Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

Memento Mori, the biggest and best Doom II Add-On ever!!

75 views
Skip to first unread message

Robert Templeman

unread,
Dec 21, 1995, 3:00:00 AM12/21/95
to
d.mo...@rendsburg.netsurf.de (Denis Moeller) wrote:
>
>Announcement 2, Memento Mori, 12/95
>
>
>Exactly 2 years after Doom hit the ground, Memento Mori will
>revitalize the old Doom (2) fever with 32 new, breathtaking
>maps, completely new music and new textures.
>
>This one was built by 21 of the best WAD-creators in the
>world, who worked more than 4 months to make one of the best
>Doom II Add-Ons ever.
>
>Memento Mori is FREEWARE. All you need is the original version
>of Doom II - if you don't own it, go buy it! :)
>Then all you need to do is to download all parts of Memento Mori.
>
>Memento Mori consists of 3 main ZIP files and one additional
>Info-Pack-File. The files are called MM1_3.ZIP, MM2_3.ZIP,
>MM3_3.ZIP & MMINFO.ZIP. They are on several ftp-servers right
>now and they will be on all ftp.cdrom.com mirror-sites very
>soon!
>
>Please check our WebPage for detailed information on how to
>GET and PLAY Memento Mori. You can download it right from our
>WebPage!
>
>Our WebPage-URL is:
>
>http://www.geopages.com/Hollywood/2299/
>
>

Sounds a bit suspect to me. If i were one of these Elite 21 i would be
producing graphics and music for commercial enterprise, but then if its
free you cant go wrong!


Doug Wright

unread,
Dec 21, 1995, 3:00:00 AM12/21/95
to

> >Exactly 2 years after Doom hit the ground, Memento Mori will
> >revitalize the old Doom (2) fever with 32 new, breathtaking
> >maps, completely new music and new textures.
> >
> >This one was built by 21 of the best WAD-creators in the
> >world, who worked more than 4 months to make one of the best
> >Doom II Add-Ons ever.
> >

>

> Sounds a bit suspect to me. If i were one of these Elite 21 i would be
> producing graphics and music for commercial enterprise, but then if its
> free you cant go wrong!

Believe it. It is one of the greatest full 32 level replacements I have
played. It has some new graphics, but the puzzles are good the levels are
fun and well layed-out. This could be the answer to the disappointment
that was TNT-the new Evilution. This one will make me feel better about
not buying TNT. (pay for wads not made by id... pffft- no way!)

Adam Williamson

unread,
Dec 21, 1995, 3:00:00 AM12/21/95
to
In article <4bbs4d$d...@yama.mcc.ac.uk>
mbc...@mphhpd.ph.man.ac.uk "Robert Templeman" writes:

> Sounds a bit suspect to me. If i were one of these Elite 21 i would be
> producing graphics and music for commercial enterprise, but then if its
> free you cant go wrong!
>

You don't know TiC.
--
Adam Williamson, D1M - ad...@scss.demon.co.uk
Email me for more details on the Terminal Velocity or Wolf 3D FAQs.
"There's nothing left for you to say, soon you'll be dead anyway"
Sig copyright Emma's Common Sense. (Green Day)

Simon H. Garlick

unread,
Dec 22, 1995, 3:00:00 AM12/22/95
to
Yea, verily, on Thu, 21 Dec 1995 12:00:59 -0500 did
pps...@nbnet.nb.ca (Doug Wright) write unto us:

>
>Believe it. It is one of the greatest full 32 level replacements I have
>played. It has some new graphics, but the puzzles are good the levels are
>fun and well layed-out. This could be the answer to the disappointment
>that was TNT-the new Evilution. This one will make me feel better about
>not buying TNT. (pay for wads not made by id... pffft- no way!)

I agree, it is very well done... my only criticism is that the levels
are more co-op oriented than single-player. Some of the puzzles, while
ingenious, are _very_ strange in single-player mode. Watch the
demos...

Still, a great collection of levels. I'm impressed.

______________________________________

Simon H. Garlick - s...@waikato.ac.nz
FRAGGO ERGO SUM
______________________________________


Alden Bates

unread,
Dec 23, 1995, 3:00:00 AM12/23/95
to
Robert Templeman (mbc...@mphhpd.ph.man.ac.uk) wrote:
: Sounds a bit suspect to me. If i were one of these Elite 21 i would be

: producing graphics and music for commercial enterprise, but then if its
: free you cant go wrong!

Hmm, I didn't know level creation involved any graphics/music editing.
The ones I'm working on at the moment have minimal graphics addons.

If I were one of the Elite 21, I'd get a life and a real job. ;-)

Alden Bates.
--
/| |~) "Is lower the lofty tone no enormously end, monkey-hominids going
/===== shit sod bugger all the sodding time." - Unnamed Sloathe
/ | |_) - Dave Stone, Doctor Who: Sky Pirates!
Alden Bates, aba...@central.co.nz

Adam Windsor

unread,
Dec 25, 1995, 3:00:00 AM12/25/95
to
Robert Templeman <mbc...@mphhpd.ph.man.ac.uk> wrote:
>
> d.mo...@rendsburg.netsurf.de (Denis Moeller) wrote:
> >
> >Announcement 2, Memento Mori, 12/95
> >
> >
> >Exactly 2 years after Doom hit the ground, Memento Mori will
> >revitalize the old Doom (2) fever with 32 new, breathtaking maps,
^^^^^^^^^^^^^^^^^^^^
Not entirely true -- at least 2 of the levels are not new (level 8
is DEADSHRI.WAD and one of the demo levels is TWILAB.WAD). The only
thing "breath-taking" about level 1 is how ugly that circular
corridor near the start is. ;)
Overall, however, I've been impressed. Jens Nielsen is too fond of
unmarked secrets, however. :)

> >completely new music and new textures.

I don't play with music but the new textures are _very_ impressive

> >This one was built by 21 of the best WAD-creators in the
> >world, who worked more than 4 months to make one of the best
> >Doom II Add-Ons ever.
>

> Sounds a bit suspect to me. If i were one of these Elite 21 i would be
> producing graphics and music for commercial enterprise, but then if its
> free you cant go wrong!

Perhaps that's exactly what some of them do for a living! (I don't
know any of the people involved so I couldn't say whether this is the
case or not.) Maybe they just wanted to produce an amazing WAD? Who
knows (and fundamentally, who cares?) _why_ they decided to do work
on a WAD for 4 months? It's here, it's good, and as Adam Williamson
said, "you obviously don't know TiC".

Adam Windsor
wind...@pigeon.qut.edu.au
Author of DFEAR*.WAD
Fear My Pistol Skills

Adam Williamson

unread,
Dec 25, 1995, 3:00:00 AM12/25/95
to
In article <4bn282$h...@stork.qut.edu.au>
wind...@pigeon.qut.edu.au "Adam Windsor" writes:

> Not entirely true -- at least 2 of the levels are not new (level 8
> is DEADSHRI.WAD and one of the demo levels is TWILAB.WAD). The only
> thing "breath-taking" about level 1 is how ugly that circular
> corridor near the start is. ;)
> Overall, however, I've been impressed. Jens Nielsen is too fond of
> unmarked secrets, however. :)

Lev8 - dunno, haven't got past that *(&$ing Archvile in lev7 yet (well, I
did once, then when I saved immediately after it dumped me to DOS with
"unknown thing ??? <a number, could be 192, can't remember> in savegame!"
ARGGGGGHHHHHHHH! BOLLOCKS! That was nasty though, an Archvile with _nothing_
to hide behind except the entrance, where IF the Archvile is at the side
you can hide. But ONLY if. Anyways, should I have a rocket launcher or
higher by lev7 just playing normally (IE looking for secrets but NOT
pushing _every_ slightly indicated wall), or should I _still_ be beating
off Revenants and Barons and Knights with my SSG?!?!. Anyway, if you read
the MMINFO, it does say that TWILAB.WAD was upgraded and included. So ner. :)

>
> > >completely new music and new textures.
>
> I don't play with music but the new textures are _very_ impressive

The music is good too. Make an exception - _do_ paly with music. It's worth
it!

>
> > >This one was built by 21 of the best WAD-creators in the
> > >world, who worked more than 4 months to make one of the best
> > >Doom II Add-Ons ever.
> >
> > Sounds a bit suspect to me. If i were one of these Elite 21 i would be
> > producing graphics and music for commercial enterprise, but then if its
> > free you cant go wrong!
>
> Perhaps that's exactly what some of them do for a living! (I don't
> know any of the people involved so I couldn't say whether this is the
> case or not.) Maybe they just wanted to produce an amazing WAD? Who
> knows (and fundamentally, who cares?) _why_ they decided to do work
> on a WAD for 4 months? It's here, it's good, and as Adam Williamson
> said, "you obviously don't know TiC".
>

Ahh, thanx for the quote there - but of course TiC are only some of the
guys, and they all sound very nice to me. Here's to MM2, and give me my
plasma rifle this time :)


--
Adam Williamson, D1M - ad...@scss.demon.co.uk

"He makes a plan to take a stand but always ends up sitting" - Green Day
Find 2spook35.wad, tyranny1.wad, the Wolf3D and TV FAQs and much more at:
http://ourworld.compuserve.com/homepages/The_Williamsons/

Orin Flaharty

unread,
Dec 26, 1995, 3:00:00 AM12/26/95
to
In <819930...@scss.demon.co.uk> Adam Williamson

Ok, the story on map 8 is that when I got it finished I gave it to some
of my friends around here to try it out and one of them uploaded it :(
Unfortunaly I didn't have time to make another one to replace it before
we released MMand besides, it's one of the best levels I have ever made
:)

Cya,
Orin Flaharty
a.k.a. Akira on the Denver Dwango

Adam Windsor

unread,
Dec 26, 1995, 3:00:00 AM12/26/95
to
akir...@ix.netcom.com(Orin Flaharty ) wrote:
>
> In <819930...@scss.demon.co.uk> Adam Williamson
> <Ad...@scss.demon.co.uk> writes:
> >Lev8 - dunno, haven't got past that *(&$ing Archvile in lev7 yet
> > That was nasty though, an Archvile with
> >_nothing_ to hide behind except the entrance

SSG hit hit hit hit. AV dead. And I'm a poor-middling Keyboarder.

