================================================================ Title : Voidtest Filename : voidtest.wad Distributed As... : voidtest.zip Release Date : 24th June 2001 Author : Russell Pearson Email Address : rddp@duellist.net Website : www.duellist.net Description : A test level, testing out some architecture concepts. Other Files By Author : Null Space (nullspace.zip) Tunnel Run (tun-run.zip) Blastem 2 (blastem2.zip) Close Kill (c-kill.zip) Deleted Scene (deleted.zip) Wood gfx (woodgfx.zip) ================================================================ * Play Information * Advanced engine needed : No, designed for normal 'vanilla' Doom2 New Levels : 1 Episode and Level # : Map 01 Single Player : Yes (admire the view, or lack of it) Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Difficulty Settings : No Recommended Difficulty : No New Sounds : No New Graphics : Yes (see below) New Music : No Dehacked/BEX Patch : No Demos Replaced : No Other files required : None * Construction * Base : New level from scratch. Editor(s) used : WadAuthor and NWT Known Bugs : None ================================================================ * Copyright * Authors may NOT 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. This level is copyright Russell DD Pearson (2001). You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. ================================================================ * Blah de blah de blah * This was a wad I constructed to test out some ideas. By using black textures on the walls, ceiling and floors it is possible to create the impression of a black void (the single colour stops the player from being able to determine where the walls meet the ceiling and floor). The illusion of a sloping underside to stairs was also created using the same principle. Not sure what I'm talking about? Load up the wad and have a look. Obviously the next step in this concept would be to replace the sky texture with a black one and bring the level of that texture down below the line of sight of the player so that weapons fire cannot be seen to be impacting on the outer walls of the level. I didn't do this in this wad, but it's a simple enough thing to do. I can't recall exactly when i designed this level, it was sometime in the mid 90's prior to the release of Quake (heh, i can't even remember when Quake was unleashed on us, I must be getting old, my memory is failing). The concepts experimented with here were later used in my level 'Null Space' (available from my website at www.duellist.net). -Russell Pearson (24th June 2001) email: rddp@duellist.net