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- Welcome to the CourtYard,
-
- REPLACES Episode 3 Mission 1
-
-
-
- NEWBIES! READ THIS:
-
- usage:
-
- doom -file cortyr_b.wad
-
- and select episode 3.
-
- to play the demo:
-
- doom -devparm -playdemo cortyr_b
-
- and watch.
-
-
- This is revision B (hexadecimal) of the CourtYard. If you have *any*
- other version, please remove/destroy/obliterate the copy and use this one.
- Special thanks to Dylan and Colin for getting BSP11X out to me so quickly!
- That's one of the major reasons why the CourtYard is here *today*.
- Now for nitty gritty. This level is extrememly difficult for myself,
- and I consider myself a *very* experience Doom player. Included with the
- level is an LMP (demo) demonstrating the quickest routes to completing the
- level. I had to re-record *many* times because I exceeded the 15 minute
- recording limit. Also, I got nuked several times when attempting to cut
- corners and bypass some of the trouble; it didn't work :) Anyhow, if you
- get stuck (say you can't find one of the keys), watch the LMP, it should
- clarify any confusion that may abound.
-
- DESCRIPTION: CORTYR_B.ZIP
-
- Yes! There is a central CourtYard for you pleasure. Also, through-
- out the level you will find a power reactor, power conduits, big, big,
- lights, a lamppost, a huge pit, jail bars, secret elevators, and some very
- idle barons awaiting your company :) This level has been tested deathmatch,
- and, believe it or not, I got my butt fragged even though I designed the
- level! I admit that there are not enough linkages to fully enjoy DeathMatch,
- but, I hope someone else will test out the level and see how it works for
- them.
-
-
- BUG NOTICE:
-
- Yes, I know that there is still some clipping that occurs in the
- huge slime pit. This is a result of the "too many two-sided linedefs"
- bug native to the DOOM executable. That's just the way it goes :( After
- the final compilation, I *did* notice two sidedefs missing the appropriate
- textures, fortunately, they don't really get noticed. Play the level, and
- occassionaly stop to look :)
- Once again, for those who are new to this level, I have, in short,
- maxxed the memory capabilities of DEU. You can flip linedefs, move vertices,
- delete sectors, but, DEU won't compile properly, if at all. Secondly, my
- level was approximately 75% complete when I couldn't to a single thing with
- the map. So, it was at this point that I added doors, lifts, etc. etc., in
- places where I had not intended. I still think the level looks and plays
- well despite its incompleteness. I hope that you, too, enjoy it.
-
- LAST THOUGHTS:
-
- If the level is *too* difficult on UltraViolence, try a lighter
- setting. If you are completely new to Doom, the lightest setting will
- be breeze easy, meaning that you can actually find time to view the
- level without a sergeant peeping around the corner and blasting your
- nuts off (sorry ladies). This level involved *over* 40 hours of work
- using only DEU. I wouldn't suggest any other editor even with the BUGS
- that DEU has....keep working with it and you'll figure it out.
- Lastly, *please* don't use this level as an example. As I stated
- earlier, this level was only 75% complete, meaning I had to pull some
- strings in order to keep the level flowing. I'm very much glad it is done
- since I have some major projects that needed tending to.
-
-
- May the force be with you! (I have kept the STAR WARS sound patch
- on, even for the recorded demo :) Definately worth the meggage on my hard
- drive.
-
- 'tis all, now go out and die :)
-
- Michael Kelsey (author of STONES)
- mkelsey@eecs.wsu.edu
-