> > Anyways, should I have a rocket launcher or
> >higher by lev7 just playing normally (IE looking for secrets but NOT
> >pushing _every_ slightly indicated wall), or should I _still_ be
> >beating off Revenants and Barons and Knights with my SSG?!?!.

Plasma's on lev7, RL on lev8. I didn't see them before that, but I
could have missed them.

> > Anyway, if you
> >read the MMINFO, it does say that TWILAB.WAD was upgraded and included. So
> >ner. :)

Ah, but I was replying to the post, not to MMINFO.
ner ner. :)



> >Adam Williamson, D1M - ad...@scss.demon.co.uk

> >http://ourworld.compuserve.com/homepages/The_Williamsons/
^^^^^^^^^^^^^^^^^^^^
and this never bloody works either (well, the twice I tried, anyway)

> Ok, the story on map 8 is that when I got it finished I gave it to some
> of my friends around here to try it out and one of them uploaded it :(
> Unfortunaly I didn't have time to make another one to replace it before
> we released MMand besides, it's one of the best levels I have ever made

I liked MAP05 of MM better -- that was you as well, wasn't it?

Adam Williamson

unread,
Dec 26, 1995, 3:00:00 AM12/26/95
to
In article <4bnpmf$m...@ixnews4.ix.netcom.com>
akir...@ix.netcom.com(Orin "Orin Flaharty " writes:

> Ok, the story on map 8 is that when I got it finished I gave it to some
> of my friends around here to try it out and one of them uploaded it :(
> Unfortunaly I didn't have time to make another one to replace it before
> we released MMand besides, it's one of the best levels I have ever made

> :)
>
> Cya,
> Orin Flaharty
> a.k.a. Akira on the Denver Dwango
>

Alright, my son, you are forgiven :)
--

Adam Williamson, D1M - ad...@scss.demon.co.uk

Adam Williamson

unread,
Dec 26, 1995, 3:00:00 AM12/26/95
to
In article <4bo0ud$h...@stork.qut.edu.au>
wind...@pigeon.qut.edu.au "Adam Windsor" writes:

> SSG hit hit hit hit. AV dead. And I'm a poor-middling Keyboarder.

Erm, pardon me, but I find it a little hard to believe he didn't set you on
fire whilst you were doing this.

>
> Plasma's on lev7, RL on lev8. I didn't see them before that, but I
> could have missed them.

Lev7? Before or after the Archvile? If it's after, it's no bloody use to me
then is it?!?!?!

>
>
> Ah, but I was replying to the post, not to MMINFO.
> ner ner. :)

Shut up, smartarse :)

>
> > >Adam Williamson, D1M - ad...@scss.demon.co.uk

> > >http://ourworld.compuserve.com/homepages/The_Williamsons/
> ^^^^^^^^^^^^^^^^^^^^
> and this never bloody works either (well, the twice I tried, anyway)

I know, sorry - I was updating it, it was sending very slowly so I cancelled.
Now Compuserve, instead of going back to the original, is waiting for me
to upload this stuff. Bollocks.

Adam Windsor

unread,
Dec 27, 1995, 3:00:00 AM12/27/95
to
Adam Williamson <Ad...@scss.demon.co.uk> wrote:
>
> In article <4bo0ud$h...@stork.qut.edu.au>
> wind...@pigeon.qut.edu.au "Adam Windsor" writes:
>
> > SSG hit hit hit hit. AV dead. And I'm a poor-middling Keyboarder.
>
> Erm, pardon me, but I find it a little hard to believe he didn't set you on
> fire whilst you were doing this.

the SSG is fast enough to break his attack, y'know -- but he did
torch me once -- I went from 180/180 to 120/110. I can deal with
that. :)



> > Plasma's on lev7, RL on lev8. I didn't see them before that, but I
> > could have missed them.
>
> Lev7? Before or after the Archvile? If it's after, it's no bloody use to me
> then is it?!?!?!

I got the Plasma after (right at the end) ... you should be able to
get it before, though. Open the switch at the base of the stairs at
the start of lev7, flick it, go through the door that opens at the top
of the stairs, up the small lift and along the corridor -- there's an
unmarked lift in one corner of the open area at the end. There's a
switch down in there that opens the plasma area. If I recall right,
anyway. :)

> > > >http://ourworld.compuserve.com/homepages/The_Williamsons/
> > ^^^^^^^^^^^^^^^^^^^^
> > and this never bloody works either (well, the twice I tried, anyway)
>
> I know, sorry - I was updating it, it was sending very slowly so I cancelled.
> Now Compuserve, instead of going back to the original, is waiting for me
> to upload this stuff. Bollocks.

So when you going to fix it, then, hmmmmm?

> Adam Williamson, D1M - ad...@scss.demon.co.uk
> "He makes a plan to take a stand but always ends up sitting" - Green Day
> Find 2spook35.wad, tyranny1.wad, the Wolf3D and TV FAQs and much more at:
> http://ourworld.compuserve.com/homepages/The_Williamsons/

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
D'OH! :>

Alden Bates

unread,
Dec 28, 1995, 3:00:00 AM12/28/95
to
Adam Williamson (Ad...@scss.demon.co.uk) wrote:

: In article wind...@pigeon.qut.edu.au "Adam Windsor" writes:
:
: > SSG hit hit hit hit. AV dead. And I'm a poor-middling Keyboarder.
: Erm, pardon me, but I find it a little hard to believe he didn't set you on
: fire whilst you were doing this.

Of course, but if you hit him hard enough, he makes the pain noise and
stops flaming you before the explosion effect.

I think there's a RL on level 7 as well. I _know_ there's at least one
rocket, so that implies theres a RL, or it wouldn't be there. :-)

: : [Plasma on 7, RL on 8]
: Lev7? Before or after the Archvile? If it's after, it's no bloody use to me
: then is it?!?!?!

I recall I had the RL before meeting the Archvile, but I don't think I
had the Plasma before then. In fact, I don't remember getting the Plasma
gun for several levels after. :-(

Humph. I'm up to level 18 I think. I still have problems with saving:
After I hit save, the "game saved" message appears, and a few seconds
later, the game freezes.

Maybe there's something wrong with my setup, but MM is the only wad it's
happened on. Probably just because it's the only one where I've had to
save every few minutes. :-)

Alden Bates. (BTW, I've seen level 30, and I don't believe anyone has
gotten through it, not matter what anyone says.)

Chris Bradley

unread,
Dec 28, 1995, 3:00:00 AM12/28/95
to
In article <4btmqg$a...@central.co.nz>,
Alden Bates <aba...@central.co.nz> wrote:
>[edit] (BTW, I've seen level 30, and I don't believe anyone has
>gotten through it, not matter what anyone says.)

Completing Level 30 of Memento Mori *is* possible, without cheating --
but it did take about thirty restart-from-saves, and I went into it with
all weapons. (This was on UV; hate to think about Nightmare!)
---
chris

Adam Williamson

unread,
Dec 28, 1995, 3:00:00 AM12/28/95
to
In article <4br4b9$g...@stork.qut.edu.au>
wind...@pigeon.qut.edu.au "Adam Windsor" writes:

> I got the Plasma after (right at the end) ... you should be able to
> get it before, though. Open the switch at the base of the stairs at
> the start of lev7, flick it, go through the door that opens at the top
> of the stairs, up the small lift and along the corridor -- there's an
> unmarked lift in one corner of the open area at the end. There's a
> switch down in there that opens the plasma area. If I recall right,
> anyway. :)
>

You can't get it before. I checked it out with a level editor - one of the
required switches is opened by another switch which is _behind_ a blue door
which is opened by the key the Archvile is standing on :(
--

Adam Williamson

unread,
Dec 28, 1995, 3:00:00 AM12/28/95
to
In article <4br4b9$g...@stork.qut.edu.au>
wind...@pigeon.qut.edu.au "Adam Windsor" writes:

> the SSG is fast enough to break his attack, y'know -- but he did
> torch me once -- I went from 180/180 to 120/110. I can deal with
> that. :)
>

The time I beat him I went from 100/76 to 21/5 :(

Adam Williamson

unread,
Dec 28, 1995, 3:00:00 AM12/28/95
to
In article <4btmqg$a...@central.co.nz> aba...@central.co.nz "Alden Bates" writes:

> I think there's a RL on level 7 as well. I _know_ there's at least one
> rocket, so that implies theres a RL, or it wouldn't be there. :-)

It's probably DM only. There is no rocket launcher obtainable in single
player mode (or co-op) before level 7, nor a plasma rifle - I checked with
the thing searcher from Edmap.

>
> I recall I had the RL before meeting the Archvile, but I don't think I
> had the Plasma before then. In fact, I don't remember getting the Plasma
> gun for several levels after. :-(
>

You can't have had the RL first, you're misremembering.

Simon H. Garlick

unread,
Dec 29, 1995, 3:00:00 AM12/29/95
to
Yea, verily, on Thu, 28 Dec 95 10:04:37 GMT did Adam Williamson
<Ad...@scss.demon.co.uk> write unto us:

>In article <4br4b9$g...@stork.qut.edu.au>
> wind...@pigeon.qut.edu.au "Adam Windsor" writes:
>
>> the SSG is fast enough to break his attack, y'know -- but he did
>> torch me once -- I went from 180/180 to 120/110. I can deal with
>> that. :)
>>
>The time I beat him I went from 100/76 to 21/5 :(
>--

You guys are gonna hate me, but...

First time I met the AV I took him out without taking a single hit.
How? Grab the key, hit him with ANYTHING to distract him from torching
you, run to the door, flip the "open" switch (which grabbing the key
will have uncovered), run out, hit him through the doorway. The door
will auto-close to give you some relief, and then when you're ready
just open it and start blasting.

