			Canyon Siege
			     by
			   DwnUndr


Filenames:	     canyon.txt, canyon.mn3

Author:		     Lawrence Britt   <DwnUndr> 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!
