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August08.wad

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About This File

This level is a bit diff compared to the previous August levels: it's fully optimized for TEAM play! You can play it with the normal DEATHMATCH rules if you like, but it'll definetely work best with 2 vs 2= 4 players are therefore needed! As mentioned there are 2 Teams: A BLUE and a RED team. The green and the Indigo player are the BLUE team while the brown and the red player are the RED team. Got it? :) Now, each team has it's own "hood", call it whatever you like.... Every player always start in the "starting-room" in the beginning of each game and whenever a player dies... there's 4 teleports on the blue side of the "starting- room" which will take you to the blue "hood" and there's 4 teleports on the red side of the "starting-room" which surely will take you to the red "hood"... but you can easily cross into the other team's hood to get some cheap frags and steal the weapons and goodies. This is *NOT* DeathTag though if you got that idea. The rules are simple: Get as many frags as possible! If you unfortunately kill your own partner, the frag you got will not count...you must instead do a -1 frag to your score!

You'll have to cooperate intense with your partner to get goodies and weapons...you'll find out!

An important thing: play with DEATHMATCH 2.0 (Altdeath) otherwise the level's basic idea will not work!

August08.wad features:

-DEATHMATCH 2.0 support -A BFG/Plasma/MSphere that need Co-op playing to be reached -A MArmor/Rocket, your partner must raise the platform via the switch beside the room with the SSphere so you can jump on the platform, *quickly* open the door to the MArmor (NB: To get out of the room you must lower the platform by pressing on it...stand on it again and wait till it lowers completely. Your partner must raise it again and you can then jump from it when the high is reached -BRIGHT level so you don't go shooting your partner because you couldn't recognize his colour...! -A Invulnsphere for each game in the starting room. Get your partner out of the room, let him switch on the switch that releases the Invulnsphere while you wait in the starting room. Who gets it? The red or the blue team?

NOTE: Don't forget that you can use "MACROS" in the game! Send a message to your partner only, NOT to the other team of course. Some useful words you may use: tell your partner you need help if you're surrounded by the other team or something...or if you want him/her to reveal the BFG by turning on that switch etc etc. If you don't know how to send macros to ONE person and NOT all the players, you better consult the DOOM manual...!

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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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