It was one of those flukey "OH SHIT" run around like a headless
chicken in total panic sort of escapes. I couldn't believe I'd done
it.

Djinni

unread,
Dec 29, 1995, 3:00:00 AM12/29/95
to
On 25 Dec 1995 20:40:34 GMT, Adam Windsor <wind...@pigeon.qut.edu.au>
wrote:

>Overall, however, I've been impressed. Jens Nielsen is too fond of
>unmarked secrets, however. :)
Never heard of super secrets, eh ;)


>Adam Windsor
>wind...@pigeon.qut.edu.au
>Author of DFEAR*.WAD
>Fear My Pistol Skills
Who needs skills with a doublebarrel?

bye,
Jens.

---------------------------------------
Email:dji...@cybernet.dk
"It's nice to be important, but it's
more important to be nice!" -Scooter
Check out my homepage with the newest on
my level editing. Also got a link to the
upcoming 32pwad: Memento Mori for Doom 2.
http://www.geopages.com/Hollywood/2298
Released very soon, maybe for free ;-)
---------------------------------------


Djinni

unread,
Dec 29, 1995, 3:00:00 AM12/29/95
to
On Mon, 25 Dec 95 22:25:34 GMT, Adam Williamson
<Ad...@scss.demon.co.uk> wrote:

>Lev8 - dunno, haven't got past that *(&$ing Archvile in lev7 yet (well, I


>did once, then when I saved immediately after it dumped me to DOS with
>"unknown thing ??? <a number, could be 192, can't remember> in savegame!"

If you can reproduce that error, please notify me.

>ARGGGGGHHHHHHHH! BOLLOCKS! That was nasty though, an Archvile with _nothing_


>to hide behind except the entrance, where IF the Archvile is at the side

>you can hide. But ONLY if. Anyways, should I have a rocket launcher or


>higher by lev7 just playing normally (IE looking for secrets but NOT
>pushing _every_ slightly indicated wall), or should I _still_ be beating
>off Revenants and Barons and Knights with my SSG?!?!.

It is possible to find the Rocket launcher on MAP 07 before the
encounter with the Arch-Vile. Check out some corners, no need
to hit the walls. It is possible to go for the lift before the
Arch-Vile attacks.

>Adam Williamson, D1M - ad...@scss.demon.co.uk
>"He makes a plan to take a stand but always ends up sitting" - Green Day
>Find 2spook35.wad, tyranny1.wad, the Wolf3D and TV FAQs and much more at:
>http://ourworld.compuserve.com/homepages/The_Williamsons/

Djinni

unread,
Dec 29, 1995, 3:00:00 AM12/29/95
to
On Thu, 28 Dec 95 19:10:41 GMT, Adam Williamson
<Ad...@scss.demon.co.uk> wrote:

>In article <4btmqg$a...@central.co.nz> aba...@central.co.nz "Alden Bates" writes:
>
>> I think there's a RL on level 7 as well. I _know_ there's at least one
>> rocket, so that implies theres a RL, or it wouldn't be there. :-)
>
>It's probably DM only. There is no rocket launcher obtainable in single
>player mode (or co-op) before level 7, nor a plasma rifle - I checked with
>the thing searcher from Edmap.

You checked very badly then, you can get it on level 7, before the
encounter with the Arch-vile. The plasma is another matter, though.



>> I recall I had the RL before meeting the Archvile, but I don't think I
>> had the Plasma before then. In fact, I don't remember getting the Plasma
>> gun for several levels after. :-(
>>
>You can't have had the RL first, you're misremembering.
>--

Adam Windsor

unread,
Dec 30, 1995, 3:00:00 AM12/30/95
to
per...@po.ia.dk (Djinni) wrote:
> >Overall, however, I've been impressed. Jens Nielsen is too fond of
> >unmarked secrets, however. :)
> Never heard of super secrets, eh ;)

Oh I've _heard_ of them. I just don't _like_ them. Particularly
when they are necessary to finish the level. As a level designer, I
avoid unmarked secrets as I tend to find that players find them
extremely annoying.

Adam Windsor
wind...@pigeon.qut.edu.au
Author of DFEAR*.WAD

Fear My Pistol SKill


Djinni

unread,
Dec 31, 1995, 3:00:00 AM12/31/95
to
On 30 Dec 1995 01:03:45 GMT, Adam Windsor <wind...@pigeon.qut.edu.au>
wrote:

>per...@po.ia.dk (Djinni) wrote:


>> >Overall, however, I've been impressed. Jens Nielsen is too fond of
>> >unmarked secrets, however. :)
>> Never heard of super secrets, eh ;)
>
>Oh I've _heard_ of them. I just don't _like_ them. Particularly
>when they are necessary to finish the level. As a level designer, I
>avoid unmarked secrets as I tend to find that players find them
>extremely annoying.

None of the supersecrets are necessary to finish the level. They
bring (map07): the rocket launcher, plasma and healing.

If you speak about the first switch you encounter, you will find
some blinking light and a misaligned texture.

>
>Adam Windsor
>wind...@pigeon.qut.edu.au
>Author of DFEAR*.WAD
>Fear My Pistol SKill

Drake O'Brien

unread,
Dec 31, 1995, 3:00:00 AM12/31/95
to
In article <4c4mup$b...@news.uni-c.dk>, per...@po.ia.dk says...

>
>On 30 Dec 1995 01:03:45 GMT, Adam Windsor <wind...@pigeon.qut.edu.au>
>wrote:
>
>>per...@po.ia.dk (Djinni) wrote:
>>> >Overall, however, I've been impressed. Jens Nielsen is too fond of
>>> >unmarked secrets, however. :)
>>> Never heard of super secrets, eh ;)
>>
>>Oh I've _heard_ of them. I just don't _like_ them. Particularly
>>when they are necessary to finish the level. As a level designer, I
>>avoid unmarked secrets as I tend to find that players find them
>>extremely annoying.
>None of the supersecrets are necessary to finish the level. They
>bring (map07): the rocket launcher, plasma and healing.

Memento Mori is great. Who likes supersecrets (secrets with no
pointers) tho'? Nobody plays like that since Wolf-3d, hitting everywhere on
every wall hoping to find something. It's boring and tedious and dull.
Rather than do that I'd just load the thing in an editor and... what's the
difference? They're both no-skill actions, hitting everywhere on every wall
& loading the wad in an editor.

There's one other thing I HATE in pwads, which is a switch for a door on the
other side of the level where you hit the switch & run madly around
obstacles only to see the door close in your face. And you need to get past
the door to complete the level! This means the players with Pentiums get to
finish the wad and the rest of us have to use the cheats, which sux (and it
makes the level unplayable for lower skill levels).


P.S. I beat that archvile on UV without cheating, but it took alot of
loading from saved game...


Adam Williamson

unread,
Dec 31, 1995, 3:00:00 AM12/31/95
to
In article <4c4mup$b...@news.uni-c.dk> per...@po.ia.dk "Djinni" writes:

> If you speak about the first switch you encounter, you will find
> some blinking light and a misaligned texture.
>

Hmm...? Didn't notice the misalignment, and the blinking light for the first
20mins I mistook for an architectural touch. I did _eventually_ try pushing
it though...

Adam Williamson

unread,
Dec 31, 1995, 3:00:00 AM12/31/95
to
In article <4c4sc2$3...@fountain.mindlink.net>

a13...@mindlink.bc.ca "Drake O'Brien" writes:

> pointers) tho'? Nobody plays like that since Wolf-3d, hitting everywhere on
> every wall hoping to find something. It's boring and tedious and dull.
>

Have to defend Wolf here, in all 6 Wolf episodes there are a maximum of 5
unmarked secrets - all the others have decorative textures or are between
decorations or something.

Tom Wheeley

unread,
Jan 1, 1996, 3:00:00 AM1/1/96
to
In article <820407...@scss.demon.co.uk>
Ad...@scss.demon.co.uk "Adam Williamson" writes:

> In article <4c4sc2$3...@fountain.mindlink.net>
> a13...@mindlink.bc.ca "Drake O'Brien" writes:
>
> > pointers) tho'? Nobody plays like that since Wolf-3d, hitting everywhere on
> > every wall hoping to find something. It's boring and tedious and dull.
> >
> Have to defend Wolf here, in all 6 Wolf episodes there are a maximum of 5
> unmarked secrets - all the others have decorative textures or are between
> decorations or something.

Yeah, thats still unmarked though. There are hundreds of decorative textures
and gaps between textures in Wolf3D which don't have secrets. You must admit
you are left pushing most walls.

--
* TQ 1.0 * 101 Cheats for Quake
51. IDLIFEBANE
Erase Quake from your harddrive. (You've got LifeBane, why waste your
time with Quake?)

Adam Williamson

unread,
Jan 1, 1996, 3:00:00 AM1/1/96
to
In article <820507...@tsys.demon.co.uk>
to...@tsys.demon.co.uk "Tom Wheeley" writes:

> Yeah, thats still unmarked though. There are hundreds of decorative textures
> and gaps between textures in Wolf3D which don't have secrets. You must admit
> you are left pushing most walls.
>

So? How many times in Doom add-ons have you been left pushing _every_ STONE3
around STONE2's? Sound familiar? :)

Drake O'Brien

unread,
Jan 2, 1996, 3:00:00 AM1/2/96
to
In article <820527...@scss.demon.co.uk>, Ad...@scss.demon.co.uk says...

>
>In article <820507...@tsys.demon.co.uk>
> to...@tsys.demon.co.uk "Tom Wheeley" writes:
>
>> Yeah, thats still unmarked though. There are hundreds of decorative
textures
>> and gaps between textures in Wolf3D which don't have secrets. You must
admit
>> you are left pushing most walls.
>>
>So? How many times in Doom add-ons have you been left pushing _every_
STONE3
>around STONE2's? Sound familiar? :)
>--
Yup, that's exactly the point. In Wolf-3d and SOD a basic technique is to
hold down spacebar while straferunning down every wall in every area as soon
as the area is 'secured', because tho' a few secrets have subtle markings
the rest don't. In Wolf and SOD this was OK for some reason, but the
technique isn't natural in doom where the gameplay is faster and there're
acid floors etc., etc. I know I feel a sense of satisfaction when I spot a
secret area just from clues - and the wittier the clues the better it is.
Totally unmarked secrets in a pwad are a bit newbyish. Irritating too.

