================================================================ Title : Townhouses (Townhous.wad) For : Doom2 Date Finished : November 21, 1995 Author : Dino M. aka:(D.T. Legna) E-mail Address : Pangier@aol.com Misc. Author Info : 30 years old. Owner of entertainment based web site at http://www.afternight.com. I work with the music community of Chicagoland. Owner of a Recording Studio and rehearsal studio spaces. Description :Have you ever wanted to snipe your neighbors? Well you can now snipe mine. The are five complete houses The idea here is to go from house to house killing the inhabitants. This is a VERY detailed level. There are about 2500 sectors. I believe it may be THE most detailed level made for doom2. OH,.. and watch out for my mailman. He carries a gun.. (go figure!) Additional Credits : Thanks to Ben Morris for DCK and his help with questions I had through e-mail and ID of course! ================================================================ * Play Information * Map : Map01 Single Player : Yes & NOT impossible either! Very fair & challenging Cooperative 2-4 Player : Yes. Keep the monsters from entering the main home. I added a switch I like to call my "Dawn of The Dead" switch. When hit, it releases an onslaught of troopers on the outside of the house. (the Switch is in the garage). Deathmatch 2-4 Player : Yes Actually a great DM level. Each starts out in their own home and fights to get control of the main house which contains many of the good weapons. I put the only health where you would expect to go when you are hurt.. In the bathroom. Difficulty Settings : Not implemented New Sounds : Nope New Graphics : Nope Demos Replaced : Nope * Construction * Base: : New level from scratch (I did cut and paste a few pieces of furniture from a two other wads because I got tired of creating it myself). The wads I used were "Two Houses" and "MyHome". Build Time : 90+ hours!.. I really spent a lot of time on this one. Editor(s) used : Good ole DCK (Thanks Ben!!) Known Bugs : The ever so popular hall of mirrors happening outside when looking from the way north. No big deal, No one goes there anyway :-) Special Features : If you really want a challenge, Open the huge door at the very north end of the map. Great idea for Cooperative play. Not so good idea for solo play. Where to find this wad : TWC's Oct/Nov 1995 disk and & America Online. * Copyright / Permissions * Authors MAY use this level as a base to build additional levels provide you credit me with creating the original level and that you say the level you've made is a modified version of my original level. Copyright: Yeah Right... Nuff said! (However, if you do put this on a cd-rom, please let me know through e-mail). Disclaimer: This is not produced by ID Software and therefore no tech support by them is possible. Good Luck, Let me know if you have any problems and please send me feedback on this level. It's the only way I know what ideas work good. Want to know about more levels from me? Contact me... Most current work idea is exciting and yet has a few problems I have to work out.. I created a map with many buildings and each building has sniper outlook points. The buildings are equally divided up to where they all have their advantages and disadvantages. When you are reincarnated, you have a choice between any one key before you are thrown into the map. Blue Keyed Doors: Great sniper outlooks but low end weapons Red Keyed Doors:Great weapons but not so good sniper points Yellow Keyed Doors:Just the shotgun is available as a weapon, but each yellow building has some very interesting switches. Switching one manages to change the odds and strategy of the game by putting up barriers between buildings and removing barriers that one might depend upon. I've even got a switch to turn the daytime into night. Now get this, in every blue building, there is a blue key. In every yellow building.. a yellow key and every red of course a red key. You see since you can only start out with one key when you are reincarnated, the only way to have access to more buildings would be to follow someone else into their building and steal a key. (makes it quite a task to protect your back and also gives you something to protect besides your life). Finding aditional keys allows you access to better vantage points, better weapons and/or to the switches. I've also placed a switch that opens with a HUGE door in the city. The door gives way to a cyberdemon. Just a little added bonus if you get tired of blasting each other. Anyone can run over and let the animal loose. (I'm actually working with a few people on importing a model of Godzilla as the Cyberdemon). Now the bad news: Since all deathmatch games give you all the keys from the start, it takes my new concept away. The only way to use this idea is to play cooperative. With this there is no way to keep a good tally of frags and the weapons can only be picked up once per life. What is worse is I cannot add enough ammo cause it wont respawn. If anyone has any ideas on this, let me know. Pangier@aol.com aka: (D.T. Legna) Whatcha lookin down here for?.. Do you think I might have something important left to say? Well I don't..... So go away!!! I mean it!... you'll find "nothing" at the end of this file.. So why waste your time? You are beginning to show signs of an inquisitive person... Well then... Since you've followed this file so far down here.. I'll let you in on a little secret... I placed a hidden room just off the TV room of the main house. Go through the wall that has the picture hanging behind the couch. Use it in deathmatch to your advantage. I'm going to place a false ending to this file at the end for people that don't actually scroll through and just use the sidebar to get to the end.. (don't trust me.. Well then scroll away...) Didn't I tell you that you would find NOTHING at the bottom of this file?... Well... I didn't lie... So here it is.... "NOTHING"