================================================================ Title : "No Rest For The Wicked" Filename : no_rest.WAD Author : Boomer T Email Address : comments to stowejm@jccw22.cc.sunyjcc.edu : (a friend's account - so no hate mail!) Misc. Author Info : Just an average Joe working the nightshift, doing things that this computer was never intended to be used for! Description : Seems that the R and R facility on Deimos has been overrun by those nasty critters from Hell. Your mission is simple: if it moves, kill it! Additional Credits to : To my good friend and confidant, Jim Stowe, who first introduced me to DOOM and then to the various editors when the game became boring on the third time through. ================================================================ * Play Information * Episode and Level # : E2M1 Single Player : Yes Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Difficulty Settings : Yes New Sounds : No New Graphics : No New Music : No Demos Replaced : 1 * Construction * Base : New level from scratch Editor(s) used : DEU 5.21 BSP 1.0 Known Bugs : We're having a few problems with the Gypsy Moths outside the shop, but other than that, none. Thanks for asking. * Copyright / Permissions * Authors may NOT 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 intact. * Where to get this WAD * FTP sites: infant2.sphs.indiana.edu BBS numbers: Other: Upon reading the Tutor text that came with DEU, I came upon the statement that it was impossible to align the textures above, beneath and around windows. NONSENSE! say I. It's actually quite easy. After inserting vertices along the linedefs, but BEFORE amassing them into a sector, align the textures (x offset) via the F8 key. Then go ahead and make your window. Unpeg the upper and lower textures and viola! A note of caution: If your room is of an odd height, make sure that y offset is adjusted for all of the textures in that room. (Not bad for a thirty-two year-old Research and Development Technician, huh? But, then again, you probably knew all this already).