Description : Originally designed as a fairly simple WAD
with deathmatch in mind, gradually grew to
a fairly large level suitable for good one
player action. Basically, prepare to chase
and be chased in deathmatch mode, and run
like hell in UV single player mode. Have
included my favorite items from id's original
levels, namely teleporters, certain textures
and a few secrets with some attention to
lights and lighting. Hope you find it
enjoyable.
Additional Credits to : Geoff Allan for Doom Editor - The Real Thing
(de_260b2 and b4)
Walt Woerner - Concept for original layout
(also my steady deathmatch opponent)
id Software (of course)
Playtesters - Jim Purdon, Jennie Reuter
Billy Reuter, Walt Woerner (arrggghhh!)
Theresa Reuter - for not filing the divorce
papers.
==============================================================================
* Play Information *
Episode and Level # : E1M1
Single Player : Yes
Cooperative 2-4 Player : Yes
Deathmatch 2-4 Player : Yes
Difficulty Settings : Yes, but not perfectly done - UV is pretty intense.
New Sounds : No
New Graphics : No
New Demos : No
* Construction *
Base : New level from scratch.
Build Time : Approx 25 Hours over 3 weeks.
Editor(s) Used : Doom Editor - The Real Thing (for windows)
by Geoff Allan V 2.60b2 and 2.60b4.
(Ease of use cant be beat)
Known Bugs : Some lower inside walls exhibit strange
behavior: Weapons such as rocket launcher
fire and appear to dissapear without a
sound into the wall !. Other weapons show
puffs of smoke (wall hits) on some walls
but not on others, appears to be related to
"sector within sector" creation.
Have NOT encountered any HOM effects.
* Copyright / Permissions *
Authors may NOT use this level as a base to build additional levels.
You MAY distribute this WAD provided you include this file with no
modifications. You may distribute this file in any electronic format
(BBS, Diskette CD, etc.) as long as you include this file intact.
* Where to get this WAD *
FTP sites : infant2.sphs.indiana.edu
ftp.uwp.edu
wuarchive.wustl.edu
--
| Eric C. Reuter | |
| Sr. Systems Programmer | "With talent on loan from God, |
| High Performance Computing | and half my brain tied behind my |
| Merck and Co., Inc. RY84-31 | back, just to make it fair...." |
| 126 E. Lincoln Ave. | |
| Rahway, NJ, USA 07065 | Rush Limbaugh, 1992 |
| 908-594-7315 fax-908-594-3677 | |
| e-mail reu...@merck.com | |
This is due to the fact that you have the same linedef shared by two
sectors, but have set it's flag to impassible. This has the effect of
having a shoot-through wall. You can shoot through it, so can the
monsters, but you can't see the monsters and no ane can cross the line.
You will want to add an extra set of vertexes and create a "non-sector"
area between the two rooms. As in this example:
BEFORE AFTER
x-----------x------------x x---------x x---------x
|11111111111|222222222222| |111111111| |222222222|
|11111111111|222222222222| |111111111| |222222222|
|11111111111|222222222222| |111111111| |222222222|
|11111111111|222222222222| |111111111| |222222222|
|11111111111|222222222222| |111111111| |222222222|
x---x--x----x---x--x-----x x---x--x--x x---x--x--x
|dd| |dd| |dd| |dd|
---x--x--------x--x---- ------x--x---------x--x------
That will correct the problem.