Likewise doors and keys that require a good DMer's or UV player's skill to
get, or require the speed of a pentium processor to make the fast enough run
or the long enough jump else the level can't be completed - these are
newbyish mistakes that irritate me.


Doug Bora

unread,
Jan 2, 1996, 3:00:00 AM1/2/96
to
: Likewise doors and keys that require a good DMer's or UV player's skill to
: get, or require the speed of a pentium processor to make the fast enough run
: or the long enough jump else the level can't be completed - these are
: newbyish mistakes that irritate me.

Eh? I don't think pentiums jump further. Try strafe-running.

--

Doug Bora
stig...@interaccess.com

Drake O'Brien

unread,
Jan 2, 1996, 3:00:00 AM1/2/96
to
In article <4cad2j$a...@nntp.interaccess.com>,
stig...@thymaster.interaccess.com¬ says...

>
>: Likewise doors and keys that require a good DMer's or UV player's skill
to
>: get, or require the speed of a pentium processor to make the fast enough
run
>: or the long enough jump else the level can't be completed - these are
>: newbyish mistakes that irritate me.
>
>Eh? I don't think pentiums jump further. Try strafe-running.
>

This bloody thread was cross-posted to doom.misc and doom.editing so I cut
that since it's now a playing only issue.

I've been wondering about that. It seems that pentiums do make running
faster and jumping farther, but maybe the pentium just plays so much
smoother that the player has more control? I wonder, why should a DM with a
pentium vs a 486 favor the pentium? I thought the connection would slow the
pentium down to the 486 speed.. Yet it sure seems like a pentium owner has
an advantage in doing stuff like picking up the plasma in map01, and in
maneuvering. Of course I'm always looking for excuses why I lose!


ba...@eden.com

unread,
Jan 2, 1996, 3:00:00 AM1/2/96
to
In <4c4sc2$3...@fountain.mindlink.net>, a13...@mindlink.bc.ca (Drake O'Brien) writes:
>In article <4c4mup$b...@news.uni-c.dk>, per...@po.ia.dk says...
>This means the players with Pentiums get to
>finish the wad and the rest of us have to use the cheats, which sux (and it
>makes the level unplayable for lower skill levels).

This is interesting. Are you saying a person with a P90 has a 'hardware'
advantage over a person with a DX2/66 playing DM?

Adam Williamson

unread,
Jan 2, 1996, 3:00:00 AM1/2/96
to

No, it's a myth. I jump just as far on the P90 my Dad is borrowing as on
the DX33 i'm typing on. The difference? The Pentium is _smoother_, which
can help, but you can shift the framerate up on a DX2/66 with lo-detail and
screen sizes.

David CL Francis

unread,
Jan 2, 1996, 3:00:00 AM1/2/96
to
In article <820507...@tsys.demon.co.uk>, Tom Wheeley
<to...@tsys.demon.co.uk> writes

>In article <820407...@scss.demon.co.uk>
> Ad...@scss.demon.co.uk "Adam Williamson" writes:
>
>> In article <4c4sc2$3...@fountain.mindlink.net>
>> a13...@mindlink.bc.ca "Drake O'Brien" writes:
>>
>> > pointers) tho'? Nobody plays like that since Wolf-3d, hitting everywhere on
>> > every wall hoping to find something. It's boring and tedious and dull.
>> >
>> Have to defend Wolf here, in all 6 Wolf episodes there are a maximum of 5
>> unmarked secrets - all the others have decorative textures or are between
>> decorations or something.
>
>Yeah, thats still unmarked though. There are hundreds of decorative textures
>and gaps between textures in Wolf3D which don't have secrets. You must admit
>you are left pushing most walls.
>
None of you played the registered version of Wolfenstein then? There is
one level - sorry I cannot remember which - that has about 100 unmarked
secrets in a diabolical maze. When you got to the centre of the maze you
got a code word and the suggestion that you ring ID to claim a reward. I
never did though. One mistake near the middle and you were locked in and
could not get out.

That is something I do not like in any game - a 'dead end'. A difficult
puzzle is fine but a point where you are just stuck and cannot go back
or forward is to me not a fair game - unless you die there! I am not too
keen on 'one chance only' secrets either. They encourage me to cheat!
--
--------------------------------------------------------------
David CL Francis E-Mail reply to <da...@dclf.demon.co.uk>
--------------------------------------------------------------

David Ganly

unread,
Jan 2, 1996, 3:00:00 AM1/2/96
to
Um...How big is this Memento Mori?
Like how many Kilobytes is it?
Can anyone point me to some mirrors of ftp.cdrom.com??
Thanks...
David Ganly

Drake O'Brien

unread,
Jan 2, 1996, 3:00:00 AM1/2/96
to
In article <4cbk9p$9...@ausnews.austin.ibm.com>, ba...@eden.com says...

>
>In <4c4sc2$3...@fountain.mindlink.net>, a13...@mindlink.bc.ca (Drake
O'Brien) writes:
>>In article <4c4mup$b...@news.uni-c.dk>, per...@po.ia.dk says...
>>This means the players with Pentiums get to
>>finish the wad and the rest of us have to use the cheats, which sux (and
it
>>makes the level unplayable for lower skill levels).
>
>This is interesting. Are you saying a person with a P90 has a 'hardware'
>advantage over a person with a DX2/66 playing DM?

No, I was talking about solo play. I think because there's lesser chop on a
Pentium you can run faster and jump farther and maneuver with more control.
So I hate those wads where the author makes a key or necessary
door challenging for a pentium owner, eg. hitting a switch and maneuvering
around 10 obstacles to get into a door before it closes, 'cause that means
it's impossible for me on my 486/33. I like to play UV. But in a wad that
has that kind of problem it doesn't matter, I could play ITYTD and still not
make it thru' the level 'cause the author didn't take hardware constraints
into account.

But I've seen people post (I think in that mouse vs. keyboard thread) that
pentium gives an advantage over 486 in DM, too. I wonder why?


Ben Morris

unread,
Jan 2, 1996, 3:00:00 AM1/2/96
to
ba...@eden.com wrote:
: This is interesting. Are you saying a person with a P90 has a 'hardware'

: advantage over a person with a DX2/66 playing DM?

even though i didn't say it in the first place, i agree with whoever did.
two players of equal skill playing on unequal machines (2/66 vs a p90, for
example) will see about a 3:1 win for the guy on the p90. (that is, 3
games out of 4, not 3x the frags.)

at least, that's how it's been 'round here. using myself as an example: I
played on a dx2/66 for about a year and a half. i usually lost to the guy
with the fastest computer - a p90. now that i've got a p120, i've had
about a 1:1 win ratio with the same guy, and i find myself way above those
on dx2/66s.

the advantage comes from hand-eye coordination - you get a higher frame
rate on a pentium than you get on a dx2. if two guys on map07 are running
the outer walls on a collision course at a corner, who's going to shoot
first? - the guy who sees the other first. if the guy on the p90 has a
couple extra frames of the other rounding the corner, he'll fire just a
splitsecond sooner. that's all it takes with a supershotgun, right?

ben

-/-
Ben Morris: Irritant at large bmo...@islandnet.com
SavanTech/Zerius/C++/Rush/DCK http://www.islandnet.com/~voltaire

Adam Williamson

unread,
Jan 3, 1996, 3:00:00 AM1/3/96
to
In article <1KrTWHAL...@dclf.demon.co.uk>

da...@dclf.demon.co.uk "David CL Francis" writes:

> None of you played the registered version of Wolfenstein then? There is
> one level - sorry I cannot remember which - that has about 100 unmarked
> secrets in a diabolical maze. When you got to the centre of the maze you
>

Ah, so you pirated yours and/or never read the manual eh? This was a
competition run by Apogee - originally the first person to find that texture
won $2000 or something, but then Apogee realized people were writing programs
to hack the textures and cancelled the competition - but left the maze in.
It had to be unmarked, the idea was that it wasn't easy to find, otherwise
millions of people would be flooding the lines!

Adam Williamson

unread,
Jan 3, 1996, 3:00:00 AM1/3/96
to
In article <4cbsje$q...@fountain.mindlink.net>

a13...@mindlink.bc.ca "Drake O'Brien" writes:

> No, I was talking about solo play. I think because there's lesser chop on a
> Pentium you can run faster and jump farther and maneuver with more control.
> So I hate those wads where the author makes a key or necessary
> door challenging for a pentium owner, eg. hitting a switch and maneuvering
> around 10 obstacles to get into a door before it closes, 'cause that means
> it's impossible for me on my 486/33. I like to play UV. But in a wad that
> has that kind of problem it doesn't matter, I could play ITYTD and still not
> make it thru' the level 'cause the author didn't take hardware constraints
> into account.
>
> But I've seen people post (I think in that mouse vs. keyboard thread) that
> pentium gives an advantage over 486 in DM, too. I wonder why?
>
>

So stick your view size down and lo-detail for a second. No problem. It
does have an advantage in DM as it's still smoother, but again, smaller
screen size nad lo-detail brings yours up to match. Macca, could you _please_
tell me why the hell you still play like this on a P120 or whatever you've
got?!?!

Alasdair

unread,
Jan 4, 1996, 3:00:00 AM1/4/96
to

try ftp://ftp.sunet.se/pub/pc/idgames/

its probably the quickest one for us


Arthur Chang

unread,
Jan 4, 1996, 3:00:00 AM1/4/96
to
Adam Williamson <Ad...@scss.demon.co.uk> wrote:

>In article <4cbsje$q...@fountain.mindlink.net>
> a13...@mindlink.bc.ca "Drake O'Brien" writes:
>> No, I was talking about solo play. I think because there's lesser chop on a
>> Pentium you can run faster and jump farther and maneuver with more control.

