Tampa, FL updated: (03/08/03) added pit room and various monsters, items, passageways, fixed HOM, aligned textures Author : docweasel Email Address : doc@docweasel (primary) doc@docweasel (secondary) Homepage : http://docweasel.com Misc. Author Info : mightyniceguy Description : As the title suggests, beaucoup switches, tricks, trips and traps Additional Credits to : "id" iots everywhere ================================================================ * Play Information * Episode and Level # : MAP01 (Doom II) Single Player : Yes, probably best application (skill 1/2,3,4/5) Cooperative 2-4 Player : Yes (ditto) Deathmatch 2-4 Player : The starts are there, I don't know how great it is for DM Recomended # of players (deathmatch) : 4 Difficulty Settings : Yes, A lot of variety and thought given to settings. Best if played at HurtMe at least (don't be a wimp) New Sounds : No New Graphics : No New Music : No Demos Replaced : None Monster types : Monsters (and weapons to kill them) are encountered with increasing difficulty. All monsters are included somewhere in this level. *Construction * Base : New level from scratch Editor(s) used : Editor: WinDEU32 (version 5.24) Nodes: DeepBSP 3.1a Reject: RMB 2.3 Construction time : 2 commercial breaks while watching South Park (plus 800 additional hours tweaking it up) Known Bugs : Maybe some HOM here and there caused by weird angles. Please forgive. Additional Description : Plenty of secret rooms, tricks and traps, but I tried to make sure there were no "dead-ends" or anything secret that would prevent you from getting through the level if you don't find them, but they sure help. All the weapons, keys and neccesary switches are guarded by increasingly deadly monsters. Please, email me with your comments if you like this wad. Also, please send me your best demos of this level! * Copyright / Permissions * Authors MAY this level as a base to build additional levels. (how the hell can I stop you?) You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. You may do whatever you want with this file. Like anybody really reads this stuff. Where to get this WAD: http://docweasel.com ----------------------***SPOILERS BELOW***----------------------------------------------- Hints and Secrets: Don't read any further if you don't want to spoil the secrets, but here are some hints and a complete walkthru of the level: 1. In the second door there are two secret room, one with health and armor, the other with ammo and shells. Get them quick, the floor dropping thru the crack is teleporting monsters behind your back. You can run back and forth to get them to thin each other out. In the west wall near the entrance of this room is a secret door w/ bonus. 2. The third door leads to a hall with blue armor and a plasma gun and cells. When you cross this you release up to 20 barons and knights. The left switch opens the door to the room, the right one opens the 4th door, releasing revenants and demons. Same strategy of running back and forth while shooting thins out the enemy, you'll never get thru otherwise. At the end of the little hallway is a red door you can use later to get health and a secret lift to another area, back way so you can sneak up on monsters. 3. 4th room doors open as you approach. Imps and Arachs await. In the last cage is a secret door with a compmap, health, and a switch that raises the dark hallways off the cage room. My advice is shoot the inner walls of these halls to kill the imps and revenant before you lift them. Also if you are patient you can pick off imps and demons from the mazeroom on the other end of these halls. There is also a teleporter in the extreme south-east corner. No real advantage in using it, you'll have to fight your way back. Obvious switch opens next door which is: 4. Caco hall. Many cacs, pain-e, 2 mancubi await in the cubbys. Shoot a bullet to wake them then pick them off as they come. The second room has a line the monsters cannot cross, convinient for waiting out most monsters if you get mobbed head there. After the monster in the cacohall are dead, you can enter lifts and get rockets and plasma. One has a teleporter that will take you to secret room with bfg and more plasmawalk south, wall at the end will open automatically. Secret room on west wall holds bonuses and spectres. Again, shoot the walls to kill the imps in the pits, which will rise when you try to jump accross. Teleporter is shortcut back to main hub. 5. Blue door is maze room. demons and imps everywhere, mancubus at the end. Teleporter shortcut directly west of the switch at the end of the maze. 6. Red door, really gets hairy here. There are several back doors in, one in the westernmost wall of the maze, a hall to a bfg and mega, theres a rad suit on the way cuz the room is radioactive, accross from the rad suit is a secret door with a bonus. Watch out, if you open the door on south side of rad room there a spider boss. 7. On the third lift to the right in cacohall there is a secret door to a lift that leads to this room also. You can shoot thru it to thin out the enemy a little. 8. Eventually, going thru the front door will be relatively safe, watch out for monsters in nooks. The 5th ones on each side contain viles in cages, better kill them rather than running past, a trip wire will release them otherwise and then there's hell to pay as they resurrest dead. The sixth, wide nooks contain cacos in sunken room, if you shoot the walls with rockets you can kill them there, better than waiting til the trip wire ahead releases them (there are 8 in UV) 9. Switch in spider room lowers silver octagon blocking path. Hall where the ss come out leads with to room full of rockets and plasma, plus a teleporter shortcut back to main hub. 10. There is a back way into final room if you go south just before silver oct. and take rising floors into the loft in last room. Sgts are there, be aware, and barons are ahead. The bonuses in last room cannot be reached by jumping off the baron lift, only from the lofts. Lofts can be lowered by lift invisible switches on their front walls. If you go in thru the front door of baronroom, watch the imps in the last two nooks, and another sunken caco trap north of the silver oct. 11. After clearing out the baron room take the lift up and open the door, wait for the big surprise! 12. He will quickly transport back to caco hall, giving you a little time. Flick the switch, and teleporter in northwest corner will take you back to get the key. You can also take one of the back way lifts. 13. One way to deal with cyber is go to second room and strafe him with rockets/plasma/bfg while sidling back and forth, he can't get too near you. He also can't get in mancubus room. However, he has annoying habit of hiding out in key room and waiting for you, so you have to periodcally stick your head out and draw him near. Also, you can dash accross to mancubus room and shoot him from there, or take the lift and shoot him from one of the many connected nooks. 14. Once you've killed him, your home free. Good Luck! 15. If this isn't enough hints, you should be playing Mario or something. 16. Added some passageways so this level is no longer so lineal, you can get in several areas that were inaccessable unless you did them in order before, but its more difficult. Another way of dealing with the Cybies is dash for the Invulnerables scattered here and there and use the BFG9000 to wipe them out quickly and safely.