"Len Pitre" <I_am_the_archon@Doom!.com> wrote in message
news:1OQne.41242$Ph4.932526@ursa-nb00s0.nbnet.nb.ca...
> Very nice! I liked the secret - and not-so-secret - paths back to
> previous areas.
Most of those are for coop reasons, I suppose I could do transporters as
well, but meh. The shortcut in the warehouse room (MAP20) in the corner
(back to MAP01 "Dentil" which I believe has been released) is kinda hidden,
eh? Should increase the light and/or blinking I guess.
> The serving of Vile Surprise was particularly well done.
Y'mean where the grass falls in MAP19? Thanks
> >Thanks for the inspiration BTW Archon
>
> For the other map? No problem.
Evil? Uh, dunno about that... but I suppose it's kind of hard to get the
discontinuity without having played the whole levels, so I'm being somewhat
unfair...
Here's a list in order of appearance in fmlr.wad:
MAP16 - Demon Base (beginning, halls and central outdoor 'exit' area)
MAP11 - Three Way (computerized blue key room)
MAP21 - Metastatus (gray room with blue key door)
MAP19 - Courtyard (all the brown stuff, red key to grass area to
transporter)
MAP15 - Donut (large STONE2 room plus 'secret' room with switch)
MAP13 - Military Base (BRICK6-8 area after underground transporter)
MAP01 - Dentil
MAP14 - Hell Hill (distinctive hillside, paneled room)
MAP20 - PIPE and BIGBRIK crate rooms
(At this point, the transporter warps back to the beginning, as originally
done in Demon Base, the barrier falls allowing access to the outer area with
the fake exit switch)
MAP23 - Breathe (I had this up for review for a time, the imp-rape
should ring a bell!)
MAP17 - Contemplate (exit areas with respective scenery)
BTW, did you at all expect to run around in said empty areas on walking over
the telepad, or does that feel like the level is done?
Tim
--
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