<SNIP>


>>
>> But I've seen people post (I think in that mouse vs. keyboard thread) that
>> pentium gives an advantage over 486 in DM, too. I wonder why?
>>
>>
>So stick your view size down and lo-detail for a second. No problem. It
>does have an advantage in DM as it's still smoother, but again, smaller
>screen size nad lo-detail brings yours up to match. Macca, could you _please_
>tell me why the hell you still play like this on a P120 or whatever you've
>got?!?!
>--
>Adam Williamson, D1M - ad...@scss.demon.co.uk

Okay, this belongs in a new thread about now...it has digressed to far
from the original topic, IMHO. It has *almost* nothing to do with
Memento Mori itself.


-Arthur Chang
alc...@wam.umd.edu


David CL Francis

unread,
Jan 4, 1996, 3:00:00 AM1/4/96
to
In article <4cahne$5...@fountain.mindlink.net>, Drake O'Brien
<a13...@mindlink.bc.ca> writes

>
>I've been wondering about that. It seems that pentiums do make running
>faster and jumping farther, but maybe the pentium just plays so much
>smoother that the player has more control? I wonder, why should a DM with a
>pentium vs a 486 favor the pentium? I thought the connection would slow the
>pentium down to the 486 speed.. Yet it sure seems like a pentium owner has
>an advantage in doing stuff like picking up the plasma in map01, and in
>maneuvering. Of course I'm always looking for excuses why I lose!
>
I agree, when I ditched my 386 and got a P90 I found several difficult
jumps that I had <never> made before became comparatively easy. With the
P90 I came close to completing that circular run round the pillars in
Doom E1L9 I think it is (the 'secret' level?). With the 386 I could
rarely make the first jump!

My impression is that the higher frame rate is what makes the
difference.
With a lower frame rate there can be an extra, though small, difference
in the time before the view reacts to your actions. An indifferent,
geriatric, Doom player like me probably notices it more!

Simon H. Garlick

unread,
Jan 4, 1996, 3:00:00 AM1/4/96
to
Words of Wisdom from tcap...@qntm.com (Tony Cappellini) regarding
Memento Mori:


>i finally found it and played it last night.
>it's not that hot.
>
>i can still recognize the rooms from doom ii


He's all yours, people.

Adam Williamson

unread,
Jan 4, 1996, 3:00:00 AM1/4/96
to
In article <ikQMoRAm...@dclf.demon.co.uk>

da...@dclf.demon.co.uk "David CL Francis" writes:

> Fair enough - but I did not pirate my copy - I still have the box and
> original disk. I may have forgotten what was in the manual or failed to
> read it properly. But that was not the only place where this occurred
> although none of the others had anywhere near so many unmarked secrets.
>
That's why I put in the "and/or" :). This was a special case, of course...
if they were marked _everyone_ would have found it. There's one in the
first episode, but there's only about 9 blocks in the area anyway...err,
there's at least one in episode 5...anyone remember any others?


--
Adam Williamson, D1M - ad...@scss.demon.co.uk

David CL Francis

unread,
Jan 4, 1996, 3:00:00 AM1/4/96
to
In article <820663...@scss.demon.co.uk>, Adam Williamson
<Ad...@scss.demon.co.uk> writes
>In article <1KrTWHAL...@dclf.demon.co.uk>

> da...@dclf.demon.co.uk "David CL Francis" writes:
>
>> None of you played the registered version of Wolfenstein then? There is
>> one level - sorry I cannot remember which - that has about 100 unmarked
>> secrets in a diabolical maze. When you got to the centre of the maze you
>>
>Ah, so you pirated yours and/or never read the manual eh? This was a
>competition run by Apogee - originally the first person to find that texture
>won $2000 or something, but then Apogee realized people were writing programs
>to hack the textures and cancelled the competition - but left the maze in.
>It had to be unmarked, the idea was that it wasn't easy to find, otherwise
>millions of people would be flooding the lines!

Fair enough - but I did not pirate my copy - I still have the box and


original disk. I may have forgotten what was in the manual or failed to
read it properly. But that was not the only place where this occurred
although none of the others had anywhere near so many unmarked secrets.

--

Adam Williamson

unread,
Jan 4, 1996, 3:00:00 AM1/4/96
to
> Words of Wisdom from tcap...@qntm.com (Tony Cappellini) regarding
> Memento Mori:
>
>
> >i finally found it and played it last night.
> >it's not that hot.
> >
> >i can still recognize the rooms from doom ii
>
Err...would you mind telling us _where_, please? And why you're the only
person who hasn't loved it to bits? :)

Conductor

unread,
Jan 5, 1996, 3:00:00 AM1/5/96
to
I must agree. I have played Memento Mori insingle player and found it to
be most enjoyable, challenging and intriguing. As a Doom II level
designer myself, I must say that Memento Mori is excellent. And I must
also mention that Mark Klem's music is superb.

Conductor
Conductor

Adam Williamson

unread,
Jan 5, 1996, 3:00:00 AM1/5/96
to
In article <4cjgj3$o...@newsbf02.news.aol.com>
cond...@aol.com "Conductor" writes:

Yeah...gonna try co-op two-way tomorrow, so just for...was it Doug Bora?
..you can watch an lmp of that instead of being forced to watch single
player :). Anyway, I was wondering if whoever it was who did the gfx to
MM would mind me nicking some of them (with a credit, of course)?

Alden Bates

unread,
Jan 5, 1996, 3:00:00 AM1/5/96
to
Simon H. Garlick (s...@waikato.ac.nz) wrote:
: Words of Wisdom from tcap...@qntm.com (Tony Cappellini) regarding

: Memento Mori:
: >i finally found it and played it last night.
: >it's not that hot.
: >
: >i can still recognize the rooms from doom ii
: He's all yours, people.

Heh, I've noticed a few of the levels model themselves on original DOOM
][ levels. Level 24, for instance, looks similar to the original leveel 29.

Cool level BTW. That Cyberdemon's a sod... :-)

Alden Bates.
--
/~~~| |~~~\ Bugger. Double bugger. OK, who stole my quote? Come on then,
/==========< I can sit here all day if necessary until someone owns up.
/_/ |_| |___/
Alden Bates D1M BSc, aba...@central.co.nz

Paul Thurrott

unread,
Jan 9, 1996, 3:00:00 AM1/9/96
to
In article <820747...@scss.demon.co.uk>,

Adam Williamson <Ad...@scss.demon.co.uk> wrote:
>> Words of Wisdom from tcap...@qntm.com (Tony Cappellini) regarding
>> Memento Mori:

>> >i finally found it and played it last night.
>> >it's not that hot.

>> >i can still recognize the rooms from doom ii

>Err...would you mind telling us _where_, please?

You can download it from the home page, at:
http://www.geocities.com/Hollywood/2299/mm.html

>And why you're the only
>person who hasn't loved it to bits? :)

It is a good WAD (and high on the bang for the buck rating
since it contains 32 levels) but I'm not sure I loved it
"to bits" either. I played the whole thing and had to
cheat a couple of times to get past levels that were clearly
designed to be completed by two players cooperating.
It has the feel of something that was just slapped together,
with none of the musical integration of, say, DWANGO6
(the real one, not the couterfeit). Anyway, it can at
least be played solo (for the most part) and it *is* huge.

Paul

Adam Williamson

unread,
Jan 10, 1996, 3:00:00 AM1/10/96
to
In article <4cu6il$h...@news.getnet.com>
thur...@getnet.com "Paul Thurrott" writes:

> cheat a couple of times to get past levels that were clearly
> designed to be completed by two players cooperating.

Which levels?

> It has the feel of something that was just slapped together,
> with none of the musical integration of, say, DWANGO6
> (the real one, not the couterfeit). Anyway, it can at
> least be played solo (for the most part) and it *is* huge.
>
> Paul
>

Like I say, that's because it was, basically. They grabbed 21 authors, gave
them a free rein to build 32 levels and stuck 'em together. As long as all
the levels are absolutely amazing (which they are), I don't give a bloody
toss :)

Steven Towle

unread,
Jan 11, 1996, 3:00:00 AM1/11/96
to
Adam Williamson <Ad...@scss.demon.co.uk> writes:
>In article <4cu6il$h...@news.getnet.com>
> thur...@getnet.com "Paul Thurrott" writes:

>> cheat a couple of times to get past levels that were clearly
>> designed to be completed by two players cooperating.

>Which levels?

Well, my felling is that The Stand (lv. 4), and The Aquaduct
(or something; lv. 14?, made by Tom Mustaine) are next to
impossible without a Pentinum CPU. Also, the secret exit to
level 32 is impossible to get in single, but Denis meant that,
as a bonus to all who played MM "the way it should be played."
And then we have map 24, which the creater has never heard
of diffuclity flags (Only diff between ITYTD and UV, and Net UV
is 1 Spider Mastermind and 1 Cyberdemon, respectively).

>Like I say, that's because it was, basically. They grabbed 21 authors, gave
>them a free rein to build 32 levels and stuck 'em together. As long as all
>the levels are absolutely amazing (which they are), I don't give a bloody
>toss :)

There was one requirement: To make them co-op, with the ability to do
it in single player. (Odd, after all of thease DM crazy players). BTW,
have you ever heard of THEME? Other then that, and the above problems,
this WAD was next to almost perfect. (Nothing is perfect in life)

-Steve


Steve Towle, ste...@ix.netcom.com
| Speak loudly, and carry a louder boomstick. |


Adam Williamson

unread,
Jan 11, 1996, 3:00:00 AM1/11/96
to
In article <4d1u62$m...@cloner2.ix.netcom.com>
ste...@ix.netcom.com "Steven Towle" writes:

> Well, my felling is that The Stand (lv. 4), and The Aquaduct
>

Oh yeah? How come I did it first time then, without a reload (except at the
end, 'til I remembered to run fast backwards once i'd hit the switch). This
was HMP, but i'm sure I could do it UV...

