---------------------- | The Walk-Through | ---------------------- All right, level-maker, here's the walk-through I promised you. This is simply a guide to the level WALKTHRU.WAD, which should have been included in this archive. The level itself is laid out like this: ________ ___ _________________ ______ _____________ | | | | | 7 | | | 2 | | | 3 | |___| | 7 | |______|______|___ | | 4 | ___ | | | ________8____| __________ | | |__ __ __| | | |.6.| |___| ________ | | |__| |__| |___| |___| |___| | | | |_ _ __|__|____|__|____|_5_|_|___|__|___|________ _ _| |_ | 1 |_|_|___________________________ _____ __________|_|_| 16 17->_| | | |__| |__| |_____| | | |__________| __|__|_ _|__|__ |_____| |________| | |___| | |__12_| | | | | |_____| | 9->| * |<-11 | _____|_____|_____ | |_|_| | | 14-->| |_______| | |_______| |<--13 | | | 15 | 10 |_________________| Now, this is what you can expect to see related to the numbers: 1. This is where you start. 11. A pegged window (incorrect). 2. A typical lift. 12. A basic stairway. 3. A properly-aligned teleport square. 13. Properly offset textures. 4. A not-properly-aligned square. 14. Textures that aren't offset. 5. A secret door. 15. The Tutti-Frutti/confetti 6. A walkover linedef trigger. effect. 7. Free-standing structures. 16. An exit sign. 8. HOM walls (on the south wall). 17. The exit switch. 9. An unpegged window (correct). 10. A window. All of the structures and effects in this level are explained and described in the accompanying Handbook. You might want to print this "map" and have it on hand as you go through WALKTHRU.WAD. Note there are no monsters at all in this level, so you can take your time and examine the architecture completely. It is vital that you have a clear picture of what all these structures look like, and how they work, so you can design and build a masterpiece of your own. As a final note, be aware of the varying textures, for both walls and floors/ceilings, so you can develop a feel for what you think looks "right" in various places. Enjoy! -- Bill