HANDBK12.DZG
Filenames
HANDBK12.DZG, WALKTHRU.WAD
Size
27.63 KB
MD5
d6d5e625f16d589e0013d4917f104e6e
SHA-1
ffd459c0491eda0cf1a50c4d4f3e884189919e90
SHA-256
c7aea66c7ef3cbaf00939761a756bfdc08ccd936b23acfb77408281c3dd4ee3f
WAD Type
PWAD
IWAD
Doom
Engines
Doom
Lumps
11
Maps
E1M1
Read Me
---------------------- | The Walk-Through | ---------------------- All right, level-maker, here's the walk-through I promised you. This is simply a guide to the level WALKTHRU.WAD and/or WLKTHRU2.WAD, which should have been included in this archive. The level itself is laid out like this: ________ ___ _________________ ______ _____________ | | | | | 7 | | | 2 | | | 4 | |___| | 7 | |______|______|___ | | 3 | ___ | | | ________8____| __________ | | |__ __ __| | | |.6.| |___| ________ | | |__| |__| |___| |___| |___| | | | |_ _ __|__|____|__|____|_5_|_|___|__|___|________ _ _| |_ | 1 |_|_|___________________________ _____ __________|_|_| 16 17->_| | | | |__| |__| |_____| | | |__________| | __|__|_ _|__|__ |_____| |________| | | |___| | |__12_| _____________| | | | | |_____| | | | 9->| * |<-11 | _____|_____|_____ | & | | |_|_| | | 14-->| | | |_______| | |_______| |<--13 | | ! @ # $ % | | | 15 | |____________| 10 |_________________| Now, this is what you can expect to see related to the numbers: 1. This is where you start. 11. A pegged window (incorrect). 2. A typical lift. 12. A basic stairway. 3. A properly-aligned working teleport. 13. Properly offset textures. 4. A not-properly-aligned square. 14. Textures that aren't offset. 5. A secret door. 15. The Tutti-Frutti/confetti 6. A walkover linedef trigger. effect. 7. Free-standing structures. 16. An exit sign. 8. HOM walls (on the south wall). 17. The exit switch. 9. An unpegged window (correct). 18. This room has 5 different 10. A window. non-working teleporters, and is basically to demon- strate floor and ceiling texture alignment. ! -- sector special 1 $ -- sector special 8 (my favorite :) @ -- sector special 2 % -- sector special 12 # -- sector special 3 & -- sector special 13 (This is so you can see what they look like before you use them -- knowing which numbers do what effect beforehand should save you some time.) All of the structures and effects in this level are explained and described in the accompanying Handbook. You might want to print this "map" and have it on hand as you go through WALKTHRU.WAD (or WLKTHRU2.WAD, if you're using DOOM 2). Note there are no monsters at all in this level, so you can take your time and examine the architecture completely. It is vital that you have a clear picture of what all these structures look like, and how they work, so you can design and build a masterpiece of your own. As a final note, be aware of the varying textures, for both walls and floors/ceilings, so you can develop a feel for what you think looks "right" in various places. Enjoy! -- Bill <[email protected]>