Документ взят из кэша поисковой машины. Адрес оригинального документа : http://crydee.sai.msu.ru/ftproot/pub/rec/games/idgames/levels/doom/a-c/anteroom.txt
Дата изменения: Thu Jul 28 00:00:00 1994
Дата индексирования: Mon Dec 24 13:58:17 2007
Кодировка:
Title : Perdition's Anteroom
Filename : ANTEROOM.WAD
Author : Evan H. Bynum

Email Address : ebynum@cs.jhu.edu. This will change very
soon, most likely to bynum@cs.colostate.edu

Misc. Author Info : Graduate of Johns Hopkins' CS Dept., soon
to be CS grad at Colorado State (8/22/94).
Finger my account (ebynum@server.cs.jhu.edu) for
a wise and unambiguous Jack London quotation.

Description : This is a somewhat large level, so named for its
central room with the large spiral staircase,
replete with divers* weapons and sundry monsters.
All secret doors have slight texture offsets, and
there's a computer map behind one of them. I
included every weapon at least once, and you'll
find each kind of monster save the Cyberdemon and
Spiderdemon somewhere in the level.

One room is reminiscent of Raiders of the Lost Ark
(hint: lite-amp visors aren't always a good thing
to have!). Another has three pillars in it; your
selected skill level determines which one is your
teleport destination. I have not played every WAD
out there, so I think this is the first one to
implement such a feature. There are a few wide-open
areas suited especially for deathmatch play, and
a preponderance of plasma rifles strewn about the
level for quick rearming. Every room has at least
one exit, including the lava pit outside (i.e.,
there are no "traps," per se).

If you enjoy this WAD, please email me and let me
know what you liked about it, and also where you
found this file (I'm curious to see how far its
range grows). If you don't like this WAD, don't
bother telling me, as I daresay I shan't have much
time in grad school to fool around with level
creation and fix what you thought I should have
done. Finally, if you're a student at Colorado
State, please look me up when I get there - I've
never been to Colorado and I'd like some fellow
Doomers to show me around!

Additional Credits to : The knowledgeable chaps who frequent the Doom-
editors' mailing list (doom-editing@nvg.unit.no);
Matt Tagliaferri, who is both author of DoomCAD
and is the (second) biggest Cleveland Indian fan
around. Started that Jacob's Field WAD yet, Matt?
================================================================

* Play Information *

Episode and Level # : E2M1
Single Player : Yes
Cooperative 2-4 Player : Yes (not tested)
Deathmatch 2-4 Player : Yes (not tested)
Difficulty Settings : Fully implemented, including network objects
New Sounds : No
New Graphics : No
New Music : No
Demos Replaced : None

* Construction *

Base : New level from scratch

Editor(s) used : DoomCAD 4.3 for all of the construction
(that cut-and-paste template is invaluable).
DoomED 2.60b for the texture previewer.
BSP12x for node building.

Development Time : Three weeks, averaging about five hours per day.
This included learning the editor and re-
constructing sections that failed integrity
checks.

Known Bugs : Some of the monsters get "stuck" in doorways:
they'll just walk into the doorjamb instead
of coming after you. This is not all that
common an occurrence, but it's darn annoying
when it does happen.

* Copyright / Permissions *

Authors MAY use this level as a base to build additional levels
provided you include both my name and the name of this WAD in
the description or credits section of your own WAD.

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: infant2.sphs.indiana.edu
ftp.uwp.edu

BBS numbers: None

Other: None

* This is not a misspelling of "diverse." Both divers and sundry are
synonyms for "various." Jack London uses the former term a good deal in
his works, so I have incorporated it into mine. My writing tends more
towards the pedantic than the pedestrian, a trait neither common nor
warranted in computer scientists.