doomjump.txt - = Archive Maintainer Please leave as a file...

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=========================================================================== Archive Maintainer : Please leave as a .txt file for nostalgia! Jump Revision : 1.0 (First archived release) Advanced engine needed : notepad.exe Primary purpose : No levels included =========================================================================== Title : DOOM Jumpchain Filename : DOOMJUMP.TXT Release date : 5/9/2015 Author : Evader Email Address : sage Other Files By Author : WAY2HEX.WAD (Hexen port of WAY2DIE.WAD) Misc. Author Info : This is my first Jump, be gentle! Description : The United Aerospace Corporation has been, to be frank, up to some shit. Mucking about with odd alien artifacts on the moons of Mars has literally broken all Hell loose. Additional Credits to : Quicksilver and all of the Jump anons! =========================================================================== * What is included * New levels : None Sounds : No Music : No Graphics : No Dehacked/BEX Patch : No Demos : No Backgrounds : Yes Locations : Yes Perks : Yes Loadouts : Yes Legions : Yes Complications : Yes Other files required : None * Play Information * Game : Jumpchain CYOA Jump style : Non-standard timeframe and win conditions Single Player : Designed for Cooperative 2-4 Player : Player starts only Deathmatch 2-4 Player : Player starts only Other game styles : Monster Legions (optional) Difficulty Settings : Yes =========================================================================== * Intro * You are (potentially) a lone space marine left behind to secure the perimeter with nothing in your hands but 50 bullets and a semi-automatic pistol with which to fire them. Oh, and a pair of brass knuckles. Welcome to Doom. =========================================================================== * Rules * You get 1000CP. You are dropped in to one of the 'levels' of the Doom series- Either one of the UAC bases on the moons of Mars, somewhere in the game's version of Hell, a war torn and ruined Earth mid-invasion, or onto some other facility for the Final Doom and Doom 64 inspired places. As a drop-in or Space Marine, your goal is to get to the 'end' of the area
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you began in; to 'beat' whichever game you started in. At the end of each 'game' you have the option to move onto the next Jump or keep 'playing.' Some perks allow you to leave even earlier. As a Monster, you are dropped into a level appropriate to your species' debut in the game. Your goal is to survive an onslaught of a full company of Space Marines minus one; that one comes later, and is smarter and much harder to take down that the rest. Once he falls, you 'win' and may leave. The Space Marines grow in experience and effectiveness as the 'games' progress; by the time you reach Doom 64 they will more or less be playing as ideal aimbots. Your only hope to beat them that late is your suite of Jumper abilities, allies, and equipment- unless you are very, very good. The initial marines come in waves, small attack teams of 4 or 8 or 12. They are relatively well-armed, and will absolutely push you back over time; you have until the end of the final Location to finish them all. Think Tower Defense, but FPS style with monsters instead of Towers. Obviously they are easier to kill earlier on, but you are only one monster (plus your companions or recruits). If you stand your ground, they will cheerfully fight you to the death, but they will keep coming.
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  • Fall '13
  • ProfessorChampolllion
  • Doom, Space Marines

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