Canyon Siege by DwnUndr Filenames: canyon.txt, canyon.mn3 Author: Lawrence Britt on PXO E-mail: dwnundr@naxs.net Misc. Author Info: Everyone thinks that I am from Australia, but DwnUndr refers to caving. I have been caving in Virginia for many, many years. I also love four wheeling and game playing! Check out my previous work! * Murder2.wad A Doom level * Alcatraz.wad A Doom level * Mad.zip (Mad Decorator) A Descent 1 level * BootHill.zip A Descent 1 level (when I was a Descent 1 Online beta tester..at 9600 Baud)! ...and many other in-house-only levels. I made all of the above levels under the handle Critical Edge on GEnie. I am also an "Official" Doom GURU! Description: This level took me MONTHS to build since I had to learn a whole new editor first. Then I had to un-learn everything I knew about editors! I also like to build humourous levels and use out-of- the-ordinary techniques. I hope you like the end result even though the size got a bit out of hand. This level is built for the following types of game play: Anarchy Team Anarchy Hyper-Anarchy CTF (Capture the Flag) Entropy Hoard This level contains the following (briefly): 60 objects 63 unique textures (including lights) 55 rooms 2,689 faces 3 energy stations 1 red goal 1 blue goal 7 special red rooms 7 special blue rooms 10 player starts I did my best to use the fewest textures to prevent palette swapping. I decided not to place any sounds in the level to slow game play. The level was almost finished before the terrain editor was ready, so I was not able to implement it. The main emphasis of this level is for Entropy (even though all of the other mentioned games types play well). I have created a sort of a King-of-the-Hill attitude here. The Red base is located at the bottom of the hill in a wide area. The Blue base is at the top of the hill in a much smaller area. Each side has it's ad- vantages and disadvantages. Since Blue is easier to defend, I placed two of their special rooms in a harder-to-defend position. The placement of an energy station for each team in the middle of the playing field is ideal. To take the enemy station over requires sitting in plain sight. This almost insures that each side will have energy until the end. There are sniper spots for each team, although I have taken care to light each area somewhat. I hate dark sniper spots. Make sure you visit the bragging room! The entrance is up on the right wall as you go uphill. From here you can view the upper playing field and watch team tactics. There are three energy stations for all game types except Entropy. One in each base and one in the viewing window in that "special" room! On the upper playing field there are two wind tunnels through the water for fast transit (just turn around and go back through to return where you started). Each base connects to the other underground and also pops up inside the central gate wall. Each base also has a one-way emergency exit in case the main entrance is under napalm attack. Known bugs: Occasionally the Red Orb in Hyper-Anarchy will appear out of reach up in the sky. Patience is a virtue! The orb will relocate itself somewhere else automatically every 45 seconds until someone picks it up. Additional credits to: Thanks to the following people for their tutorials, wisdom, utilities, assistance and/or beta testing! Even if you don't know me, I profited from reading 3dEdit.com. Outrage Entertainment Interplay (By Gamers. For Gamers.) Tantrum GWAR Tricord ZappaFan Sirian SolidAir Spotty Dog Nirvana Hydra Aldel Schplurg Mr. Hat Dark Knight Slugg The Edge Gameedit.com Descent BB 3dEdit.com Vyper Parallax And all of the Clans on PXO who make Entropy popular!