=========================================================================== Archive Maintainer : (special instructions if any) Update to : (original filename if updating an existing file) Advanced engine needed : ZDoom 1.22 works fine. 1.23 tends to crash with this level (but it has worked also). Primary purpose : Single player =========================================================================== Title : Runaway Train Filename : NJTRAIN.WAD Release date : 25 February 2001 Author : Nigel Rowand (Enjay) Email Address : enjay001@hotmail.com Other Files By Author : Literally hundreds, most not released. Misc. Author Info : Home Page http://www.btinternet.com/~Enjay001/ Description : A single level with very linear gameplay :-) Set on a moving train. Additional Credits to : Id Software for, well, you know Jack Vermeulen for his help particularly for coding DeePsea Cyb. His scripts for Btrain helped me work out how to do this. =========================================================================== * What is included * New levels : Map01 only Sounds : Yes, a bit of ambience Music : Yes, a sort of train kind of music. Wanted something better, couldn't find it. Graphics : Yes, new textures, flats and 1 sprite. Dehacked/BEX Patch : No Other : Demo on UV in the wad, so just start Zdoom 1.22 and wait Other files required : None * Play Information * Game : Zdoom 1.22 I don't know why, but 1.23 b15 sometimes crashes with this level. I took a pain elemental out of the level and it seems better now. The demo in the wad only works with Zdoom 1.22 Map # : Map01 Single Player : What it is meant for. Cooperative 2-4 Player : Starts are there, but you would get in each other's way. Deathmatch 2-4 Player : No, 4 starts right beside each other included. Other game styles : None Difficulty Settings : Fully implemented * Construction * Base : Scratch level, exported from a TC of mine. Build Time : Not entirely sure. Not long. Editor(s) used : DeePsea, Paint Shop Pro. Known Bugs : Zdoom 1.23 b15 crashes with this. Don't know why. Will Not Run With... : Anything other than Zdoom. * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. 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. I have received permission from the original authors of any modified or included content in this file to allow further distribution. General info. I did this about a year ago to form a simple break from the main story line in my Aspects TC. In the TC you escape from a huge base and jump on the train at the end to get to the next hub. This simple level helped provide the impression that time had passed between leaving one area and getting to the next, as well as being quite a good fight. I had been inspired by the UT high speed level and wanted to give the illusion of a moving train in Doom. I had only just started the map when Cyb's Btrain death match level came out. looking at his scripts helped me work out the ratio of wall scrolling to floor scrolling that makes them look as if they are moving at the same speed. The second main inspiration was Level 15 (I think) from Dark forces II. That's the one where you only have a limited time to get off a falling ship before it crashes to the ground. On the Zdoom forum just recently, I was asked to the release the level as a stand alone level, so here it is. I tried to implement a couple of Zdoom version 1.23 features, but for some reason it kept crashing during one of the fights half way down the train, so I took out the 1.23 features. I am not entirely convinced it works as well out of the context of my TC but I have done it now.