HELIPAD.WAD

HELIPAD.WAD

This level doesn't work as well as anything but the first level in an

Filenames
helipad.wad, helipad.zip
Size
88.59 KB
MD5
4dadbd622da236f87662d8c34293845f
SHA-1
dd81c5b653c2bc7f05117cde7eb0ca2916510737
SHA-256
a6dbdd67353057818a9087fdbe7f1caa34c9c5aca2dbd3a8616779ffd0a4ab00
WAD Type
PWAD
IWAD
Unknown
Engines
Unknown
Lumps
11
Maps
E1M1

Read Me

================================================================
Title			: HELIPAD.WAD   
Author			: Sean R. Malloy
Email Address		: [email protected]
Misc. Author Info	: 

Description: 
     This level doesn't work as well as anything but the first level in an
episode (a purely esthetic consideration, to be sure), as the players start
out outside the structure. This doesn't prevent you from moving it
elsewhere; it's just an incongruous transition.

     This is a thinking player's level; there's a puzzle built into the
design. You are shown the soul sphere for the level; it's in plain view
almost at the start. Your problem is to get to it; there are several things
you have to do in order to get to it, and if you don't do it right, you'll 
never be able to reach it. In addition, you will probably cut yourself out 
of getting 100% secrets and kills unless you solve the puzzle.

================================================================

* Play Information *

Episode and Level #	: E1M1
Single Player		: Yes
Cooperative 2-4 Player	: Yes
Deathmatch 2-4 Player	: No
Difficulty Settings	: Yes


* Construction *

Base			: New level from scratch
Build Time		: 22 hours
Editor(s) used		: DEU 5.0
Known Bugs		: none

     The design of the level had to be stripped down in one spot from my
original design; I ran up against the rendering engine's 'sector-in-sector'
limitation, and had to rework it -- and rework it, and rework it, when 
earlier attempts to solve the problem failed -- in order to prevent HOM
wierdness.

The level has been designed so that it is impossible, even in a multiplayer 
game with the players splitting up and running all around the level, for a 
player to get trapped so they can't get to the exit or are stuck in a sector 
that sucks away their health.


* Copyright / Permissions *

Level design copyright 1994 by Sean R. Malloy.

This level may be distributed freely as long as no fee is charged for 
distribution beyond that required to recover the cost of the distribution
media.

Authors may use this level as a base to build additional levels so long as 
the above restriction on distribution is placed on any derivative levels.


================================================================
Title			: HELIPAD.WAD   
Author			: Sean R. Malloy
Email Address		: [email protected]
Misc. Author Info	: 

Description: 
     This level doesn't work as well as anything but the first level in an
episode (a purely esthetic consideration, to be sure), as the players start
out outside the structure. This doesn't prevent you from moving it
elsewhere; it's just an incongruous transition.

     This is a thinking player's level; there's a puzzle built into the
design. You are shown the soul sphere for the level; it's in plain view
almost at the start. Your problem is to get to it; there are several things
you have to do in order to get to it, and if you don't do it right, you'll 
never be able to reach it. In addition, you will probably cut yourself out 
of getting 100% secrets and kills unless you solve the puzzle.

================================================================

* Play Information *

Episode and Level #	: E1M1
Single Player		: Yes
Cooperative 2-4 Player	: Yes
Deathmatch 2-4 Player	: No
Difficulty Settings	: Yes


* Construction *

Base			: New level from scratch
Build Time		: 22 hours
Editor(s) used		: DEU 5.0
Known Bugs		: none

     The design of the level had to be stripped down in one spot from my
original design; I ran up against the rendering engine's 'sector-in-sector'
limitation, and had to rework it -- and rework it, and rework it, when 
earlier attempts to solve the problem failed -- in order to prevent HOM
wierdness.

The level has been designed so that it is impossible, even in a multiplayer 
game with the players splitting up and running all around the level, for a 
player to get trapped so they can't get to the exit or are stuck in a sector 
that sucks away their health.


* Copyright / Permissions *

Level design copyright 1994 by Sean R. Malloy.

This level may be distributed freely as long as no fee is charged for 
distribution beyond that required to recover the cost of the distribution
media.

Authors may use this level as a base to build additional levels so long as 
the above restriction on distribution is placed on any derivative levels.


Maps

E1M1

E1M1

Deathmatch Spawns
0
Co-op Spawns
4