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Title                   : Control #1
Filename                : CONTROL1.WAD
Author                  : Ben Turner
Email Address           : [email protected]
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:

                         1. ESP
                         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
                               opponent ;)
                         The author of SPCHAUNT.WAD for the sky texture
                         Tim Ash ("Timinator") for the indicator light idea
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* 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
levels.

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
of there).

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. :( :( :( :(