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Дата изменения: Sat Dec 7 19:08:00 2002
Дата индексирования: Mon Dec 24 14:23:34 2007
Кодировка:

Поисковые слова: р п р п р п р п р п р п р п р п р п р п р п п р п п р п п р п п р п п р п п р п п р п п р п п р п п р п п р п п р п п р п п р п п р п п р п п р п п р п п р п п р п п р п п р п п р п п р п п р п п р п п р п
===========================================================================
Archive Maintainer :
Update to : pub/idgames/levels/doom2/d-f
Advanced engine needed : None. Works with plain vanilla DOOM 2 v1.9.
Primary purpose : Single
===========================================================================
Title : Dream House
Filename : DREMHOUS.WAD
Release date : 06 december 2002
Author : Sean Bernard
Email Address : SeanB51229@aol.com
Other Files By Author : KINGOFP.WAD, LETITROL.WAD
Misc. Author Info : The Meek shall NOT inherit the Earth. And that is
a good thing, because if we ever did, we would
insist that the rest of you leave.

Description : The year is 1979. You have been hired by an
architect to clean out mutants that have infested
a house he has just finished. The architect has provided you with
blueprints for all three floors and the basement. Detailed description
below.

Additional Credits to : id
===========================================================================
* What is included *

New levels : Four
Sounds : Yes, just one.
Music : No. Play something on your stereo.
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required : None


* Play Information *

Game : DOOM 2
Map # : MAP01, MAP02, MAP03, MAP04
Single Player : Designed for
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : No
Other game styles :
Difficulty Settings : Not implemented


* Construction *

Base : New from scratch
Build Time : Approximately 96 hours (non-continuous)
Editor(s) used : DEU for DOOM 2, DEUTEX v3.6, Autodesk Animator,
ColorView v2.1 for DOS, Creative WaveStudio
Known Bugs : Of course not. I would not release something if I
knew it had bugs.
May Not Run With... : This WAD was only tested with DOOM 2 v1.9.


* Copyright / Permissions *

Authors may NOT use the contents of this file as a base for
modification or reuse. This WAD is my own original creation.

You MAY distribute this file, provided you include this text 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 the file that this text file describes *

The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors


* Detailed Description *

Many years ago when I was in high school, my friends and I would while away
boring classroom time sketching floor plans of "dream houses" - houses we
hoped we would someday build and live in. The houses were to be as
luxurious as we could imagine, and money was no object.

I came across some of these long-forgotten sketches recently and I found
them quite amusing. Apparently I was not able to imagine as much luxury
then as I can today. I also see quite a few oversights and design flaws.
For instance, I find the lack of windows on the third floor curious, and I
seem to have put very little thought into how the weight of the upper floors
would be supported or how plumbing would be routed. However, my goal in
building this WAD was to remain true to my original design. I resisted the
urge to correct and improve, and built the WAD from the sketch as it is,
quirks and all.

I did get a few things right. For instance, there are no children's rooms,
and as an adult I still have no interest in having children. The house has
no less than THREE bars, one of them in the master bedroom; I correctly
foresaw my predilection for alcohol consumption. The Atari 2600 game console
dominates one room. In 1979 video games were something you were expected to
outgrow; here we are 23 years later and all that has changed is that I have
traded 'Defender' for DOOM.

There is a bit of overlap between the maps; for instance, when you are
standing on a balconey looking down, the area under the balconey is located
on a different map. I have used the texture BLAKWAL1 to represent areas
that were accessed or will be accessible on a different map.