** Name of Level **	AP - Meganarchy

** Editor used **	Devil2.0H (real easy now that I found the multi
				   texture change keys. <BG>)

** Author **		Ian Zepp, UAH, Huntsville, AL, Feb 21 1996
			{email: icszepp@nando.net}
			{internet ID: NoMode, Secondary, Neller <- new one}

** Build Time **	9 hours.  That's it.  Course, it is a short level.

** History - Skip if you don't like aimless chatter **

	Well, I spent a lot of time lately taking with Luke Schneider
(I hope I spelled your name right, forgive me if I didn't) through email.
I was wandering around in #descent one day, when someone told me to get the 
Cobra Station level (cobra.zip), since it was really good.  I did, and it
was!  That was the first user made level I had played that I thought was
really good.  The wall were evenly textured, the cubes well placed, and
overall, just a really good level.  Well, about the same time, he mailed me,
saying he had played the Action Pack level 1-3, and had thought they were
really good too.  To close this, he said he thought I should build a
mega-level, since so many ppl like those.  So I did.  But unlike most mega
levels, this one has more than two tunnels and three rooms.  Only four mega
missles in the whole board, but net lag being what it is, that shouldn't be
like that too long.

** Plot **

	This level is an anarchy level.  No hostages, no keys, a hidden
reactor room.  No secret doors, the only hidding places are either behind
shoot-through walls, or texture-only walls.  This level is complex, and
even though it isn't big (rather small in fact) it has enough secrets to
make killing the other person a challenge, considering the mega's on this
level.  Hopefully, it'll get the same popularity of the other mega-levels,
but I doubt it.  Most people don't like a hard anarchy board.

** Influences **

	Textures.  Textures, textures, textures.  Lots of em.  Don't expect 
all your missles to track, there are lots of little places to duck into,
and for sure, don't think everything is as it looks.  A solid wall may
be not, and even some walls are solid on one side and shoot through on
the other.  Watch your back, cause someone can pop up anywhere, anytime.
	No specific level influenced this level.  I build all my levels from
scratch, I don't ever make macros and use em on a whim, but I still finish
mine quickly.  So sometimes the devil docs aren't always right.

** Privileges **

	Other editors may NOT make macros from this levels; you're welcome
to distribute this, as long as it has all four files from the original
apack_4.zip file:  apack_4.hog, apack_4.msn, apack_4.rdl, and apack_4.txt;
as far as being an influence, feel free to be inspired.  Just don't copy.

** Thanks **

	To Interplay for Descent, and Descent II; to Achim for the free
Devil Level Editor (I was SO happy with the upgrade from 2.0D to 2.0H)
To my roomates at UAH for the use of their computers (as I always say:
to build to specs is good, to build on specs is better.)  Also to Luke,
for getting my away from mIRC bot writing and back to devil.  Note:
I do not normally distrubute my bots, so if you ask, I probably will refuse.
However, if I know you well, I may relax.  Of course, this has nothing to
do with descent, don't ya hate me for the extra 200 millisecs it took to
dwnload this?)

** Have Fun! **
