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Дата изменения: Sat Feb 21 00:00:00 1998
Дата индексирования: Mon Dec 24 14:04:44 2007
Кодировка:

Поисковые слова: arp 220
* The Story *
(you may want to read this for maximum benefit)

...aboard the Omega space station, orbiting Alpha Centuri 5.

It was a long day, and you were looking forward to just layin' low in your
quarters. But just as you got settled in, the COM phone started beeping.
DAMN! Now what? You hit the answer button...

"Mac"

Sh..! I knew I shoulda let it ring. "Yes, Sir."

"We've got a situation. Apparently there's a major alien outbreak at the main
Alpha 1 base. We got the tail end of a distress call indicating the whole
place was overrun. Since you handled the outpost jobs so well, we're sending
you in to check it out. If it is an invasion, eradicate the enemy, and if
possible, locate and shut down the source. Unfortunately, the rest of your
team is on another assignment, so you'll either have to go it alone or
assemble another crew. Sorry about that.

The pre-plan is to tele-drop you outside the main entrance and let you proceed
from there. Without knowing what we're dealing with, anything further inside
might plant you in the middle of, shall we say, a 'bad' situation. The caller
said the invasion was coming from 'down below' and then was cut off. Scanners
are picking up traces of a strange kind of energy coming from the base's
maintenance corridor down in the basement level. We're speculating you may
have to make your way all the way down there. You'll be fitted with the usual
tracking gear. If our scanners no longer detect the strange energy, we'll
assume a successful mission and send a telepod down as close as we can to your for
current location for your return to base.

There'll be a full briefing in an hour. I know that's not much time, but
we want to get you dropped down there before dark. See you then."

Now 2 hours later, as you stand in the teleporter room awaiting final
departure, you wonder why you ever got into this business...

-----------------------------------------------------------------------------

Title : ALPHA 1 Trilogy - consisting of:
ALPHA1.WAD, OOZI.WAD, ORIGIN.WAD

Author : Rob Schweiner

Email Address : KPRU13B@prodigy.com - I'd love to hear what you think,
suggestions for improvement, etc.

Description : 3 fairly large levels for Doom II (tested on 1.666)
following the style of the original Doom II levels.
Some original (I hope) design concepts, but generally
nothing real wierd or exotic. And, of course, lots of
things to kill. You will need to be an experienced
player, but CHEATING IS NOT NECESSARY! All beta
testers could finish all 3 levels without cheat codes.
Also, while intended to be played as a sequence, they
were beta tested and successfully played individually
(without the power-ups from previous levels). Needless
to say it's a little more challenging that way.

Additional Info : This is a re-release that includes a bug fix (reported
by Blake Wilfong & friends - Houston, TX), a small
but effective design change to OOZI.WAD (suggested by
"Hi Rez" - Granda Hills, CA), and some tweaking of the
ORIGIN.WAD (mostly the finale - I was never completely
happy with the old one. This comes a little closer.)
Those of you with the Alpha1 wads posted on 9/30/97
already have the Hi Rez modification.
Many, many thanks to the above for their ideas and bug
reports. Feedback like this is always welcome - it's
all we have to go on to make better levels.

While the main focus was providing plenty of action, a
fair amount of time was spent on visual detailing and
overall aesthetics. The hope was to create a setting
that looked like an actual outpost rather than some-
thing wild or exotic (alas, visplane errors squashed
the intended design/look of some of the larger areas),
and to add some eye candy along the way.

While not primarily designed for Deathmatch play, all
4 player and Deathmatch starts are provided on each
level. A shotgun is provided at each Deathmatch start
but I suggest you play without monsters or you may not
get very far.

Beta Testers : Rob Schweiner, Bruce Kuehl, Bruce Riley,
Greg Struble, Daniel Cardin

Additional Credits : Ben Morris for DCK.
Marc Rouseau for ZenNode .98a.
Denis Moeller for NWT Pro.
Bruce Kuehl for a number of design suggestions.
And, as always, to id Software for starting it all!


* Play Information *

Doom Version : Doom II (tested on ver 1.666)
Episode and Level # : E1M1, E1M2, E1M3
Single Player : YES
Cooperative 2-4 Player : YES (slightly tested)
Deathmatch 2-4 Player : YES (not tested)
Difficulty Settings : YES (same bad guys but less health & ammo)
New Sounds : No
New Graphics : Yes (only a couple in ORIGIN.WAD)
Demos Replaced : None
Release Date : Feb 17, 1998


* Construction *

Base : New levels from scratch
Build Time : Beyond count (what else is new)
Editors : Mostly DCK 2.2, some DCK 3.1
Known Bugs : none (this time for sure?)
HOWEVER: if you make changes to these wads,
there are a couple of "outdoor" sidedefs that
deliberately have no textures. This was necessary
to create the desired effects and may show up as
an error in whatever editor you use.


* Copyright / Permissions *

You MAY modify these WADs. Hopefully, you'll give *some* credit to the
original author along the way :) (a lot of hours went into them).
You may distribute the unmodified, original wads in any electronic format
(BBS, Diskette, CD, etc.) provided you include this file unmodified.


* Where to get these wads *

ftp.cdrom.com