Twilight Warrior Playing Tips:

This file is designed to familiarise you with Twilight Warrior: the 
enemies you will face, the weapons you'll use, some general playing 
hints and some advice on tweaking the game (allowing maximum carnage).

As you'll no doubt notice, playing this wad is quite different from 
playing Doom 2 normally. Your weapons are faster (and more powerful) and 
the 'marine' is enhanced in a number of ways. New with Legacy is the
ability to jump, to mlook up and down, and to shoot your weapons up and
down as well. However, all the enemies are faster to react, tougher, 
meaner and pack more heat. 

You will also engage in missions that vary vastly from normal Doom2 levels 
- many of the maps are based upon real special forces missions and 
scenarios that have actually occured. 

* Game Setup *

Because we've used Doom Legacy as a base, this offers various improvements
over the normal Doom2 engine - many of which are immediately apparent.
However, some of the features of Legacy are not so easy to find.

We've included a file called autoexec.cfg, which Legacy uses at runtime. 
This file sets up certain defaults which we call 'Twilight Warrior default 
mode.'
To summarise, this mode enables and disables certain features.
To get the most out of Twilight Warrior, you should go to the in-game
setup menu, and make sure that your keyboard/mouse setup is correct.
Importantly, you'll need to define a jump key (will allow you to jump) and
mlook keys (or mouse config). Mlook stands for mouse-look, and it allows
you to look (and shoot) up and down. 
Most people like to define a set key (such as say the 'm' key) for 
mouselooking. This means when the m key is held down, the player can
move their mouse forwards and backwards, which will allow you to
look up and down. When you release the defined mlook key, your view will
automatically center again.
Another option is to define keys - one popular method is to bind the
'Page Up', 'Page Down' and 'Home' Keys using the in-game setup menu. 
You can then use page up and page down to adjust your view either up
or down, and the home key as a 'hot button' to quickly center your
view.
Legacy enables many more features, and we'd encourage you to experiment
with the in-game options to learn more. We'd also recommend that you
take a look at the Legacy docs included in legacy.zip

* Weapons *

1) Knife - (replaces the punch)
Generally assume that if you don't have a gun in your hand, then you're
in trouble. However, the knife is useful if you want to kill dogs without 
wasting ammo.

2) Browning 9mm pistol - (replaces Doom pistol) 
Your pistol fires 9mm ammo, the same as you'll use in your H&K MP5 and 
OICW. This baby fires a fair bit faster than the normal Doom pistol, and 
with much more accuracy.

3) OICW - (replaces BOTH shotguns)
This weapon has two firing modes - semi-auto and rocket launcher.
The semi-auto is very powerful, is easy to aim, but not particularly
precise. But what it lacks in accuracy, it makes up for with stopping 
power. 
The OICW also has a rocket launching mode. The functionality is akin to
the normal Doom2 rocket launcher.

4) Heckler & Koch MP5 - (replaces the chaingun)
Almost every CT and Special Warfare team in the world uses this weapon 
as standard. It fires 9mm ammunition, and while the H&K MP5 doesn't have 
quite as much penetration or stopping power as the OICW, this is 
compensated by the phenomenal accuracy of the weapon. For 
counter-terrorist and hostage rescue actions, this is the weapon of 
choice.

5) Hand Grenades - (replaces rocket launcher)
You can throw these grenades large distances, especially from high points
in a level and/or by utilising the mlook feature. These grenades can be
used with a lot of precision, since they can be lobbed over objects,
into high windows and so on.

6) Flamethrower (replaces plasma gun)
This weapon throws out a wall of fire - although it has a limited range. 
The hitting power is good, and it is an excellent weapon for taking out 
groups of enemies at close quarters. A very effective jungle weapon.

7) PSG - 1 Sniper's Rifle (replaces the BFG)
Everyone's favourite weapon. Using the Legacy crosshair, this weapon is
surgical at long distances. One PSG - 1 shot is around 200% more 
powerful than a shotgun blast. However, this weapon retains precision and 
hitting power at long distances.
The PSG-1 tends to overpenetrate - so be extremely careful with this 
weapon if there are hostages in a level. The reload is reasonably slow, and
NOT automatic. This mimics the action of many bolt-action sniper's rifles. 
You actually have to press the fire button again once the reload sequence is 
complete.
As a general indication of its effective range, if you can see the head of
your target, then you can zap him. However, if you are so far away that
you cannot make out the head clearly, then you'll have to move closer (or
try a different weapon).

