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STOKER2 DOOM ][

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About This File

- Designed for Doom II deathmatch ( -altdeath highly recommended ). Stoker2 came about due to the e-mail I received on Stoker.wad. Most of the e-mail I received was very favorable however there was almost a unanimous request for monsters. Therefore Stoker2 has monsters along with some architectual changes from Stoker to accomodate them. There's an old saying "Be careful what you ask for, you just may get it". In skill level 4 there are probably more monsters than most people can handle. Be forewarned...MONSTERS, MONSTERS, MONSTERS.

- This level's venue is a European mansion several hundred years old. There is a noticeable lack of technology other than the weapons, they are all included. There are no teleporters and only one lift, which is in the center of the courtyard. I tried to give this level the look and feel of a real place. The size of the WAD file is mainly due to the amount of detail I put in each room (fireplaces, beams, furniture etc.).

- This level was inspired by the Ledges series in that there is a central courtyard surrounded by a series of rooms and walkways.

- I tried to satisfy the two different types of deathmatch playing styles. There are several snipe points for those who like to wait in ambush (some of which are accessible only through secret doors), and open areas (ie. the courtyard).

- There are 8 deathmatch starts. All starts are in rooms which have one exit which is only opened from the inside. Each start position has a single pump action shotgun, a box of shells and a backpack. This was done by a suggestion one of my testers made to make all the starts fair, and to also eliminate materializing in front of another player after being killed, which usually gave somebody an easy frag. After all who wants hollow victories!

- All rooms (other than the start rooms and some secret rooms) have multiple exits. This way it's hard to be trapped in a room without an avenue of escape if needed.

- This level has been throughly tested in 2, 3 and 4 player deathmatches. In 4 player deathmatches we have averaged 1 kill every 20 seconds. In one testing run (testing? hee hee) we had, we played a 4 player deathmatch for 1.5 hours and totaled over 350 kills. Since we play 4 player deathmatches I designed this level for that, therefore Stoker2 is probably to big for 2 player deathmatches. However, 2 player DM's are interesting if you use monsters on skill levels 1 or 2. We also tested this level in single player mode using skill levels 4 and 5. Skill level 4 is challenging but possible. Skill level 5 is impossible.

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  • File Reviews

    • By D3rpyD00dlez · Posted
      I genuinely enjoyed this mod with its level design and music. It was challenging and interesting and it kept me playing a while after beating it to try to find anything. though I would say it was slightly repetitive and overwhelming with enemies at some moments.
    • By LouigiVerona · Posted
      Writing a review for Darkening 2 is tough. It's a beloved megawad, and for good reason. As many other reviewers have said, it is historically a very important project.   It was an important megawad for me personally. I fell in love with the first level in particular. The music, the realistic architecture, so reminiscent of the video games of the 90s... It all left a lasting impression. And it was one of the most beautiful wads I've seen at the time.   But I rarely played anyt
    • By Ofisil · Posted
      A competently made map, for sure, but fun? It's way too long and repetitive, with same-y combat & ambush scenarios used again and again, and with way too much enemies, and not that much of a challenge, even for me who isn't exactly fond of "SUPER HARD WAD #9263!!!!11!. You can cut the whole thing in half, and then cut THAT half in half, and it would be a better map. Is it bad? No, just a little bit above average, mostly because it drags a bit too long.
    • By MrSkeltal · Posted
      Generally good map design, but the difficulty as is the case with pwads tends to be uneven even on HMP, especially when you mix them with what slaughtermaps tend to be (monster spam). Too many parts where, after pressing a switch, you'll spend some time killing enemies only to realise the map maker tried to get cute and spawned a bunch of hidden archviles somewhere to start reviving everyone while you were busy wasting ammo. This is especially unfun in parts with very little cover where you'll b
    • By Ranger Qwerty · Posted
      I like the part where I pay for the numerous murders I committed by getting beaten up by either a Mancubus or an Arachnotron, it changed my outlook on Monster Priority. Thank you "Problematic" Revenant #7, I have yet to find a way to repay him.
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