Frans P. de Vries

unread,
Jan 11, 1996, 3:00:00 AM1/11/96
to
Paul Thurrott (thur...@getnet.com) wrote:
} You can download it from the home page, at:
} http://www.geocities.com/Hollywood/2299/mm.html

I thought the site is www.geopages.com, or has its name changed?
--
Frans P. de Vries | f...@xymph.iaf.nl | Rec.Games.Computer.Doom FAQ maintainer

tcap...@qntm.com

unread,
Jan 12, 1996, 3:00:00 AM1/12/96
to
MM sux. It still looks too much like the original levels on DOOM II.

Paul Thurrott

unread,
Jan 12, 1996, 3:00:00 AM1/12/96
to
In article <4d1u62$m...@cloner2.ix.netcom.com>,

ste...@ix.netcom.com (Steven Towle) wrote:
>Adam Williamson <Ad...@scss.demon.co.uk> writes:
>>In article <4cu6il$h...@news.getnet.com>
>> thur...@getnet.com "Paul Thurrott" writes:
>
>>> cheat a couple of times to get past levels that were clearly
>>> designed to be completed by two players cooperating.
>
>>Which levels?

Right, I wish I could remember! If this helps, the most
difficulty I had was early on (level 5, 6, around there).
It opens with an open area in the center, where there
is a switch up on a stand of sorts. On one side of the
courtyard is a series of lifts that I could never get to
go up...had to cheat (IDCLIP) eventually. I hate to
cheat at all, and really I'm *not* lame, but I just
couldn't get it to go.

>Well, my felling is that The Stand (lv. 4), and The Aquaduct

>(or something; lv. 14?, made by Tom Mustaine) are next to
>impossible without a Pentinum CPU.

Currently, I'm using a 486DX2-80. I never bought the
"Pentium advantage" arguement until I tried DOOM II on a
friend's P120/32. It's true..the machine makes a big
difference. It needs to be played at the maximum frame
rate.

>There was one requirement: To make them co-op, with the ability to do
>it in single player. (Odd, after all of thease DM crazy players). BTW,
>have you ever heard of THEME? Other then that, and the above problems,
>this WAD was next to almost perfect. (Nothing is perfect in life)

Sure. I did like it enough to play it straight through.

Paul

Adam Williamson

unread,
Jan 12, 1996, 3:00:00 AM1/12/96
to
In article <4d3uf7$1...@xymph.iaf.nl> f...@xymph.iaf.nl "Frans P. de Vries" writes:

> I thought the site is www.geopages.com, or has its name changed?
>

It was geopages two days ago...

Alden Bates

unread,
Jan 13, 1996, 3:00:00 AM1/13/96
to
Steven Towle (ste...@ix.netcom.com) wrote:
: There was one requirement: To make them co-op, with the ability to do

: it in single player. (Odd, after all of thease DM crazy players).

Yes, and DM levels are boring. No monsters to shoot. Sometimes I load
them up just to see DOOM run at Wolfenstien speed...

: BTW, have you ever heard of THEME? Other then that, and the above problems,


: this WAD was next to almost perfect. (Nothing is perfect in life)

Theme? That's what they have on movies at the start.
Pah, there _was_ theme. Every level had it's own theme. It's next to
impossible to expect 21 people in different parts of the world to come up
with a 32 level wad with one over arching theme.

Adam Williamson

unread,
Jan 13, 1996, 3:00:00 AM1/13/96
to
In article <4d4u5b$l...@news.getnet.com>
thur...@getnet.com "Paul Thurrott" writes:

> Right, I wish I could remember! If this helps, the most
> difficulty I had was early on (level 5, 6, around there).
> It opens with an open area in the center, where there
> is a switch up on a stand of sorts. On one side of the
> courtyard is a series of lifts that I could never get to
> go up...had to cheat (IDCLIP) eventually. I hate to
> cheat at all, and really I'm *not* lame, but I just
> couldn't get it to go.
>

That's 4...can't remember how it works, there's either a way round to there
from the second platform (the one you get to after triggering the switch on
the first (supershot) platform), or the lifts work _eventually_. I've done
it twice single-player. And I use a DX33, so it IS possible at 10fps.

Adam Williamson

unread,
Jan 13, 1996, 3:00:00 AM1/13/96
to
In article <4d6q72$9...@worf.qntm.com> tcap...@qntm.com writes:

> MM sux. It still looks too much like the original levels on DOOM II.
>

This is bullshit. Pure, unadulterated bullshit.

Magnus Hacker

unread,
Jan 14, 1996, 3:00:00 AM1/14/96
to

>Yea, verily, on 12 Jan 1996 06:12:59 GMT did thur...@getnet.com (Paul
>Thurrott) write unto us:

><snip>

>> the most
>>difficulty I had was early on (level 5, 6, around there).
>>It opens with an open area in the center, where there
>>is a switch up on a stand of sorts. On one side of the
>>courtyard is a series of lifts that I could never get to
>>go up...had to cheat (IDCLIP) eventually. I hate to
>>cheat at all, and really I'm *not* lame, but I just
>>couldn't get it to go.
>>

This is level 4. I haven't had any problems with the lifts
on that level, but where is the #$%#@ RED KEY??

I have run through those areas that I can access several times, but
I cant't find it! I need it to go through a door with two small piedestals
on the sides. Sure, there is a switch to open the door, but this
is for multiplayer games, since there is no way in hell that you could
run from the switch to the door before it closes.

This is really bugging me. Anyone?
--
+-----------------------------+----------------------------------------+
| Magnus Hacker | "As long as there are sex and drugs, |
| d2ha...@dtek.chalmers.se | I can do without the rock'n roll" |
+-----------------------------+----------------------------------------+

Alden Bates

unread,
Jan 14, 1996, 3:00:00 AM1/14/96
to
In article <4d6q72$9...@worf.qntm.com>, tcap...@qntm.com (tcap...@qntm.com) writes: >MM sux. It still looks too much like the original levels on DOOM II. Ah, you don't like the original DOOM ][ levels then. Or is it just that you don't like Id levels? Sheesh, if your only reason for not liking it is that it is too much like something that Id released, I'm happy to endorse your opinion. :-) Alden Bates. /~~~|_|~~~\ Every five minutes, somewhere in the world someone creates / _ _ _ < a truly stupid sig file. /_/ |_| |___.' Here's my contribution. Alden Bates: al...@bates.wn.planet.gen.nz

Simon H. Garlick

unread,
Jan 14, 1996, 3:00:00 AM1/14/96
to
Yea, verily, on 12 Jan 1996 06:12:59 GMT did thur...@getnet.com (Paul
Thurrott) write unto us:

<snip>

> the most
>difficulty I had was early on (level 5, 6, around there).
>It opens with an open area in the center, where there
>is a switch up on a stand of sorts. On one side of the
>courtyard is a series of lifts that I could never get to
>go up...had to cheat (IDCLIP) eventually. I hate to
>cheat at all, and really I'm *not* lame, but I just
>couldn't get it to go.
>

Yeah, me too. I _hate_ cheating, but I just couldn't get the lifts
happening in single-player.

Adam Williamson

unread,
Jan 14, 1996, 3:00:00 AM1/14/96
to
In article <4dav3u$q...@nyheter.chalmers.se>
d2ha...@dtek.chalmers.se "Magnus Hacker" writes:

> This is level 4. I haven't had any problems with the lifts
> on that level, but where is the #$%#@ RED KEY??
>

You know the room with the piccy of the demon on the floor? Go through that,
and onto the metal corridor. Where it goes 90 degrees, an arrow on the floor
points at the wall (it's easy to miss). Open the wall (it's a secret door),
and there's a switch in there - pushing it lowers the section of walkway in
the demon floor room with the supercharge on (run to get it) AND another
lift directly behind you as you push the switch, so push it, turn round,
get on and go up. You can go round the walkway to the door up there and
go through, and thered keys in there (along with a couple of Hell Knights
and some other debris :)

LordUnum

unread,
Jan 15, 1996, 3:00:00 AM1/15/96
to
Yes I must agree with several that Memento Mori is the best and biggest
Doom add-on, but I must give plenty of honorable mention to Cleimos and
Cleimos 2, and of course the great return to Phobos for Doom 1. I found
SUDTIC , TEUTIC, and OBTIC very enjoyable too! A million thanx to all the
authors of all those wads.

I have one problem though with trying to setup coop on MM: my modem wont
do anything upon startup of sersetup or any third party modem setup
program. I have had to resort to APCi and promarily, DWANGO servers to
play. I know the modem init string is ok cuz it works for all my comm
programs, and the modem is on at the time. Can anyone give me a clue to
the problem....maybe jumpers, or DIP switches? I dont know my self. Please
help me with this. Thank you for your attention,

LordUnum, the Westsida

Alden Bates

unread,
Jan 15, 1996, 3:00:00 AM1/15/96
to

In article <821562...@scss.demon.co.uk>, Adam Williamson (Ad...@scss.demon.co.uk) writes:
>That's 4...can't remember how it works, there's either a way round to there
>from the second platform (the one you get to after triggering the switch on
>the first (supershot) platform), or the lifts work _eventually_.

Yeah, I remember being stumped for a while, but I think that's the
one where there is an unmarked door somewhere that you have to
find. Near the back of the second platform????

BTW, what is in the hut in the middle of the courtyard? You know,
you press the switch at the front of the hut, run to theh second
platform, ride the lift up, press the switch and the hut opens.
Of course, you can't actually get back in time, it presumably being
a 2 player secret. Or is there a way and I missed it?

>I've done it twice single-player. And I use a DX33, so it
>IS possible at 10fps.

You poor chap. I used to manage using an SX25 with 4 meg of RAM.
I tell you, MAP30 is _impossible_. After about half a minute, the
game crawls. Plus the excess linedefs for the demon face used to
slow it down. :-)

Alden Bates.

