================================================================ Title : Boom Edit Example Wad Filename : BOOMEDIT.WAD Author : Jim Flynn Email Address : jflynn@pacbell.net Misc. Author Info : Team TNT member Editors used : Deth 4.14, Patcher Base : New level for Phase I BOOM engine : Requires DOOM2.wad Known Bugs : None Thanks To : Lee Killough, Joachim Otahal, Rich Brennan, : Stan Gula, Tom Neff Obtain BOOM.EXE at http://www.teamtnt.com. Reference info is in the EDITUTIL.ZIP package there Hints: 1) If you are stuck in forest of pillars, shoot the room's wall. 2) The yellow skull key is higher than the others. You need to die to see it :). 3) On very slow machines it may be helpful to note that TNTICE turns off the ice effect and TNTPUSH turns off the wind effect. ================================================================ * General Information * The wad shows many of the effects possible with the BOOM engine, and uses text signs to label them, and where appropriate the linedef type number used to produce them. Reference information on specific linedefs can be found in BOOMREF.TXT in EDITUTIL.ZIP at http://www.teamtnt.com. The elevator switch graphics do not replace switches, but are added to BOOM's list of known switches thru the SWITCHES lump, generated using DEMOSWAN.DAT with SWANTBLS.EXE also in the EDITUTIL zip. The SFALL and NUKAGE1 animations have been sped up by a factor of 4 thru the ANIMATED lump, also done with SWANTBLS.EXE and DEMOSWAN.DAT. Animations can be sped up by as much as a factor of 8 and slowed down as much as desired. The flat used on the ice lake is contained in the PWAD between F_START and F_END, and the replacement tree sprite is between S_START and S_END markers in the PWAD. BOOM will load flats and sprites from the PWAD, unlike DOOM. The stained glass column in the translucency demo uses a custom translucency lump at 40% translucency, made with BOOM and the utility MAKTRLMP included in EDITUTIL. Custom colormaps, made with CMAPTOOL.EXE, also in EDITUTIL.ZIP are used for underwater, under-ice, and under-lava lighting, as well as a special demo room demonstrating their use as a primitive colored lighting effect. The music is a directly embedded MIDI, not a MUS lump. ================================================================ * Play Information * Level # : Map 01 Single Player : Yes, sorta (no monsters) Cooperative 2-4 Player : Yes, sorta (no monsters) Deathmatch 2-4 Player : Yes, but untested Difficulty Settings : None New Sounds : No New Graphics : Yes, Sky by Tom Neff New Music : Yes, CANON.MID, directly embedded Demos Replaced : None Monsters : None DCC Compliant : Not particularly Status : Complete * Copyright / Permissions * Authors may use this level as a base to build additional levels, but they'd be nuts to do so. :) To be distributed with Official Boom release. ================================================================ * Revision History * 11-May-98 Added COLORMAP demos, changed 4001 thing to 5001 06-May-98 Put room-over-room teleporter midstep instead of on an edge to avoid "bump". Added silent teleporter demonstration in middle of main room for better explication. 04-May-98 Used custom translucency map for more transparent textures in translucency demo. Changed music to something that is quieter and public domain. Gave up on lift style room over room and made a stairs room over room. Added sign for "shoot me" escape from pillars. 01-May-98 Made Vp/2S HOM/Plat test more severe. Improved room over room somewhat, still not perfect. Added signs for MIDI, sprites, flats in PWAD. Improved deep water sprite clipping demo. 28-Apr-98 Fixed bug in fast animation, made the flat fast too. Corrected sign for generalized sector type. Removed candle marker for point source wind origin. Started elevator on second floor. 23-Apr-98 Fixed ability to jump over ice lake silent TP when above ground. Added Ceiling texture changer. Changed music. 21-Apr-98 Fixed flash problem when directly underneath sign posts under the ice lake. 17-Apr-98 Added DM, Co-op starts, thing flag demo fast animation, generalized sector type 16-Apr-98 Added Medusa, Vp, 2sHOM, Plat limit demo fixed lake entrance problem, switched to reversed silent teleporters 15-Apr-98 Release version Added final few features 12-Apr-98 Inital beta release Basic structure