Deathmatch Warmup by Jjukil and Justin Madigan Introduction ------------ Deathmatch Warmup is a bit of a deathmatch simulator. I, however, don't pretend to say it IS one by any means. Nothing replaces a real DMer. These are enemies controlled by computer. Still, these enemies come closer to being real deathmatchers than most simulator enemies. They're good to practice on--or have practice on you. Directions ---------- The zip contains two files. They are the patch file and a .wad file. Apply the patch file to a hacked Doom ][ .exe, then run that .exe using the param -file dmw.wad . Bam, you're in the game. Unlike most .wads, this needs a bit of game directions as well. You are in a deathmatch .wad, a great one in my opinion; this wasn't by me but by the much better level designer JJM12379@aol.com. There will be an SS Nazi sitting in the room you are in. DO NOT SHOOT IT...yet. You can explore the nuances of the level, if you want; I wouldn't advise getting the powerups already there, though. When you're ready to fight, go ahead and shoot the Nazi. It won't flinch, but it will release...a spawn cube. It rockets to a position in the level, providing your opponent. Seek and Destroy. To keep you alive, whenever you create an opponent, the Nazi waits for a long time, then spits out the Ultraitem. This item will cycle between a Medikit, shells, cells, or rockets. If you watch it closely, you can get whichever you need. Make sure you let it land, though, or you'll only get a Clip! Then again, if that's what you need, just let it hit you. If you do entirely too much damage to the Nazi--1000000 points--it will go up in flames, and the level will end. The game is over. If you've survived this long, however, you don't NEED any more warmup--go find somebody to thrash! Another good place, built into Doom ][, is Level 30. Just shoot for the brain, and you can get an opponent. There's not much to the level at all, but you get the opponents. Even better, you can create real mayhem by shooting it repeatedly. Chaos abounds as everyone starts out going for you, but most end up killing each other! Official Enemies ---------------- Fist/Pistol Opponent: These dudes aren't just reduced to the fist, because that wouldn't be a deathmatch warmup. They do, however, pull it out at close range, and in the spirit of a warmup, they do more damage than they do with a pistol. Replaces the Demon. Chainsaw Opponent: The good news--they have no distance weapon. (They ran out of ammo.) The bad news--if they get close to you, they have death- dealing chainsaws that take off double your damage at the same speed. This enemy teaches you to stay away from chainsawers. Replaces Spectre. Pistol Opponent: He's a walking, talking(maybe not), shooting pistol dude. There's not much else to say about him; he has no powerups and is merely a Trooper on steroids. About as tough as an Imp, he takes their place and the Troopers'. Shotgun Opponent: Watch out for these! They have YOUR shotguns now, buddy- -not 4 but 7 pellets flyin' at ya. No other powerups, though, which is good. These take the place of the Shotgun Seargents and--Hell Knights. (Yes, they're that tough.) Super Shotgun Opponent: Yes, you heard right. They're armed with sawed- offs just like yours, just as fast as yours. These are as deadly as a deathmatcher with one. Replaces only the Baron of Hell. (Now you see the link.) Chaingun Opponent: The chaingunners will spout a chaingun at you. They also follow you around, going about the same speed (a little slower; they have to aim) as when they move normally. These are a pain, so ice them quick. Replaces the Chaingunner and the Pain Elemental. Rocket Opponent: These don't fire one rocket--do YOU fire one rocket?--but two. Watch out. Replaces the Revenant. Plasma Opponent: You are going to hate these. They're just as effective as a deathmatch player--firing until you're gone or...gone, following you like the chaingunners, and having the same power and speed as a plasma rifle--and they don't run out of ammo. Replaces Cacodemon and Arachnotron. BFG Opponent: These aren't quite the deathmongers they seem. For one thing, they don't move around, like the dangerous Plasma dude. They also take just as long to warm up--and down--from their shot as you, and they won't move during this time, either. Get the drop on them and they're just as dust as the Pistol Dude; let him get the drop on you and expect death. Replaces Archvile, the worst enemy that can be spawned. Etc. ---- Comic Relief: The Mancubus remains the same, with one small change: they carry BFG's now. There's one small surprise, however.... Comic Relief: After what I did to the Mancubus--unwittingly, I might add-- I just couldn't resist doing it on purpose to the SS Nazis. The Official Pain In The @$$: This is the Official Pain In The @$$ enemy! They are named thus for two reasons. First, they obviously have one; every time they fire or get hurt, they scream. Second, their weaponry consists of rockets and a Super Shotgun THEY ONLY PULL OUT UP CLOSE; not only that, but they have a Soulsphere and Green Armor backing