=========================================================================== Title : Iz.wad ************************* NOTE ********************************* ** This is the 2nd edition to the original --HILV.WAD-- ** ** The only changes are a couple of line glitches fixed, slight ** ** ammo modification on a couple of the weapons, and the new ** ** release name. ** ******************************************************************* Date Finished : 07-12-96 Author : Albert Clark Email Address : Please Email me with any comments 1st- aclark@wkunix.wku.edu 2nd- anakin@xmission.com Other Files By Author : This is my first. Description : Four somewhat big levels that are open and with high visibility. High long-range frag potential. Playable with either alt or old deathmatch. *(see below for more level info)* Additional Credits to : Steve Larsen- For his help with suggestions and help getting this puppy packed up and put out. Tom Clark- Who first showed me this editing thing. All those who played and tested the levels, which include the above and : Alex, Andy, Charlie, Damien, Jerry, and Terry. The obvious... id. =========================================================================== * Play Information * Map # : Map 1 - 4 Single Player : Supported, but not a solo level. Cooperative 2-4 Player : Same Deathmatch 2-4 Player : Mosh on completely, dude. Difficulty Settings : Not implemented New Sounds : No New Music : No New Graphics : No Demos Replaced : None * Construction * Base : New level from scratch Build Time : Many hours. At least 60 Editor(s) used : WinDEU 5.24. Bsp 1.2x Bsp 1.5x Known Bugs : Please let me know (e-mail). May Not Run With... : Tested only with 1.9 =========================================================================== * Copyright / Permissions * (blah blah blah stuff) Authors may NOT use (blahblahblah) this level as a base (blahblahblah) to build additional (blah) levels. --Trust me, This is for your own good! Most of these levels 1, 3, and 4 especially are very open and/or have a lot of sectors present, meaning they are walking a fine line between function- ality and visplane overload. Moving, modifying or adding a sector could let the visplane syndrome run rampant or could even unleash an HOM effect of such ferocity and magnitude you would think you were viewing a Duchamp masterpiece. You MAY distribute (blahblah) this WAD, provided you include this file, with (blahblah) no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you (blahblahblah) include this file intact. * Where to get this WAD * FTP sites: ftp.cdrom.com =========================================================================== --Additional info-- LEVEL SIZE-- If you are the kind of player that enjoys open areas to see and maneuver in, and have many different areas to go to, then these levels may suit your style. If you prefer tightly enclosed areas with windy, or small hallways, you won't find much of that here. The levels are big enough that after a frag you don't instantly know where the other person is by the sound his starting teleport, giving one time to retrieve a weapon and perhaps plan an attack, and open enough that you aren't constantly looking for your opponent. Levels 1-3 are great for any number of deathmatch play. Level 4 is optimal for 3-4 players but is still perfectly fine for 2, there just may be a little more hunt involved. In other words if you are the kind of player that demands a frag at every 10 second interval then under 2 players this level may not provide the amount of wanton blood-letting you are accustomed to. EXITS-- The exits on the levels are located out of the way. The room with the exit switch was not intended for game-play. To keep it out of game-play the floor is nukeage. When you are ready to exit though, you should be able to reach the switch without taking any damage. The one exception to this is level 4, which has a long exit hallway to the exit room. Don't enter the room unless you are ready to exit, as there is no way back, short of fragging yourself. There is however, a sign warning you of this before you get there. There are no cooperative switches to the exits.