Bugs
The occasional instance of ceiling leakage, mostly on M5, but not where you can see it w/o "no clipping".
Occasional door sounds when no door has been activated on M2 and M8. No big deal.
M6 and M9 are quite large and may require a fast system to run well in net play.
M6, M8, and M9 have enough things that saving may be problematic, even with 1.666. This is part- icularly true at UV; M6 at UV is not saveable until you've gathered a lot of stuff. Except for that case, saving right at the start of these levels should be OK, but I'd also recommend saving right before exiting M3, M5, and M7. These are smaller, and unless you've left all the stuff behind and died a LOT, they should be OK.
M8 has a few bits that, during their brief operation, look really bad. The players should be nowhere near them, however, when they go off.
M8 has crashed the game with a number of curious errors, including P_CrossSubSector and R_Project Sprite. This seems to have been due to excessive sprawl, and is under control so far as I've been able to test. Please alert me if it fails to run for you.
This PWAD requires DOOM 1.666 at least. 1.2 will fail in a number of ways - lots of HOM, moires, and broken savegame buffers on at least M6 and M9. It was attempted with 1.9 "Special", but several textures seemed to be missing from the IWAD. No telling if this will carry on to the release version. It was not tested with 1.9 "normal".
Text File
WARNING---WARNING---WARNING---WARNING---WARNING---WARNING---WARNING
This PWAD is designed to be played in CO-OPERATIVE MODE by FOUR
players. It CANNOT be completed by fewer than four, or in single
player mode without LOTS of cheating. Really, LOTS. A modified
version that can be played single-player, more or less, and that
includes Deathmatch starts, a41_spdm.wad, should be available
wherever you found this file.
WARNING---WARNING---WARNING---WARNING---WARNING---WARNING---WARNING
==> Be sure to read "Important Play Info" below before playing.
====================================================================
Title : All for One - the First Co-op Only Episode
Filename : a41_coop.WAD
Author : Chris Hill
Release Date : 26 May 1995
Posting From : shill@post.its.mcw.edu
E-mail Address : ChrisAlanH@aol.com
Misc. Author Info : Played doom almost every day for a year in
preparation for this project.
Software requirements : Registered Doom, at least 1.666 (see Bugs below)
Incomplete tests show that 1.9 and 1.9 "Special"
also may not work due to missing textures in the
doom.wad. Really, this was only thoroughly
tested with 1.666
Description : It seems that Mars wasn't the only world
under attack from hell. Your squad of
marines has been dispatched to a distant
planet where Hell has established a beach-
head.
You awake from cryo-sleep to the realization
that something has gone horribly wrong.
Hell knew you were coming. They've tried
to stop you. Your ship is under their control.
It's all down to the four of you.
First you must attempt to regain control of the
ship. Access to the Armory and shuttle is
blocked. The Power Core is overloaded and
there's a hull breach in Ship's Services.
Multiple Security and Safety fields block your
progress. Perhaps you can find an alternate
route to the shuttle and use it to abandon ship
and head for the Station that orbits your target
world. And how did the demons get here, anyway?
Once aboard the station, you must find some way
to get down to the surface of the planet and
attack the demons on their home ground.
Justification : The reason no one plays co-op Doom is that it's
unnecessary. Almost all non-deathmatch PWADs are
set up for a single player, with the co-op game
modified, if at all, to include more monsters
and MAYBE a co-op exit. Players beyond the
first are superfluous. Not here. I've worked
to create a variety of puzzles and switch games
that require at least two and often all four
players to complete, while still allowing the
sort of carnage that can only be found in a multi-
player game. I hope you enjoy solving them.
Important Play Info : Each player in this game has a role to fulfill
within his squad.
Green: Scout/Pointman
Indigo and Tan: Fire Support/Wingmen
Red: Heavy Weapons/Anchorman
Weapons access is severely limited until you gain
entry to the Armory, at which point weapon
selection serves to reinforce these roles. Keep
this in mind when beginning play.
In order to successfully complete this episode,
several goals must be achieved. First,
communication between all players is vitally
important. Four computers in one room with
all players having easy access to each other is
best. Intercoms or conference calls on a voice
line are still tolerable. Testing has shown that
communicating via the keyboard Type command is
inadequate and distracting, since messages will
fly by too fast to be of benefit. Resist the
impulse to use the keyboard - even shouting down
a hall is preferable.
Second, the players must be committed to playing
as a group. Again, testing has shown that using
single-player or deathmatch tactics will lead to
lack of success and enjoyment. If you act on your
deathmatch-honed instinct to shoot another player
as soon as you see him, you are not ready to play
this episode. Stick together, watch each other's
backs, communicate, and consider who can best use
any supplies you find.
Be aware of any messages you find in the game, and
apply the information your surroundings. For
example, if a message says that you'll find the
siren's emergency shutoff in the ship's laundry,
and you later enter a room with dryers and
steam presses, odds are you'll find the siren
shutoff there.
There are several mazes or maze like areas in
these levels. Use the auto-map, both to sort
out the twisty passages and to co-ordinate action
with the other players.
Saving and restoring is a pain in multi-player
games, and I've added re-supply rooms at the start
points on the tougher levels. Death doesn't have
to mean restoring in a co-op game; generally, you
should keep playing despite repeated deaths. This
may mean you should reserve some supplies until you
are about to exit a level, so you don't die loaded
and come back to find nothing. Testers completed
the whole episode with one restore, after a week-
long break. They died a lot. Still, saving at the
start of the level is always advisable.
