Twilight Warrior Level Design Faq

The following is a spec. sheet for anyone who wants to create custom
add-on levels for Twilight Warrior (either for their own use, or to
distribute).

WEAPONS

Knife (Punch): A bit more powerful than the normal Doom punch, although 
fairly useless. Uses no ammo.

Browning 9mm Hi-Power (Pistol): Fires faster than the Doom pistol and
is a lot more accurate. Ammo type: Bullets

OICW x2 - (shotguns) semi auto and grenade mode - toggled using key '3' 
The single shotgun is now the semi auto OICW (it really packs some hitting 
power). However, it is not particularly precise, and is the type of weapon
that might be used in more open levels, rather than tight, urban levels.
It definitely shouldn't be used for hostage recovery!
Ammo type: Bullets.

The double shotgun is replaced by the grenade mode OICW - basically a 
rocket launcher. This weapon would be great for jungle / desert levels, 
or anywhere that is fairly open.
Ammo type: Rockets.

Heckler & Koch MP5: (Chaingun) Packs much more punch than the chaingun, and 
is a lot more accurate. At short range, the increased accuracy (the bullet 
spray effect of the normal chaingun has been eliminated) can actually be 
detrimental, since your shots need to be much more precise. At longer range
on a more stationary target however, this baby is surgical. 
Ammo type: Bullets

Hand Grenades: (Rocket Launcher) Very effective weapon, especially so with 
Legacy's mlook feature. (n.b the default mode of Twilight Warrior is
mlook enabled, crosshair on, autoaim off). You can generally lob grenades 
huge distances. 
Ammo type: Rockets

Flamethrower: (Plasma gun) Basically only for jungle scenarios. It cuts 
through enemies like a knife through butter. It is roughly equivalent to 
the power of the plasma gun, although with a limited range. 
Ammo type: Cells

PSG - 1 (BFG 9000): This is possibly my favourite weapon. Does anyone 
remember in Lethal Weapon, where Mel Gibson's character boasts of a clean
head shot from 1000 yards in high wind? Well, you can recreate exactly
this scenario in Doom! If your aim is good, the PSG - 1 will zap anyone 
from 1000's of yards away. In conjunction with mlook and a legacy 
crosshair, it kicks ass. It's got a slow reload however, and no auto fire 
mode. To fire repeatedly, you have to physically press the fire button again.
(this mimics the bolt action of many sniper's rifles).
Ammo type: shells

ENEMIES/HOSTAGES/ASSASSINATION TARGETS

All enemies now move faster, have higher hitpoints and quicker reaction 
speeds.

Jungle Grunt (Trooper): Use this guy in jungle maps, or wherever you want
a military presence. When killed he drops a 9mm clip - which is used by
the OICW (bullet mode), H&K MP5 and the Browning Hi-Power Pistol.

Desert Grunt (Sergeant): He drops an OICW (semi-auto mode) - this gives 
you an OICW, and/or ammo for the H&K MP5 and the Browning Hi-Power Pistol.

Bazooka Guy  (Imp): This guy should be used sparingly, as you'll no doubt
discover. The Bazooka guy is a bit like a cyberdemon but much, much easier 
to kill. This guy drops nothing when killed (damn)

Special Forces Gunner (Chaingunner): He packs his very own H&K MP5 and will
gladly hose you down with a shower of lead. He drops a H&K MP5 when he dies.

Hostage (Baron of Hell): This is the guy you don't want to shoot! Obviously,
this guy will be used only in hostage rescue maps. As a civilian, the 
hostage is unarmed and can't hurt you. If a hostage is killed, the level
will automatically end.

Guard Dog (Demon): Use these hounds pretty much wherever. They're really
quick, small and dodge fast, so use them in such a way that they take
the player by surprise - they are easy to kill if they run at you from 
hundreds of yards away. This enemy drops nothing when killed

Helicopter Gunship (Pain Elemental): Flies high and fast, and uses machine 
guns to strafe you. With Legacy's proper height checking, they can actually 
hover above you, making them extremely difficult to kill. They have lots of 
hit points, and take a reasonable amount of punishment before they'll drop 
from the sky.

Assassination Target / General (Mancubus): Functionally just like the 
hostage (unarmed), the assassination is a general who ponces around in his 
army uniform. When the general is killed, assassination missions will 
automatically end.

MISCELLANEOUS

Time Bomb: If you put a candelabra in a map, it will serve as a time-bomb,
exploding after exactly 4 minutes. Very useful for hostage scenarios where
you want to add some extra tension. The best application is to place several
time-bombs in a confined area around a hostage. Time-bombs are invisible
and are undetectable.

Ambient Sound(s): For makers of jungle maps, just put a Revenant into 
your map near the start, and bingo, you'll have ambient jungle sounds!

(C) Black Shadow Software 1998.