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Home Edutainment Collection 4: Games & Extensions
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Aztech-HomeEdutainmentCollection-Vol4-3DGamesExtensions.iso
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walkthru.txt
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1995-02-08
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53 lines
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| The Walk-Through |
----------------------
All right, level-maker, here's the walk-through I promised you. This
is simply a guide to the level WALKTHRU.WAD, which should have been included
in this archive. The level itself is laid out like this:
________ ___ _________________
______ _____________ | | | | | 7 |
| | 2 | | | 3 | |___| | 7 |
|______|______|___ | | 4 | ___ | | | ________8____|
__________ | | |__ __ __| | | |.6.| |___| ________
| | |__| |__| |___| |___| |___| | |
| |_ _ __|__|____|__|____|_5_|_|___|__|___|________ _ _| |_
| 1 |_|_|___________________________ _____ __________|_|_| 16 17->_|
| | |__| |__| |_____| | |
|__________| __|__|_ _|__|__ |_____| |________|
| |___| | |__12_|
| | | | |_____|
| 9->| * |<-11 | _____|_____|_____
| |_|_| | | 14-->|
|_______| | |_______| |<--13 |
| | 15 |
10 |_________________|
Now, this is what you can expect to see related to the numbers:
1. This is where you start. 11. A pegged window (incorrect).
2. A typical lift. 12. A basic stairway.
3. A properly-aligned teleport square. 13. Properly offset textures.
4. A not-properly-aligned square. 14. Textures that aren't offset.
5. A secret door. 15. The Tutti-Frutti/confetti
6. A walkover linedef trigger. effect.
7. Free-standing structures. 16. An exit sign.
8. HOM walls (on the south wall). 17. The exit switch.
9. An unpegged window (correct).
10. A window.
All of the structures and effects in this level are explained and described in
the accompanying Handbook. You might want to print this "map" and have it on
hand as you go through WALKTHRU.WAD. Note there are no monsters at all in
this level, so you can take your time and examine the architecture completely.
It is vital that you have a clear picture of what all these structures look
like, and how they work, so you can design and build a masterpiece of your
own. As a final note, be aware of the varying textures, for both walls and
floors/ceilings, so you can develop a feel for what you think looks "right"
in various places. Enjoy! -- Bill <bill.mcclendon@creature.com>