Документ взят из кэша поисковой машины. Адрес оригинального документа : http://crydee.sai.msu.ru/ftproot/pub/rec/games/idgames/levels/doom2/d-f/dna_tech.txt
Дата изменения: Tue Aug 29 00:00:00 1995
Дата индексирования: Mon Dec 24 14:23:20 2007
Кодировка:
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Title : DNA technology laboratory wad for Doom ][
Filename : DNA_TECH.WAD
Author : Doug Ryerson (maker of many wads)
Email Address : dryerson@botany.utoronto.ca
Misc. Author Info : If you read this section on my last wad (HVYFGHT
wad), you will find that I don't actually exist.
Well, I still don't exist. Feedback is very much
appreciated. Was it too hard, too easy?. I myself
have playtested it many times and kept making it
harder by removing ammo and health and adding more
bad guys. I think it is finally hard enough to make
it entertaining, but I don't really know for sure,
so I need email on this one.
Level Info : Here is a level based on an, admittedly often used
idea, that of mutatory genetic experiments result-
ing in the production of hideous monsters who get
loose. Well, this level has something that few of
those other ones have, its own graphics, made spec-
ifically with the concept in mind. You see, the
graphics were made when I had the idea of giving
the level the "genetic experiment" theme. After
making the graphics, I then made the level (not the
other way around). So each of the graphic elements
was made with a specific purpose in mind, with the
room that it was supposed to go into already in my
head. The result is a level made to fit the graphics
not vice versa. This results in a better looking
level. Each wall in DCK was placed with the already
made graphic expecting to be set upon it. There are
five secrets in the game, see if you can get them all.
So play the level (using the batch file provided),
shoot the bad guys, and email me.
P.S. I believe this is my 24th level (I think it is
the 10th for Doom ][).
P.S.S. The idea for some of the textures comes from
some screen shots I've seen from the upcoming game
TekWar.

Additional Credits to : Id Software, the authors of DCK22 and Wintex34.

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* Play Information *

Episode and Level # : Doom ][ : MAP01
Single Player : Yes.
Cooperative 2-4 Player : Yes, player starts for it.
Deathmatch 2-4 Player : Yes, player starts for it.
Difficulty Settings : Yes.
New Sounds : No.
New Graphics : Yes (26 textures made, 25 used, couldn't find a
place to use one of them).
Demos Replaced : None


* Construction *

Base : New level from scratch
Build Time : No idea
Editor(s) used : DCK 22 (despite a minor sector-join bug) and
Wintex 34 (for the graphics)
Known Bugs : Hate to say this, but yes, there are two places
in the open areas where there are lines that don't
exist in the level. This results in an invisible
walls and an invisible floor. These areas do not
exist in the editor and I don't know where they
come from, perhaps from the node builder (BSP 1.2x).
Sorry about this, but I don't know how to get rid of
something that isn't there in the editor yet appears
when you play the level. I have completed the level
by working around these problems, so it should not
cause too much of a problem. Perhaps the cure is to
run it through another node builder. I wanted to
post this anyway because I really liked the job I
did on the graphics and didn't feel like redoing
the level all over again because of this.

* Copyright / Permissions *

Authors may use this level as a base to build additional levels.
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.