

                                       Welcome to Worlds Apart 2
			     by
			   DwnUndr


Filenames:	     worldsapart2.txt, worldsapart2.mn3

Author:		     Lawrence Britt   [RIP]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!
	    *   Worlds Apart  
	    *  Canyon Aftermatch   Additions to Siege
	    *  The WET Spot   A Descent3 level
	    *  Canyon Siege   A Descent 3 level
	    *  Murder2.wad  A Doom 1 level
	    *  Alcatraz.wad  A Doom 1 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 some of the above levels under the
	   handle Critical Edge on GEnie.
	   I am also an "Official" Doom GURU!

Description:		

   This is an update to Worlds Apart.  After months of
prodding, I finally caved in (hehe) and made the two bases
symmetrical.  The Red base interior was removed and the
Blue base was duplicated in it's place.
   I found and fixed a major error on the Red base side just
hours before this release.  I still had one room clicked as 
External inside the Red base (where it goes through the
terrain).  That is now fixed so the transit from the Artifact into
the Red base proper no longer has a major frame-hit.
   I also fixed the one-way viewing windows inside the bases.
For no reason that I can fathom, they wouldn't work properly.
Sometimes you could see powerups through them, but not
ships.  The "window" has been combined with the interior
room in each base and they work correctly now.
   Minor weapons changes were made.
   Seventeen player starts have been inserted for two-team CTF. 

   After the beta test, I took the intro picture and
"posterized" it for a smaller file size.  Thanks to GWAR
for this suggestion.  

   When I was halfway through the construction, I realized 
the level was coming out fairly similiar to the layout of
Nightmare Castle (B-side CTF).  Since I had just played this
level for the first time recently (and liked it) I went
ahead and continued the similiarity.  The lower bases are
where the Magnums will lurk in flag defense mode.

   This level is built for the following types of game play:
Anarchy
Team Anarchy
Hyper-Anarchy
CTF (Capture the Flag)
Hoard

   This level contains the following (briefly):
74 objects
23 unique textures (including lights)
60 rooms
1390 faces
Energy stations inside the stargate
1 red goal
1 blue goal
17 player starts


Additional credits to:

   Thanks to the following people for their tutorials, wisdom,
utilities, assistance and/or beta testing!
   Outrage Entertainment
   Interplay (By Gamers. For Gamers.)
   GWAR (for the editor)
   Otherone (for editor improvements)
   Schplurg (Gameedit.com) & hosting worldsbeta.zip
   ZappaFan (Zappafans Hangout)
   DescentBB (for good info!)
   Parallax
   And all of the Clans on PXO who make CTF popular!

   BETA testers:(who actually found bugs or made suggestions)
   Mob-Wolf (for the Stargate idea)
   Spotty Dog (for the far-off mountain range idea)
   [RIP]Shark (for the one-way viewing windows idea)
   [RIP]One
   [RIP]Animal (for hosting the beta test)
   [RIP]Menace (for hosting the beta test)
   [D3k]Kyle (for wanting a fusion cannon BAD)
   Aaron (for INSISTING I include guided missiles)
   [D3k]Starkiller
   Zoa ^BoTs^
   [TA]PFG
   [RIP]Wyno
   [RIP]Iceman

   Plus the other 134 pilots who flew in worldsbeta test!

   A few of the beta suggestions I didn't fix.  One of these
(from [RIP]One) was that ships would seem to disappear at the
upper edges of the terrain.  This is due to terrain texture
"popping" and I don't have a clue how to remedy it. Another
comment (from [D3k]Starkiller) was that I had contrasting
colors on the terrain walls that didn't blend together well.
However, because of the way the terrain is constructed (with
squares) there isn't a way to do a "blending" of colors.  I
decided to keep the contrast so that all the walls weren't
the same blase colors.



