================================================================ Title : KILLZONE.WAD Author : Craig J. Dudle Email Address : craig.dudle@aquila.com Misc. Author Info : Description : Completely new version of Episode 1 Level 1 Additional Credits to : ================================================================ * Play Information * Episode and Level # : E1M1 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Difficulty Settings : Yes New Sounds : No New Graphics : No * Construction * Base : New level from scratch Build Time : Over 60 hours Editor(s) used : DEU 5.1, BSP1.1 Known Bugs : A few quirky display problems at end of level. (see NOTES) * Copyright / Permissions * 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: ocf.unt.edu BBS numbers: AQUILA BBS 708-820-8344 Other: ** NOTES: ** This level will only work with registered versions of DOOM. To play this level unzip the files to your DOOM directory. type DOOM -FILE KILLZONE.WAD to start DOOM. Then just play episode 1 level 1. There is also a demo of this level included in the pwad. It will play if you start doom as stated above and then do nothing. Just like the real doom! This level is fairly easy at lower levels but is difficult on the hardest levels. There are two "secret" areas in the level. If you can find them, the level is much easier. This pwad was constructed using DEU5.1 and then run through BSP1.1x The level works great except for a few quirky display problems in the last area of the level. This is caused by one of two things. Either this area is too complicated for any of the node builders I have found, or it is too complicated for the DOOM engine itself. It may be that there are too many 2S linedefs on the screen at one time. The problems only manifest themselves when crossing some sectors. I chose to leave it the way it was rather than change it because I liked the way the level played. If anyone has any ideas on this leave a message at my E-mail address. I have put many hours into this level, I hope you enjoy it. It turned out that some of my ideas were very complicated for me to translate into a seamless looking and playing level. They may not look complicated during game play, but were during the creation of the level. There also was a big learning curve for me in learning how to use the editor, and the structure of the wad. DEU5.1 is great, get it. Also, this level would never have worked without the BSP1.1 node builder. Special thanks to Colin Reed for creating it. Any comments or suggestions send to me at craig.dudle@aquila.com. Thanks, Long live DOOM!