Title : Dawning
Filename : dawning.wad
Author : Gary Gosson
Email Address : Gosson@mail.dec.com
Misc. Author Info : Teamtnt member
Editors used : Deth 4.xx, Dck 2.2, Patcher,Cled, Zennode,
: and Windcc
Base : New level for Phase 1 release of Boom
: Requires Doom2.wad
Known Bugs : None
Thanks To : Jim Flynn, Rand Phares
Lee Killough, Ty Halderman, Len Pitre
Blake Linton Wilfong and Bryan Shelton
* Play Information *
Level # : Map 01
Single Player : Yes
Cooperative 2-4 Player : Yes
Deathmatch 2-4 Player : Untested
Difficulty Settings : Yes
New Sounds : No
New Graphics : Yes, Thanks Jim
New Music : No
Demos : Dawncoop.lmp
Monsters : You bet
DCC Compliant : Dcc doesn't like a lot of things!
Status : Complete
* Copyright / Permissions *
Authors other than TNT Members may NOT use this level as a base to build additional
To be distributed with Officil Boom release .
* Revision History *
20-MAY-98 Fixed some co-op bugs that were discovered by
Blake Linton Wilfong and Bryan Shelton, WR linedefs were
added to return the elevator to the current floor. This
prevents the elevator from being stuck due to player death.
Also added a few more rad suits in co-op mode.
15-APR-98 Fix the archie & crusher demo switch bug, it needed to
be an SR switch in case the switch was activated before
the crusher finished crushing. Thanks to Len Pitre for pointing
14-apr-98 Fix the slime trail by the bridge. Thanks to Lee for the
fix. Slight change to the whirlpool.
13-apr-98 A few more minor tweaks, corrected areas where opening
of some doors didn't cause the light to flood the
adjoining darker sectors. Changes to the difficulty
settings so that Easy is almost a walkthrough.
Changed the way to get the red skull key slightly due
a visual bug with the bridge.
06-apr-98 Release version
fixed some textures
fixed hom bug as reported by Carmack (at least I know he saw my work!)
added a few more triggers for the bridge, at least once during testing
it didn't lower.
09-mar-98 Inital beta release
-escalator (up and down) for the lazy boomer
-left and right scrolling linedefs
-up and down scrolling walls (part of escalator) also in exit
-manual door that turns lights on in a tagged sector
-demonstartion of fixed archie bug
-working floor crusher
-special sector/linedef types (wind, icy, and sludge)
-wr triggerred light to Nmax and Nmin
-sectors with Bright Lava
-start/stop conveyor in Bright Lava area
-scrolling walls and floor in exit area
-use of accel types to move monsters, ammo and a key