DOOM Version 1.2 .LMP Recorded Film Submission : Title : E1L5.LMP - Multiplayer Phobos Lab Category : Multi-Player .LMP Recordings Recording : R.A.L - Three Marine Team Date : c date-stamp Episode : 1 - Knee Deep Level : 5 Skill : UltraViolent .LMP Recording Length - 5 Mins & 10 Secs (or 130,784 Bytes) Recorded via an IPX Network using : > ipxsetup -devparm -nodes 3 -skill 4 -warp 1 5 -record e1l5 To Playback Recorded Playdemo use : > ipxsetup -nodes 3 -playdemo e1l5 (only if actually networked) > ipxsetup -nodes 1 -playdemo e1l5 (if networking is "faked" !) Mission Summary : > Level 5 - with most Kills, some Secrets but another Casualty! > Fifth mission completed by Marine no. 2 - Indigo. Marine Orders : > If you thought the last level was hard - well, maybe it was - this one is harder still, but you'd better get used to it because it's going to continue in that way. At least there's more ammo in this level and it can be done in fairly set stages... > At the start B - take left, I - take right and G stay back to draw their fire. When they're all down, swing right and repeat. There will be a couple of invisibles there. B - go for your shells and the side-walk will rise. I & G - get up the steps and go for the 1st. secret (be carefull when blowing those barrels) then take the side-walk. I - go for the key, so you'll be our "door-man". G - go for the launcher and stuff. Meanwhile B should've made a good stab at the sergeants out in the big slime room. G - use those rockets on the upper left window. Time for our door-man. Clear the first wave, then B & I - take the right, G - take the left and trigger those doors, back off with rockets! Watch your ammo levels. Get round the back and finish 'em. First one ready to go out gets the suit - you go back & hit the switch. Others cover the columns. Now everbody out, there's loads of health out there. Back to the key door - door-man, remember you're the last out. Run over the slime and blast 'em all. Go for the secret room and get the chaingun !! First with the chaingun leads the way down "imp alley", second with the chaingun follows closely. Blue key room - nearly there, but watch out for another couple of invisibles. Somebody hit the switch to give us room enough for three. Blue door - it's dark in there so watch out, but at this point we may well be short of time left available, so just go for the exit and finish it... Brown Comments : > Kill, maim, slaughter - it's a marine's life for me. Let the others go for the keys and things - I just want to kill! It's not that I like it, but they were asking for it, what with their grunting, and singing "Merlin the Happy Pig" - I just couldn't take it any more. > Must be a bit more careful with strange weapons I pick up though... ... :-(( Indigo Comments : > Well, I've checked in all of the records and those pink things definitely shouldn't be here. Honestly, didn't they have any quarantine controls here? > They could use an electrician in that last room, too. Someone could kill themselves in there. Green Comments : > Survived the initial onslaught with 100% health again! But I was the "lag" man. Anyway, rocket time! I get to fire a few rockets! At last! useful things rockets. [ Eh, Mr Brown :-(( ] You should have *HEARD* us at the yellow door - actually calling "doorman"! I didn't need much health or ammo so left it for Mr I, now then, where's that chaingun ;-) kill 'em all, visible or in... ouch!