Having said all that, there are a few places
where it's possible to screw up so badly that you
cannot continue. I detest death-pits in single
player games, but in a multi-player game it is
not unreasonable to put a few characters into
situations from which other players must rescue
them. Still, if all four of you jump into the
same pit, it's "Game over, man!" There are only
a few of these, but messing them up will require
a restore.
Additional Credits to : Josh Fallon (NIGHTFAL) for the night sky texture.
Marc Wensauer (AODSOUND) for the shotgun noise.
Thanks to : Brendon Wyber and Raphael Quinet for DEU,
Colin Reed for BSP, Jens Hykkelbjerg for RMB,
Olivier Montanuy for Deutex, Brian McKimens for
the Line Types document, and the iD guys for a
year of obsession.
REM (the whole catalogue) and The Jam (Live Jam)
for providing me with music during the project.
Special thanks to : My wife Susan for keeping me housed, fed, and
stable; my son Jon for putting up with my
distraction; Disney videos for keeping Jon
distracted.
My testers: Tom Berna
Matt Hill
David Becker
extra thanks to Mike Haefner for
coming through,
and especially Carl Stika, for the
network access.
Inspirational thanks to : The Authors of the PWADs that kept me playing
this damned game:
Michael Kelsey - RETURN
Daniel Hornbaker - APOCALYP - a well constructed
episode just when I needed one
Justin Fisher - ALIENS_TC - !!
Eddie Nguyen - UCA Series - for telling a story
within a WAD. But where's
the next part!?
Ethan Brodsky - CRUSHER
Norman Scott - THEKEEP2 - the BEST castle map
Andy Chen & Claude Martins - INVADE series
- the best "starship" levels
Rand and Steven Phares - CLEIM10 - the best M8
Tom Neff - MAVERICK - the railings
Peter Grundy - CADET - the best teleport pens
Alberto Barsella - DEADBASE - the concept
of remote sectors
Scott McCreary - BITEDUST - the ladders
and Leo Martin Lim - UAC_DEAD,
the hands down best PWAD yet.
Play these WADs.
Special Curses to : IDE Hard drives in general (2 weeks)
MIDI and MUS files (2-3 weeks minimum)
X-COM (3 weeks and counting)
================================================================
* Play Information *
Episode and Level # : E1M1-9
Single Player : No; play a41_spdm.wad
Cooperative 2-4 Player : Yes, 4 player only
Deathmatch 2-4 Player : No; play a41_spdm.wad
Difficulty Settings : Yes, all; UV is exceptionally U and V
New Sounds : Yes, 1 sound
New Graphics : Yes, a few textures
New Music : No; see a41_mus.wad
Demos Replaced : None
* Construction *
Base : New episode from scratch
Editor(s) used : DEU 5.2
DEUGCC 5.2
BSP 1.2x
RMB 2.1 alpha
DEUtex 3.1
dmgraph
dmaud
musplay
midi2mus
Windows Paint
Build Time : Each level took about 7-10 days, except M6 which
I'd rather not discuss, and M4 which was 5 days
with 3 months between them.
Overall 5 months, with numerous digressions.
Known Bugs : The occasional instance of ceiling leakage,
mostly on M5, but not where you can see it w/o
"no clipping".
Occasional door sounds when no door has been
activated on M2 and M8. No big deal.
M6 and M9 are quite large and may require a fast
system to run well in net play.
M6, M8, and M9 have enough things that saving may
be problematic, even with 1.666. This is part-
icularly true at UV; M6 at UV is not saveable
until you've gathered a lot of stuff. Except for
that case, saving right at the start of these
levels should be OK, but I'd also recommend saving
right before exiting M3, M5, and M7. These are
smaller, and unless you've left all the stuff
behind and died a LOT, they should be OK.
M8 has a few bits that, during their brief
operation, look really bad. The players should
be nowhere near them, however, when they go off.
M8 has crashed the game with a number of curious
errors, including P_CrossSubSector and R_Project
Sprite. This seems to have been due to excessive
sprawl, and is under control so far as I've been
able to test. Please alert me if it fails to run
for you.
This PWAD requires DOOM 1.666 at least. 1.2 will
fail in a number of ways - lots of HOM, moires,
and broken savegame buffers on at least M6 and M9.
It was attempted with 1.9 "Special", but several
textures seemed to be missing from the IWAD. No
telling if this will carry on to the release
version. It was not tested with 1.9 "normal".
* Copyright / Permissions *
Authors MAY NOT use these levels as a base to build additional levels.
Authors are encouraged to explore the ideas behind co-op levels.
Authors are Especially, Explicity, and Emphatically FORBIDDEN from
including any of these levels in any sort of "Best of" combo WAD,
or fiddling with REJECT 1.x to release a deathmatch-optimized version
in an uncredited combo with, say, some popular movie monster graphics
stolen from a different PWAD.
You MAY distribute this WAD, provided you include this file, with
no modifications. You may distribute this file in any electronic
format (BBS, etc. but NOT CD) as long as you include this file
intact and no charge is levied other than the basic connect charge for
an on-line service. If you want to include this episode on a for-profit
compilation, contact me for explicit permission. Permission to profit
from my work is explicitly DENIED in all other cases. Violation will
lead to loud public denouncement.
The author eagerly awaits feedback. Please direct e-mail to the AOL
address above. I'm interested in .LMPs, but please e-mail first.
* Where to get this WAD *
FTP sites: ftp.cdrom.com and its mirrors.
Other: AOL in the PC games library (after a few months).
Compuserve shortly.