=========================================================================== Title : Coop Quickies - Episode 1 Filename : COOPQ1.WAD Date Finished : August 5, 1999 Developer : Dan L'Ecuyer Email Address : dlecuyer@tbase.com Other Releases : DOA1-1, DOA1-2, DOABETA Misc. Developer Info : computer programmer who loves Doom and Defender Description : Eleven maps built specially for cooperative : mode but still a blast in single-player. Some : of the maps are pretty easy and some will get : your adrenalin pumping but all are guaranteed : to be fun, fun, fun! Additional Credits to : Kurt Kesler for encouragement and a few graphics =========================================================================== * Play Information * Map # : MAP01-11 (Doom2, of course) Single Player : Yes Cooperative : Yes (2 to 4 players) Deathmatch : No Difficulty Settings : Yes (just for health) New Sounds : Yes New Music : Yes New Graphics : Yes Demos Replaced : None * Construction * Base : none Build Time : six weeks Editor(s) used : WadEd v1.88, WARM v1.6, RMB v2.1 Wintex v4.2, PhotoPaint v3.0 =========================================================================== For those who still groove to the Doom music, you'll appreciate the attention paid to matching the maps with the original music (crank it up and enjoy!). I've changed the music for maps 1 and 11. The first one is Fun, Fun, Fun by the Beach Boys and the other is Bad Moon Rising by Creedence Clearwater Revival. These midis were modified specially for Doom (I built my own editor for that; pretty cool). If you're running a source port...tough luck 'cause all of the source ports suck for Doom music. These maps were made and tested on my 486/33 so you can bet your boots that I did what I could to ensure good performance. However, I did NOT build a reject table for maps 1 to 10. All of the maps are very wide-open (that is, they are mostly outdoors) and a reject resource is virtually useless ('cause most of the linedefs are two-sided). I did build a reject table for map 11 because it needed it (166 monsters). This was done entirely by hand with an RMB option file. The difficulty settings only affect the health distribution. Each map has the same amount of health. There's a soulsphere (two in coop) at each exit. In skills 1&2, there are eight med kits. In skill 3, there are four med kits. In skills 4&5, there is no extra health. Since monster count doesn't vary with difficulty, there's not much point in going with skill 4 (unless you're trying to prove your manhood). The exits are the same throughout. There are two teleports (one silver and one red) to bring you to the exit switch and the soulspheres. Why did I put two teleports instead of one? Well, that's a long story so let's just say that it's for two players to exit at the same time. Lastly, map 11 has a trick exit. There are four switches that need to be pressed in a certain sequence. Never mind, just press them all until the exit opens. Just thought I'd mention that so you wouldn't think it's a bug. Hey, I didn't want you to get away so easily, that's all. Oh, by the way, map 11 is the boss level. Prepare to die! Hehehe. ===========================================================================