--
/\_____/~~~|_|~~~\ Kermit: "Look, look, the comedian's a bear!"
< ____ _ _ _ < Fozzie: "No he's-a not, he's-a wearing a
\/ /_/ |_| |___.' neck-a tie!"
Alden Bates: al...@bates.wn.planet.gen.nz

Doug Bora

unread,
Jan 15, 1996, 3:00:00 AM1/15/96
to
: Theme? That's what they have on movies at the start.

: Pah, there _was_ theme. Every level had it's own theme. It's next to
: impossible to expect 21 people in different parts of the world to come up
: with a 32 level wad with one over arching theme.

All part of the challenge. Either you come up with a them that everyone
sticks to to begin with, or you just need to make sure you level's theme
will mesh adequately with the level before and/or after yours.

--

Doug Bora
stig...@interaccess.com

S. Widlake

unread,
Jan 16, 1996, 3:00:00 AM1/16/96
to
In article <4dav3u$q...@nyheter.chalmers.se>
d2ha...@dtek.chalmers.se (Magnus Hacker) writes:

>This is level 4. I haven't had any problems with the lifts
>on that level, but where is the #$%#@ RED KEY??

Easy.

>I have run through those areas that I can access several times, but
>I cant't find it! I need it to go through a door with two small piedestals
>on the sides. Sure, there is a switch to open the door, but this
>is for multiplayer games, since there is no way in hell that you could
>run from the switch to the door before it closes.

Well assuming we're talking about the same level - once you got
the blue key - open the blue door (duh) - kill everything - and
then wander around a bit until you get shot at by something in
the distance - hit tab and look for a bloody great arrow on the
floor that points out where to go - it's obvious. Unfortuanatly
the rest of the level isn't. Tip - if you see a switch, hit it
and if you see a safe teleport, use it.

>This is really bugging me. Anyone?

Is that enough for you.

S.;-)

- --
.sig II Found and Restored ...

Simon H. Garlick

unread,
Jan 17, 1996, 3:00:00 AM1/17/96
to
Okay, question time: MM, single-player, level 13 "The Inmost Dens II"

At coordinates (0XFE03DC25, 0X53A852A) there is a little split-level
room in the middle of nowhere with a player 1 voodoo doll.

Why???

Adam Williamson

unread,
Jan 17, 1996, 3:00:00 AM1/17/96
to
In article <30fcb853...@news.waikato.ac.nz>

s...@waikato.ac.nz "Simon H. Garlick" writes:

> At coordinates (0XFE03DC25, 0X53A852A) there is a little split-level
> room in the middle of nowhere with a player 1 voodoo doll.
>

Is it that crushing-ceiling-voodoo doll trap we were talking about sometime?

Simon H. Garlick

unread,
Jan 18, 1996, 3:00:00 AM1/18/96
to
Yea, verily, on Wed, 17 Jan 96 20:16:07 GMT did Adam Williamson
<Ad...@scss.demon.co.uk> write unto us:

>In article <30fcb853...@news.waikato.ac.nz>
> s...@waikato.ac.nz "Simon H. Garlick" writes:
>
>> At coordinates (0XFE03DC25, 0X53A852A) there is a little split-level
>> room in the middle of nowhere with a player 1 voodoo doll.
>>
>Is it that crushing-ceiling-voodoo doll trap we were talking about sometime?
>--

Hmmm, not sure. I remember the discussion. I'm _pretty sure_ I
finished the level with 100% kills and secrets, and I can't recall
ever suffering from a distant doll-squashing...

Anyone from TiC listening?

Arnulf Guenther

unread,
Jan 18, 1996, 3:00:00 AM1/18/96
to
>>>>> "tcappell" == tcappell <tcap...@qntm.com> writes:

tcappell> MM sux. It still looks too much like the original levels
tcappell> on DOOM II.

Don't know 'bout you... BUT: I luv' it!!

Me and my buddy -- who loves to play coop -- have endless hours of fun
with it. We are now at 28: City of the Unavenged.

It's just plain cool! BTW: I bought Doom2 for it, because I couldn't
convert MM to UDoom. :)

--Arnulf

Phudge

unread,
Jan 18, 1996, 3:00:00 AM1/18/96
to
Where can I get this level?
What directory?

Phudge

Frans P. de Vries

unread,
Jan 20, 1996, 3:00:00 AM1/20/96
to
Phudge (phu...@aol.com) wrote:
} Where can I get this level?
} What directory?

In the RGCD FAQ, posted weekly to r.g.c.d.announce, you'll find:

4D. Where are the more spectacular PWADs I keep reading about?
ftp://{INS_site/path_HERE}/themes/mm/mm_all.zip [Memento Mori]

where {INS_site/path_HERE} = any DOOM ftp site, eg. ftp.cdrom.com/pub/idgames
[Followup-To: rec.games.computer.doom.playing]

Mark Klem

unread,
Jan 21, 1996, 3:00:00 AM1/21/96
to
tcappell <tcap...@qntm.com> writes:

tcappell> MM sux. It still looks too much like the original levels
tcappell> on DOOM II.

No, you suck.
I don't remember them looking that much like the original DOOM2
levels. At all. Maybe the DOOM theme is just too good for you.
How about you make a 32 level wad as good as MM?
Then send it to me.

Swimdude95

unread,
Jan 27, 1996, 3:00:00 AM1/27/96
to
I played this add-on and LOVED it. Download it @ ftp.cdrom.com
\pub\doom\themes\mm

Swimdude95

unread,
Jan 27, 1996, 3:00:00 AM1/27/96
to

Simon Cooper

unread,
Feb 1, 1996, 3:00:00 AM2/1/96
to
Adam Williamson wrote:

> Anyway, I was wondering if whoever it was who did the gfx to
> MM would mind me nicking some of them (with a credit, of course)?
> --

I would like to know as well - would it be ok to nic(Borrow) the super
GFX from the levels?

Electric

http://www.cms.dmu.ac.uk/~hc2sc/

hc...@dmu.ac.uk

t.mo...@rendsburg.netsurf.de

unread,
Feb 3, 1996, 3:00:00 AM2/3/96
to
>Adam Williamson wrote:
>
>> Anyway, I was wondering if whoever it was who did the gfx to
>> MM would mind me nicking some of them (with a credit, of course)?

Well, ergh not now... cause of the MM2 project.


>I would like to know as well - would it be ok to nic(Borrow) the super
>GFX from the levels?

Would be boring...the same GFX in a non MM level ;))


- vorphalack / TiC


Adam Williamson

unread,
Feb 4, 1996, 3:00:00 AM2/4/96
to
In article <4f0rsk$m...@rd.cls.de> t.mo...@rendsburg.netsurf.de writes:

> Well, ergh not now... cause of the MM2 project.
>

Oh, BTW TiC, did you get my e-mail?


--
Adam Williamson, D1M - ad...@scss.demon.co.uk

http://ourworld.compuserve.com/homepages/The_Williamsons/
"Muahahahahahahahahaha!" - Friday

Tom Gibson

unread,
Feb 11, 1996, 3:00:00 AM2/11/96
to
Heard about it. Ain't done it. Where can I get it? Not on ftp.cdrom.com.


George R Faulkner

unread,
Feb 17, 1996, 3:00:00 AM2/17/96
to
In <4fk1d9$7...@texas.nwlink.com> mas...@nwlink.com (Tom Gibson)
writes:
>
>Heard about it. Ain't done it. Where can I get it? Not on
ftp.cdrom.com.
>

Heard of what? I missed whatever post this is responding to.
They make newsreaders so they can quote for a reason, you
know.
--
Dave Faulkner

"With a name like Dave, it has to be good."

Adam Williamson

unread,
Feb 17, 1996, 3:00:00 AM2/17/96
to
In article <4fk1d9$7...@texas.nwlink.com>, Tom Gibson
<mas...@nwlink.com> writes

>Heard about it. Ain't done it. Where can I get it? Not on ftp.cdrom.com.
>
Yes on Cdrom.com. Joost decided it warranted a themes directory to
itself. /pub/idgames/themes/mm.Doom2: The Tyranny Levels, Insertion, Memento Mori 2

Adam Williamson

unread,
Feb 17, 1996, 3:00:00 AM2/17/96
to
In article <4g4lis$g...@reader2.ix.netcom.com>, faul...@ix.netcom.com
writes

>Heard of what? I missed whatever post this is responding to.
>They make newsreaders so they can quote for a reason, you
>know.

Try reading the subject line.

George R Faulkner

unread,
Feb 17, 1996, 3:00:00 AM2/17/96
to
In <CYx+MBAQ$fJx...@scss.demon.co.uk> Adam Williamson

<Ad...@scss.demon.co.uk> writes:
>
>In article <4g4lis$g...@reader2.ix.netcom.com>, faul...@ix.netcom.com
>writes
>>Heard of what? I missed whatever post this is responding to.
>>They make newsreaders so they can quote for a reason, you
>>know.
>
>Try reading the subject line.

Oh, never mind....

>--
>Adam Williamson, D1M - ad...@scss.demon.co.uk
>http://ourworld.compuserve.com/homepages/The_Williamsons/
>Doom2: The Tyranny Levels, Insertion, Memento Mori 2

--

Stephen Heaslip

unread,
Feb 18, 1996, 3:00:00 AM2/18/96
to
Adam Williamson <Ad...@scss.demon.co.uk> wrote:

>In article <4g4lis$g...@reader2.ix.netcom.com>, faul...@ix.netcom.com
>writes
>>Heard of what? I missed whatever post this is responding to.
>>They make newsreaders so they can quote for a reason, you
>>know.

>Try reading the subject line.

Doh!

--
blue


Frans P. de Vries

unread,
Feb 18, 1996, 3:00:00 AM2/18/96
to
George R Faulkner (faul...@ix.netcom.com) wrote:
} Heard of what? I missed whatever post this is responding to.
} They make newsreaders so they can quote for a reason, you
} know.

They also make them so you can look at the Subject: header.

