
Once in the final room, you can either flip the exit switch in front of you, which takes you to MAP16: Suburbs, or see secrets #2-3 for instructions to the super-secret level, MAP32: Grosse.įor those familiar with Floor 1 of the shareware version of Wolfenstein 3D, each brown-uniformed guard that appears in the "I am Death Incarnate" skill level is replaced with Wolfenstein SS (one on I'm Too Young To Die and Hey Not Too Rough, two on Hurt Me Plenty and four on Ultra-Violence and Nightmare) and the dogs are replaced by demons. You will now come to an intersection go left again. From the stone room, continue due south through another trio of doors. In the large wooden room, turn left, head through the door, around the bend in the next hall, and through another door. Proceed through the wooden hallway and through the door at its end. Go through the door across from you once again.

Continue through one last blue hallway and you'll arrive in a large grey room. Turn left and go through the door at the end of this hall. From the start, go through the door ahead of you. This secret level is based on Floor 1 of the "Escape from Wolfenstein" episode of Wolfenstein 3D, and the layout is fairly straightforward. Sector, thing, and linedef numbers in boldface are secrets which count toward the end-of-level tally. Some monsters are considered Ghosts, so some ranged attacks can't hurt them! They are displayed in the summoners as greyscale.Letters in italics refer to marked spots on the map. The Player has 300 health, and has superior jumping abilities, allowing you to vault over all monsters but seriously huge ones.Įach side will have unique upgrades, and a special player-ability as of next release.Īir units will be able to be summoned mid-air as of next release, as well as especially large ground units. Mana and Health automatically regenerate. Splitting things between two different types allows for the possibility of actually saving up enough for a Hero Unit. Each type of Monster costs a different amount of mana, and stronger units also cost some "Hero mana", which regenerates very slowly.

Right click to switch through the monsters available with each summoner.

The player is given several Summon Spells, allowing you to summon minions of whatever faction they are playing. "A remake of an old Doom Legacy wad, DoomWars. You will need the ZDoom SVN version 1145 or later. It runs in Doom2, though it will still of course run in TNCQG2, though the Doom monsters will then be Flemoids, which will be troublesome when I release the Chex Quest Faction (with new Chex 3 flemoids!). Don't know why I haven't linked to this before, but here is my one and only ZDoom project, ZDoom wars.
