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- Title : DRAGON12.WAD
- Author : Ron Williams
- Email Address : williamsr@ouvaxa.cats.ohiou.edu
-
- Description:
- ===========
- A massive level that originally started out looking like a dragon.
- However, due to size limitations of the DEU editors (See below), I was
- forced to shrink and stuff a few sections until it ended up looking
- more like a mutant hunchback doberman with a severe case of hemorrhoids.
- My options were to redraw to make the artwork appear better, or go with
- a level that is an outright blast to play.
- Easy choice - Artwork be damned, let's kick some ass!
- I didn't care much for the "Let me see you get through THIS!" kind of
- attitude that seems to have destroyed the fun in what would otherwise have
- been some really good PWADs, so this level is unconditionally playable.
- There are only a couple of what I would consider tough puzzles to get past,
- and there are no death pits: If you can get in - you can get out.
- Basically, this level is a lot of fun. I hope you enjoy it.
-
- * Play Information *
- ====================
- Episode and Level # : E1M2
- Single Player : Yes
- Cooperative 2-4 Player : Yes
- Deathmatch 2-4 Player : Yes
- Difficulty Settings : Yes
- New Sounds : No
- New Graphics : No
- Demos Replaced : None
-
- * Construction *
- ================
- Base : New level from scratch
- Build Time in Hours : Way Too Many
- Editor(s) used : DEU 5.0 / BSP 1.1
- Known Bugs : An occasional flash of gray when crossing certain
- sector lines. Noticeable but not annoying.
-
-
- * Copyright / Permissions *
- ===========================
- Authors MAY use this level as a base to build additional
- levels. I designed it as an E1 M2 level so that it could
- easily be inserted into a new episode since most of the other
- available WADs have been E1 M1.
-
- 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.
-
-
- Editor Observations:
- ====================
- During construction I found that if any of my vertices were placed
- beyond 8000 or -8000 on either the X or Y axis that the game had a
- tendency to lock up or kick out. Moving all vertices into areas less
- than 8000 seems to have solved the problems. If you examine the
- placement of three of the extreme edges of this level you will find
- them in the high 7700 to 7900 range. (Most notable being the top of
- what was supposed to be the wing and the poor excuse for a tail.)
- I have seen other levels that were successfully constructed beyond
- these limits but these levels have been known to freeze on occasion
- for some users. If anyone else can verify the 8000 limit as causing
- problems I would be interested in hearing about it.
-