================================================================ Title : THE ARENA Author : Norman E. Fisher (Stormin' Normin') Email Address : 74033,3616 Description : Okay, I first started out to add a couple of Halls to the Original Game 1, Level 1. This escalated as we continued to play the level at work. My kids (who are way to young to be allowed to play DOOM) suggested I put a bunch of the Red Balloons, Minotaurs (Barons), a Spider and a Rocket Man (Cyborg) in the "Arena" to see who would win!! I did as they asked (temporarily, I thought) and all the Doomers at work liked it! Sometimes the Spider wins, at other times the Cyborg wins, and sometimes a Minotaur or two will survive, although somewhat weakened. This level is intended to be used for Deathmatch play, but is still a challenge to play as a Single, with the goal of killing all the Monsters, and there are quite a few of them. To just make it to the Exit is no big feat, but to kill the Spider or Rocket Man at the end can sometimes be a little testy. (IDDQD?) I stretched out a few of the rooms and added access to the Courtyard at the West End of the Compound. There is an elevator to ride up to the Upper Floor at the West End, a hidden door to the hallway to go back into the Arena from the West Courtyard, a hallway to go back to the Computer Room on the North side of the Compound, and a hidden door and Hallway as a secondary access to the Upper Ambush area of the Original Level (where a machine gun is accessible). I stretched out the Original Exit and added a hallway to the tunnel going to the outside Courtyard of the Original Level. The room at the original exit is somewhat dark inside and has three sniping windows (the middle has a low enough sill that you can jump out of it. There is a little Red area in the middle of the room which will stop shotgun blasts and bullets, but not Plasma and Rockets! The exit room is to the North End of this little Red area. The exit door is opened by pressing the switch at the Southwest end of the new larger room. In the West End of the three-window ambush area, there is an invisible hole in the wall where you can pass through to where the switch to open the Exit Door is located. Deathmatch Play : Gather up all of your stuff and hop on the Elevator behind you (against the wall). There is an Invulnerability Sphere on it which will protect you on your one-time ride up to a Plasma Rifle and a Rocket Launcher. After you die the first time, you will appear in one of the four Sparkle Points in the Arena, but the Elevator will already be raised and you will have to settle for Chainguns and Shotguns. To equalize any one guy outliving everyone else with Plasma, there is a Rocket Launcher in the West Courtyard. It gets quite busy out there at times. Single Play : My suggestion is to rush quickly out into the Arena, gather up your stuff, and hop onto the Elevator to get your Plasma Rifle and Rocket Launcher. At times, you may have to hop on the Elevator and get your weapons first (you sometimes die quickly). Stir up the Monsters and hot foot it out of the Arena (you might try to hit the Rocket Man with a rocket or two to help weaken him on your way out). You'll be quite busy for a while killing all those pesky Imps and Sargeants. See if you can kill everything before you end the level. You very well may wind up having to kill either or both the Spider or Rocket Man with a Shotgun (you'll quickly use up everything else). Summary : I believe Deathmatch should have plenty of running room (with a few doors in places to enable a pursuer to catch up), plenty of pretty good weapons, plenty of ambush places (for the cowards in us all), and have enought light to enable you to maneuver. There's nothing I hate more than a Level where the room is Black and there a tons of Spectres to eat you up. Oh, and surprise me with a hidden room full of Monsters that opens up when I cross into a certain Sector!! This Level has an Opening Phase (get your big weapons everybody), a Mid-Play Phase (try to kill the Monsters and everyone else and keep your big weapons), and a Closing Phase (grab the Rocket Launcher, kill or be killed ... Repeat for effect). I'd welcome any comments ... Degrade me, hurt me, Pump me Up! Go ahead I can take it ... Do you know how long it takes to line up Textures when you didn't have enought sense to make wall segments, etc. those wonderful little increments of 64, etc.? Let me know what you think by E-Mail on CIS. Instructions : You ought to know how to run DOOM with a Patch WAD File by now: DOOM -file \pathto\newwad\ARENA11.WAD where your path is the "\pathto\newwad\". All difficulty levels play the same, but there are some things taken away when Deathmatch is not played (Health, Bonuses, Weapons, etc.). Additional Credits to : Rapha‰l Quinet and Brendon J. Wyber for DEU 5.1. And the guys at id! ================================================================ * Play Information * Episode and Level # : E1M1 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes (Is intended for 4 Player Deathmath!!) Difficulty Settings : Deathmatch has a few more things! New Sounds : No New Graphics : No Demos Replaced : None * Construction * Base : Modified E1M1/DOOM.WAD Build Time : Near Divorce (those darn texture alignments!) (My Learning Method ... those two specialists Trial and Error!!) Editor(s) used : Deu 5.0 and 5.1 Known Bugs : No (A little slow in the beginning of the Level until the Monsters in the Arena kill off a bunch of themselves!) * Copyright / Permissions * Authors MAY use this level as a base to build additional levels. Do anything you want with it, guys. * Where to get this WAD * CompuServe, Gamers+ Forum, Library 8 (Action Game Aids). This information form was provided as AUTH_WAD.TXT v1.2 with DEU 5.2.