them up. In other words, they have and are a Pain In The @$$. Enjoy. Replaces Spider Mastermind. Master of Death: Hey, and these are even better. They have a BFG, a chain- gun, and a Super Shotgun. From afar, they'll use the BFG, then switch to that chaingun. Your only saving grace with these is that they don't follow you with that chaingun--they just stay in place, ready to go back to the BFG whenever you get out of sight. Up close, they pull out their Super, without the warning scream The Pain In The @$$ gives you. They have a Megasphere pulling them to 400 HP of punishment--as in, a BFG won't always mow them down. Replaces the Cyberdemon, as if you couldn't guess. Inefficiencies -------------- 1. The rocket explosions effect some but not all opponents. I could never tell in a crowd, but rocketing the wall next to The Pain In The @$$ or the Master really shows this off. This is unavoidable. 2. They don't move as fast as players. They're close, but without making them look jerky I couldn't get them faster. This could possibly be fixed with a LOT more work than I want to put in; settle for the fact that they're faster and more fluid than most DM simulator players. 3. The Chainsawer's very very slow when firing. I admit this and invite others to fix it reliably; the main problem is he's faster firing than he is to begin with. To synchronize these would be a fair challenge, but see #2 for why I'm not. 4. The Chaingunner, Plasma Rifler, and Chainsawer look really really stupid when moving and firing at once. The Chainsawer is the worst--he chases after you slowly, slot-machining around after you. As for the others...if you can tell while they're firing at you, you aren't exactly warming up for deathmatch, are you? 5. The players appear in certain positions, due to being spawned. Eventual- ly you can find out the pattern. This is also unavoidable. 6. I admit that my code isn't even as clean as my room(and that's saying something). I had some ideas that didn't work out, and I didn't go back and fix them. It doesn't hinder gameplay; still, sorry, anyone that cares. Differences from DM Simulators ------------------------------ 1. Basically, all the enemies are different from simulator enemies. The shotgunner shoots 7 pellets, there's a super shotgunner that shoots 21 pellets, the chaingun/sawers and plasma riflers follow you around, etc. 2. The durations are all the same as the weapons you have. (The only in- accuracy here may be the weapon change time; I didn't want to determine that.) 3. The movements are fluid and fast, like a player's. 4. The death screams. Just like you, the player, they will die...or DIE HI. You rocket them and you will be rewarded. 5. An inefficiency different from simulators: no opponents will shout out their pain, as you do. This is because if they did, they would stop their after-fire frames. Therefore, they could instantly fire again. This is most apparent in the BFGer and S. Shotgunner. I guarantee you don't want them to fire again until a player could. 6. Opponents themselves are entirely random. You may know where you'll find them, but you don't know what weapon they have. Very often, unfortunately, you'll get a plasma rifler.... =P The Normal Patch Info --------------------- Title : Deathmatch Warmup Filename : dmw.zip Author : "Jjukil", Justin Madigan Email Address : Jjukil@aol.com, JJM12379@aol.com Misc. Author Info : Jjukil: -I exist. And existance is good. Unless you're near the Borg. Then existance is futile. Or is that resistance? Hmm... -Check out Jumper.zip at Ftp.cdrom.com! Also, e-mail me if you want to see a guide site to patches! JJM12379: -Justin: Extreme Hacker. -Member of Functional Entropy. Go see http://entropy.telefragged.com for details. -Check out Doom2099.zip at Ftp.cdrom.com! (Go for the Megawads directory!) Description : This is not a deathmatch simulator, but rather a deathmatch warmup. Many enemies that not only look like but act like players in this patch/wad. Use this when you can't find somebody or need to warm up! Additional Credits to : Tree, who made Dehacked Raven, who made WOT Doom id Software for something just a bit obvious The makers of GTT, Mr. Doom Solo, and Comp-DM ================================================================ * Construction * Base : No real base, but ideas from GTT Editor(s) used : DeHackEd v3.0 Known Bugs : There are no real bugs in this. There are a lot of cosmetic quirks and oddities, but nothing that messes up gameplay. * Copyright / Permissions * Authors may use these files for editing, considering there's no way I can stop it. My only request is you send me and Justin your versions of the patch or a link pointing to where one can be found on the Net or FTP. I know I can't stop you from not doing this, but I'll try hard to find them anyway if you refuse for some reason. You may distribute this file in any electronic format (BBS, CD, diskette, etc.) as long as the entire zip file remains intact or all files in it are grouped together somehow (directory, .sit, etc.) * Where to get this PATCH * FTP sites: ftp.cdrom.com BBS numbers: none