David R Fields

unread,
Feb 19, 1996, 3:00:00 AM2/19/96
to
In article <4fk1d9$7...@texas.nwlink.com>,

Tom Gibson <mas...@nwlink.com> wrote:
>Heard about it. Ain't done it. Where can I get it? Not on ftp.cdrom.com.
It is on cdrom.com. Go to /pub/doom/themes/mm/ and you will find it
there. You just have to look hard enough, which can be a royal pain at
times... Good luck, that wad is one intense wad to play coop with four
players.

Dave


George R Faulkner

unread,
Feb 20, 1996, 3:00:00 AM2/20/96
to
In <4g7bpo$d...@xymph.iaf.nl> f...@xymph.iaf.nl (Frans P. de Vries)
writes:

Duh. Don't I feel stupid now....

Robert Horan

unread,
Feb 23, 1996, 3:00:00 AM2/23/96
to
Why are there so many deathmatch only levels being made and so
seemingly few single player levels made? I find it really odd that I
go out and look for levels, or buy new CD's and a rather large
percentage are DM only... what about those of us that can't find other
players and really don't want to have to give their phone #'s to
potential stalkers? Any single player level can be easily made a DM
level, but not the reverse...

George R Faulkner

unread,
Feb 24, 1996, 3:00:00 AM2/24/96
to
In <4glhqa$4...@cloner4.netcom.com> jdu...@ix.netcom.com(Robert Horan )
writes:

Actually, a DM level can easily be made a single player level,
but not a single player level a DM level. Single player
levels are too linear to be good for DM, but a DM level
could be made into a single player level by adding key-doors
and switches and puzzles. And I agree, I can't stand DM-only
levels. It's much better when they support single-player,
cooperative, and deathmatch, all with nearly-equal ability,
just like the original levels.

Robert Horan

unread,
Feb 24, 1996, 3:00:00 AM2/24/96
to
In <4glmgc$k...@cloner2.ix.netcom.com> faul...@ix.netcom.com(George R

Faulkner ) writes:
>
>In <4glhqa$4...@cloner4.netcom.com> jdu...@ix.netcom.com(Robert Horan
)
>writes:
>>
>>Why are there so many deathmatch only levels being made and so
>>seemingly few single player levels made? I find it really odd that I
>>go out and look for levels, or buy new CD's and a rather large
>>percentage are DM only... what about those of us that can't find
>other
>>players and really don't want to have to give their phone #'s to
>>potential stalkers? Any single player level can be easily made a DM
>>level, but not the reverse...
>
>Actually, a DM level can easily be made a single player level,
>but not a single player level a DM level. Single player
>levels are too linear to be good for DM, but a DM level

How are they too linear? You can have a very deathmatch like single
player level that can have deathmatch features built in...

>could be made into a single player level by adding key-doors
>and switches and puzzles. And I agree, I can't stand DM-only

That means you have to do it yourself and therefore know where
everything is before you play it... not fun playing your own creation
by yourself...

>levels. It's much better when they support single-player,
>cooperative, and deathmatch, all with nearly-equal ability,
>just like the original levels.

I agree 100%

Adam Williamson

unread,
Feb 24, 1996, 3:00:00 AM2/24/96
to
For some weird reason, jdu...@ix.netcom.com was possessed to write

>Why are there so many deathmatch only levels being made and so
>seemingly few single player levels made? I find it really odd that I
>go out and look for levels, or buy new CD's and a rather large
>percentage are DM only... what about those of us that can't find other
>players and really don't want to have to give their phone #'s to
>potential stalkers? Any single player level can be easily made a DM
>level, but not the reverse...

Well, umm, there aren't that many of you :). Everyone else plays
deathmatch and tends to piss on single-play levels, unless they're
really really good. Try Memento Mori. Any single player level can NOT be
a deathmatch level. Just you try deathmatching one of the big Doom2
levels, or even better MM level 11. THAT defines the word boring.

JD

unread,
Feb 25, 1996, 3:00:00 AM2/25/96
to
In <pcIEQPA8...@scss.demon.co.uk> Adam Williamson sent a reply to:
> (weird?) (possessed??)

>For some weird reason, jdu...@ix.netcom.com was possessed to write
>>Why are there so many deathmatch only levels being made and so
>>seemingly few single player levels made? I find it really odd that I
>>go out and look for levels, or buy new CD's and a rather large
>>percentage are DM only... what about those of us that can't find
other
>>players and really don't want to have to give their phone #'s to
>>potential stalkers? Any single player level can be easily made a DM
>>level, but not the reverse...

And <Ad...@scss.demon.co.uk> was arrogant enough to write:
>Well, umm, there aren't that many of you :). Everyone else plays
>deathmatch and tends to piss on single-play levels, unless they're
>really really good. Try Memento Mori. Any single player level can NOT
be
>a deathmatch level. Just you try deathmatching one of the big Doom2
>levels, or even better MM level 11. THAT defines the word boring.

Well, gee... thank you for yourr enlightenment. However I have tried
deathmatching on large levels. I prefer being able to stalk my enemy
and hide, using sniper positions and hidden areas instead of running
around a room the size of a closet. I just can't do it that often
since I don't know anyone nearby with Doom and a modem. We're in a
recession... don't assume everyone can afford to run out & buy a
computer, modem, Doom, and then be able to afford huge phone bills for
deathmatch

David Williams

unread,
Feb 25, 1996, 3:00:00 AM2/25/96
to
Please cast my vote for the single-player levels. Deathmatch is a
totally different experience, and one I don't much care for, even with
toll free opponents just down the street. Gimme a humongous, well
crafted and well thought out single player level (or, gosh, even a whole
episode!) any day.

Maybe, just maybe, the us single-player folks are having too much fun to
be bothered speaking up. And maybe it's time to do so.


Adam Williamson

unread,
Feb 25, 1996, 3:00:00 AM2/25/96
to
For some weird reason, jdu...@ix.netcom.com was possessed to write
>And <Ad...@scss.demon.co.uk> was arrogant enough to write:

BTW, that reply-to header is standard, it goes for everyone.

>>Well, umm, there aren't that many of you :). Everyone else plays
>>deathmatch and tends to piss on single-play levels, unless they're
>>really really good. Try Memento Mori. Any single player level can NOT
>be
>>a deathmatch level. Just you try deathmatching one of the big Doom2
>>levels, or even better MM level 11. THAT defines the word boring.
>
>Well, gee... thank you for yourr enlightenment. However I have tried
>deathmatching on large levels. I prefer being able to stalk my enemy
>and hide, using sniper positions and hidden areas instead of running
>around a room the size of a closet. I just can't do it that often

Oh dear. You sink more and more into the murky depths known as
"minority" here :)

George R Faulkner

unread,
Feb 25, 1996, 3:00:00 AM2/25/96
to
In Adam Williamson <Ad...@scss.demon.co.uk> had too much beer and wrote:


[snip]

>
>Oh dear. You sink more and more into the murky depths known as
>"minority" here :)
>--
>Adam Williamson, D1M - ad...@scss.demon.co.uk
>http://ourworld.compuserve.com/homepages/The_Williamsons/
>Doom2: The Tyranny Levels, Insertion, Memento Mori 2

Why should the majority decide what's fun for the minority?
Besides, there may be a hell of a lot more single-player
people than you may think, they're just afraid to speak up
in fear of ridicule from the "oh so holy" deathmatchers.
Deathmatch is okay, but single player, and even cooperative,
is the way Doom was meant to be played.

George R Faulkner

unread,
Feb 25, 1996, 3:00:00 AM2/25/96
to
In <4gpsi3$t...@saturn.dreamscape.com> David Williams

<Dwil...@Dreamscape.com> writes:
>
>Please cast my vote for the single-player levels. Deathmatch is a
>totally different experience, and one I don't much care for, even with

>toll free opponents just down the street. Gimme a humongous, well
>crafted and well thought out single player level (or, gosh, even a
whole
>episode!) any day.

I agree 101%

>
>Maybe, just maybe, the us single-player folks are having too much fun
to
>be bothered speaking up. And maybe it's time to do so.

I agree 101% again!

bur...@usa.pipeline.com

unread,
Feb 25, 1996, 3:00:00 AM2/25/96
to
On Feb 25, 1996 17:44:06 in article <Re: Deathmatch only levels>,

'faul...@ix.netcom.com(George R Faulkner )' wrote:


>Deathmatch is okay, but single player, and even cooperative,
>is the way Doom was meant to be played.

Isn't that like saying that pizza is "meant" to be topped with sausage?

ATTN DOOMERS:

Boy, there's been a big response to the first guy who spoke up for single
player. But I don't think it's worth comparing DM and single. Both are
great, in their own way. C'mon, the mouser vs. kb-er wars were just
starting to die down (which is a silly argument, anyway. Even when I was a
kb-er, I accepted that mousing was superior. Why try to argue?) PLEASE
don't start solo vs. deathmatch! Isn't it enough we all like Doom? We don't
have to take "sides" on everything. And then there was Duke 3D vs. Doom.
GEEZ!
I don't know about everybody else, but I come to this newsgroup to learn.
Let's at least be constuctive if we're going to argue. (I now feel like Mr.
Vandresen from B&B).

By the way, Dave, none of this is directed to you specifically. I just
happened to choose yours to reply to. I like 1P Doom too, so I'm not
against you or anything. :-)

Keith
bur...@usa.pipeline.com


JSA

unread,
Feb 25, 1996, 3:00:00 AM2/25/96
to
Robert Horan wrote:
>
> Why are there so many deathmatch only levels being made and so
> seemingly few single player levels made? I find it really odd that I
> go out and look for levels, or buy new CD's and a rather large
> percentage are DM only... what about those of us that can't find other
> players and really don't want to have to give their phone #'s to
> potential stalkers? Any single player level can be easily made a DM
> level, but not the reverse...


Robert are you really worried about Stalkers?
Get a second phone line for your computer and plug it
into the modem and dont put a phone on it and never
answer it, and dont publish the number, and get on
with the rest of your life.

After your first few DM games with players of
equal skill you will find single player
booooorrrrrring. Dont make the mistake
of starting out against the local DM hotshot,
or you will find it demoralizing.

_________________________________________
JSA

It is loading more messages.
0 new messages