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Text File  |  1995-02-08  |  3KB  |  53 lines

  1. ----------------------
  2. |  The Walk-Through  |
  3. ----------------------
  4.  
  5.       All right, level-maker, here's the walk-through I promised you.  This
  6. is simply a guide to the level WALKTHRU.WAD, which should have been included
  7. in this archive.  The level itself is laid out like this:
  8.                         
  9.  
  10.                         ________         ___    _________________
  11.  ______ _____________  |        |       |   |  |     7           |          
  12. |      |   2  |      | |  3     |       |___|  |         7       |          
  13. |______|______|___   | |     4  |  ___  |   |  |    ________8____|          
  14.  __________       |  | |__ __ __| |   | |.6.|  |___|             ________   
  15. |          |      |__|    |__|    |___| |___|  |___|            |        |  
  16. |          |_ _ __|__|____|__|____|_5_|_|___|__|___|________ _ _|        |_ 
  17. | 1        |_|_|___________________________ _____ __________|_|_| 16  17->_|
  18. |          |      |__|       |__|          |_____|              |        |  
  19. |__________|    __|__|_     _|__|__        |_____|              |________|  
  20.                |       |___|       |       |__12_|                          
  21.                |       |   |       |       |_____|                          
  22.                |    9->| * |<-11   |  _____|_____|_____                     
  23.                |       |_|_|       | |            14-->|                    
  24.                |_______| | |_______| |<--13            |                    
  25.                          |           |        15       |                    
  26.                          10          |_________________|                    
  27.  
  28.  
  29. Now, this is what you can expect to see related to the numbers:
  30.  
  31.  
  32.  1. This is where you start.             11.  A pegged window (incorrect).
  33.  2. A typical lift.                      12.  A basic stairway.
  34.  3. A properly-aligned teleport square.  13.  Properly offset textures.
  35.  4. A not-properly-aligned square.       14.  Textures that aren't offset.
  36.  5. A secret door.                       15.  The Tutti-Frutti/confetti
  37.  6. A walkover linedef trigger.                  effect.
  38.  7. Free-standing structures.            16.  An exit sign.
  39.  8. HOM walls (on the south wall).       17.  The exit switch.
  40.  9. An unpegged window (correct).
  41. 10. A window.
  42.  
  43. All of the structures and effects in this level are explained and described in
  44. the accompanying Handbook.  You might want to print this "map" and have it on
  45. hand as you go through WALKTHRU.WAD.  Note there are no monsters at all in
  46. this level, so you can take your time and examine the architecture completely.
  47. It is vital that you have a clear picture of what all these structures look
  48. like, and how they work, so you can design and build a masterpiece of your
  49. own.  As a final note, be aware of the varying textures, for both walls and
  50. floors/ceilings, so you can develop a feel for what you think looks "right"
  51. in various places.  Enjoy!    -- Bill <bill.mcclendon@creature.com>
  52.  
  53.