FLASHDM1 Playinfo File

* History *

==9/14/99== (revised version)
-Implemented warped water texture.
-Removed unused flat animations.
-Swimmable water enabled.
-Added smoother lighting to select areas.
-Included separate dehacked patch for railgun support.
-Miscellaneous edits to playinfo, readme and script files.
-Texture alignment in cryobay has been corrected.
-Now has a REJECT map just for the hell of it =)
-Slime trails have been eliminated.
-Nodes re-built with WARM instead of BSP.
-Removed previous rocket launcher sound.
-Lighting fixed in polyobject area.
-"Lite" version created without MOD music, available 
  as a separate download.

==7/10/99==
-First release of Flashdm1.


================================================================
* Play Information *

This map makes a unique deathmatch experience in that it uses Zdoom's
new editing features, allowing players to dynamically alter weapon
access in the map.  Specifically, this feature refers to the
fact that the plasma and BFG are both present on the map, but only
*one* can be obtained, never both.  The principle behind it is this.

At map startup, the BFG is enclosed behind a forcefield, but the
north part of the map (the hangar) is affected by low gravity.
This allows players to grab the plasma at the top of a ledge.
Hitting the switch in the hangar will redirect power to the hangar,
normalizing gravity but releasing the force field around the BFG.
Likewise, the force field can be brought up again by hitting the
switch in the reactor area.  This makes the gravity in the hangar
floaty, and seals off the BFG again.

This makes for some interesting struggles across the map, and
ensures that cell-munching scrubs cannot hog both power weapons
all the time.  Delays are built into the scripts to prevent
constant switching, as well as to make sure the scripts don't break.

Cameras are posted throughout the map, and there is a
booby trap that players can use...it has unlimited use, but there
is a considerable delay in between for balance reasons.  Lastly,
there are health/ammo dispensers at certain parts of the level,
with shorter delays in between spawns to prevent camping.

I recommend about 4 players for a decently-paced game.  Two to
three players is kinda sparse, but you can use the cameras to make
for a cool hunt-and-kill game.  There's also plenty of ammo, but 
use skill 5 only if you've got lots of people playing.

If you want to use the railgun with FlashDM1, please 
load the file ALT_RAIL.BEX along with the map at 
startup.  This can be done by using the parameter 
-deh at the command line.  [Example: Zdoom.exe -file 
flashdm1.wad -warp 1 -deathmatch -skill 5 
-deh alt_rail.bex]

**************************************************************
WARNING: The stuff below is mostly unnecessary rambling by the 
author.  Read at your own risk!
**************************************************************

================================================================
* Designer Notes *

Whew, this text file is getting way too big!  Anyway, I wanted
to make a new map that would take advantage of what Zdoom
had to offer.  I also had this urge to make some-
thing in the tech/base vein, with a "realistic" environment
rather than the usual DM arena design.  Just had to try something
different for a change.

The result of my ideas culminated in this map, UAC Carrier.

Doom didn't have a lot of the look I wanted for what I had in mind
so I made my own textures.  Turned out a lot better than I thought
it would, and as a result I was able to get the correct atmos-
phere I wanted for the level.  It's very tough to make creative and
good looking textures though, I wonder how you guys out there do
it!  Thankfully I had some other texture packs to bank on, kudos
to Nick Baker and SailorScout for their generosity.

Resisting the urge to make use of just about every Zdoom effect
in this level was very difficult.  The new freedom it gives
almost tempts you to use everything, when you only really need
a few things to enhance the map.  My goal was to prove that
not only was it possible to have a fun deathmatch in a "real"
environment, (as real as a futuristic space carrier gets that is)
but to use new ideas to enhance rather than change Doom
deathmatch.  Hopefully I have accomplished this.

I hope you have lots of fun playing on this map!  Please send me
your feedback at razorback@doomworld.com, and do not hesitate
to tell me your thoughts.  I try my best to make these levels
as high quality as possible, but it'll be much harder for me to
do this without your help.

-Razorback
razorback@doomworld.com
http://www.doomworld.com/dmdoom