================================================================ Title : Dawning Filename : dawning.wad Author : Gary Gosson Email Address : Gosson@mail.dec.com Misc. Author Info : Teamtnt member Editors used : Deth 4.xx, Dck 2.2, Patcher,Cled, Zennode, : and Windcc Base : New level for Phase 1 release of Boom : Requires Doom2.wad Known Bugs : None Thanks To : Jim Flynn, Rand Phares Lee Killough, Ty Halderman, Len Pitre Blake Linton Wilfong and Bryan Shelton ================================================================ * Play Information * Level # : Map 01 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Untested Difficulty Settings : Yes New Sounds : No New Graphics : Yes, Thanks Jim New Music : No Demos : Dawncoop.lmp Monsters : You bet DCC Compliant : Dcc doesn't like a lot of things! Status : Complete * Copyright / Permissions * Authors other than TNT Members may NOT use this level as a base to build additional levels. To be distributed with Officil Boom release . ================================================================ * Revision History * 20-MAY-98 Fixed some co-op bugs that were discovered by Blake Linton Wilfong and Bryan Shelton, WR linedefs were added to return the elevator to the current floor. This prevents the elevator from being stuck due to player death. Also added a few more rad suits in co-op mode. 15-APR-98 Fix the archie & crusher demo switch bug, it needed to be an SR switch in case the switch was activated before the crusher finished crushing. Thanks to Len Pitre for pointing this out. 14-apr-98 Fix the slime trail by the bridge. Thanks to Lee for the fix. Slight change to the whirlpool. 13-apr-98 A few more minor tweaks, corrected areas where opening of some doors didn't cause the light to flood the adjoining darker sectors. Changes to the difficulty settings so that Easy is almost a walkthrough. Changed the way to get the red skull key slightly due a visual bug with the bridge. 06-apr-98 Release version fixed some textures fixed hom bug as reported by Carmack (at least I know he saw my work!) added a few more triggers for the bridge, at least once during testing it didn't lower. 09-mar-98 Inital beta release highlights -stairs up -stairs down -conveyor belt -escalator (up and down) for the lazy boomer -left and right scrolling linedefs -up and down scrolling walls (part of escalator) also in exit room -scrolling ceiling -keyed doors -manual door that turns lights on in a tagged sector -demonstartion of fixed archie bug -working floor crusher -2 elevators -silent teleporters -special sector/linedef types (wind, icy, and sludge) -wr triggerred light to Nmax and Nmin -sectors with Bright Lava -start/stop conveyor in Bright Lava area -scrolling walls and floor in exit area -use of accel types to move monsters, ammo and a key