* Friends, Foes...Fatalities *

1) Hostages 

They're the geeky looking dudes in the bad suits who wander around
aimlessly just begging to be be shot. However, these guys are civilians,
and you're meant to be saving them!

If you kill one of these guys or allow a hostage to get caught in a
crossfire, then the level ends and you have "failed" the mission. If a 
level ends 'for no reason' it is likely that a hostage got wasted somewhere 
outside your field of vision. The hostages often move toward you for 
protection - which tends to get them killed a lot. Sometimes you may be able 
to bump them out of the way. The other option is to put your own body on the 
line as a human shield...
Also, hostages can and will leave rooms through open doors. Once you clear 
an area, try to keep the hostages contained, since they will only get in 
your way.

* Special Forces Soldier *

Sure, as a space marine, it's all good and well to be bright green, have a 
motorbike helmet for a head, and to mince about in knee-high cream boots...
Our SF soldier is kitted out in full counter-terrorist gear; completely in 
black, with a balaclava. Like any well dressed special forces operative,
he never leaves home without the ultimate accessory - a Heckler & 
Koch MP5. 

* Enemies  *

Dogs: Friendly Alsatians that just love to feast on human flesh. They run
and weave very fast and are low to the ground, so these little canines can
be surprisingly hard to kill.

Helicopter Gunships: As the name implies, they're big, flying 'copters,
which pack a lot of heat. The fly fast and high and fair degree of
punishment before they'll turn into a flaming fireball and drop from the 
sky. They can hover directly above you, and hence are often hard to 
dispatch.

Jungle Grunt: Dressed in camouflage gear, this enemy is often difficult to
spot, especially in jungle levels. 

Desert Grunt: Dressed in desert 'choc-chip' camouflage gear, he fires
stinging single bursts from his OICW rifle.

Special Forces soldier: Like you, he carries a Heckler & Koch MP5. Given
the slightest excuse, he'll hose you down with a lethal barrage of lead.
Dressed in desert DPM material, he can be difficult to spot, although
his red beret sometimes reveals his position.

Bazooka guy: Dressed in jungle camouflage DPM and carrying a shoulder
mounted rocket launcher, this guy can really cause trouble. He's like
a Cyberdemon, but luckily he fires fewer rockets and is easier to grease.
If you get hit by one of his rockets you'll be having a bad day out. Two 
direct hits and you'll be shipped home in a matchbox.

Assassination target: Acts just like hostage, except that you want to
kill the target - not save him. The assassination target is an unarmed army
general. When or if you manage to kill him, the mission ends, since the 
ultimate objective has been achieved.
  
    ** Tactical Tips for Counter-Terrorist / Hostage Rescue Missions: ** 

Military special forces units generally view hostages as a military
objective and consider terrorists as enemy soldiers. Counter-terrorism
is therefore one of the most difficult skills to master, both in the 
real world and, funnily enough, the same is true in in Twilight Warrior.
Hostage rescue depends on the swift application of maximum force, although,
paradoxically, this combination of speed and maximum agression is what
gets hostages killed if mistakes are made. The main difference between
a normal Doom map, and a Twilight Warrior hostage scenario map, is that
you must be a lot more careful with your shooting.

In real life, counter-terrorist teams are taught to fire in short 
bursts, with slight gaps between each burst. (Also called the double-tap: 
usually two tightly grouped shots to the enemy's head). 
 
To replicate the 'double-tap' method in Twilight Warrior, the best approach
is to literally tap the fire button, rather than holding it down and hoping 
for the best. This method will only slow your assault marginally, and the 
upside is that it gives you those vital extra tenths of a second to 
consciously assess the situation - and hopefully make the right decisions.
Another benefit is that it will help you to conserve ammunition.

Weapon Choice: This part is rather simple. To precisely cut down terrorists
that are flanking a hostage, your only choice is the H&K MP5 or your
pistol. The Heckler & Koch MP5 is literally the standard choice for almost
every elite special forces and counter-terrorist unit in existence. The 
weapon has plenty of stopping power without excessive overpenetration, 
and is surgically accurate.

Clearing Rooms: In real life, room clearing pairs of CT shooters use 
two tactics: "slingshot" and "cross-over."
Slingshot involves getting your back to the nearest wall and moving
laterally (i.e strafing), identifying terrorists and then zapping them.
Cross-over involves a pair of shooters going to opposite sides of a
room to open up more angles of fire. The risk of this method is that a
"friendly fire" situation can develop very rapidly.

(C) Black Shadow Software 1998.