=========================================================================== Archive Maintainer : This is an updated version. Please replace tripwire.zip and txt. ****************************************************************************************** NOTE: These corrections and enhancements were done as a result of reviewing two lmps that were sent to me. THERE IS NO NEED FOR A SECOND REVIEW IN Doomworld's 'Newstuff'. This change includes: Corrected a missing texture error as well as a linedef trigger error. Added health and ammo to reduce difficulty. Implemented design changes to improve playability and reduce difficulty. Added a lmp (using Legacy Doom) for anyone needing help on getting through the level. Legacy was used because zdoom ver 1.23 beta 33 plays all lmps back in skill 1 regardless of skill recorded. ****************************************************************************************** Update to : Source Ports Advanced engine needed : Zdoom or Legacy Primary purpose : Single play / 1 level =========================================================================== Title : Trip Wires Filename : tripwire.wad Release date : February, 2002 - Updated March 2002 Author : Richard J. Sham Email Address : rj-bus@charter.net OR rjsams1@hotmail.com Other Files By Author : email me for info. Misc. Author Info : Just another Doomer. Description : This is a large level worked on for several weeks. All skill levels are playable and have been tested/recorded for sufficient ammo and health. Additional health/ammo has been added with this update to reduce difficulty. Design changes have been made to improve playability and reduce difficulty. A UV lmp, using LEGACY Doom, is included to assist if needed. Note: Legacy shows a pink line where the normal sky texture repeats and the lines meet, Zdoom and standard Doom2 do not, so ignore the pink line you'll see looking out any windows. NOTE: PLEASE READ THE FOLLOWING: The final arena (a huge half circle) in this wad is an OPTIONAL extension designed for fun and practice. You have several options. Option #1 (Don't fight anymore) Once you enter the arena you must take a transporter to the rear of the monster caches. They are all quiet and you must wake them if you choose to fight. When your behind the monster caches you can pass through each transporter (instead of hitting the wall switch) and pick up the yellow key at the end of the last transporter and then take the white transporter which will then allow you to exit the red room and go to the yellow exit door. In there, by the time you pick up the computer map, you will have crossed linedefs that will crush all of the monsters in the various caches. You can use iddt to see the crushing after you pick up the computer map. If you do this, wait a few minutes as the crushers take time to kill the cyberdemons. Option #2 (Fight by selection) You can hit the switch behind any cache, kill the gunner blocking the teleporter (a gunner blocks the teleporter in every cache) to activate the monsters, and transport out into the arena to fight that cache. You could activate a couple of caches by simply firing your gun in one cache to activate the monsters, transport to another (or perhaps a third) and hit the switch, kill the gunner to activate the monsters, and transport out into the arena to fight multiple caches. If you do multiple caches the idea is to activate them as quickly as possible and get out into the arena. This is to avoid or limit monster fights within the caches. After killing a few caches of monsters you may still exit as in option #1 and crush the remaining monsters. Option #3 (Fight all) Lastly, you can go through all of the transports as in paragraph #1 but, instead of the white, take the red transporter. Doing this will open all the cache doors and you will also be forced to kill a gunner to activate the monsters before you transport out into the arena. This will release all of the monsters. Note: There are two white transporters in the middle of the arena. Each will take you to an observation area where you can watch. Projectiles can still killed you but monsters cannot enter those areas. They are designed to be used as a temporary escape or just to watch the monsters fight. They could also be used to lure the monsters to one end and allow you to transport to the other end where you can jump down and reenter the cache area to release more monsters or get more ammo/health - as I said - several options. If you choose to fight any or all caches a switch door will open in the arena which, when activated, will lower the wall blocking the arena exit should you choose to exit. Keep in mind, the white transport near the yellow key is the other way to leave the arena. However, if you use that exit, you'll end up in the Red area room overlooking the arena. From there you can make your way to the yellow exit door. Before leaving that room you will notice a white transporter in the corner which will, if you choose, take you back to one of the observation decks. Initially, the white transport is the only way out without killing or activating any monsters; however, it is still available for exit after you activate monsters. End of Note. Additional Credits to : Family and Friends : Special thanks to Magikal and Gregory for playtesting, support, and demos! =========================================================================== * What is included * New levels : One Sounds : Yes (credit due to whoever created these) Music : Yes (Descent - Level 2) Graphics : Yes (gothictx.wad required - see below for address) Dehacked/BEX Patch : No Demos : No Other : No Other files required : http://ftp.gamers.org/pub/games/idgames/graphics/gothictx.zip To run type: zdoom -file tripwire.wad gothictx.wad -skill ? OR legacy -file tripwire.wad gothictx.wad -skill ? To record use Legacy or Zdoom (ver 1.22) * Play Information * Game : DOOM2 Map # : Map 1 Single Player : Designed for Cooperative 2-4 Player : Player starts only Deathmatch 2-4 Player : Player starts only Other game styles : None Difficulty Settings : Yes, all implemented * Construction * Base : Major modifications (originally released as part of a megawad) Build Time : Several weeks Editor(s) used : Deep97 Known Bugs : None May Not Run With... : Will not run with standard doom2 ver 1.9 - need zdoom,Legacy,etc. * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * DISCLAIMER * This PWAD contains select texture(s) and flat(s) that can originally be found in GothicDM or Gothic2. Credit and thanks go out to the artist(s) of said flat(s) and texture(s) and also to the rest of the Gothic Crew (1997/98). The ORIGINAL GothicDM(2).ZIP can be found at 3dgamers.com. Each said PKZIP archive contains thirty-two professional quality levels and music. http://ftp.gamers.org/pub/games/idgames/levels/doom2/deathmatch/megawads/gothicdm.zip http://ftp.gamers.org/pub/games/idgames/levels/doom2/deathmatch/megawads/gothic2.zip * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Web sites: FTP sites: