                           **SPOILER ALERT**
The following message reveals how to solve the "room-in-a-room" puzzle. If
you want to figure it out for yourself do not read this text yet!!

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     Date: 08-14-94    Time: 05:14a     Number: 100    
     From: Peri Strange                  Refer: 97      
       To: Tim Middleton              Board ID: VITAMINC        Recvd: No 
  Subject: wad                              16: Pa             Status: Public
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 TM> Took three saves, and i think about 29 minutes was my finished time (not
 TM> including time lost when reloading <G>. I got 100%.

 TM> Saw no HOM.

That's very fast. The room puzzle can be solved in at least two ways. One way 
is to not shoot the imps inside and just play with the 
buttons until they sit on the walls and the walls can't 
close. The intended way is to run backwards from the switch 
into the first section and then go around and sit on the 
top of the wall, get bounced off the ceiling, then run to 
the other switch and back.

HOM is at the end. If you walk along the ledge and look 
back at the tower. Have to be near where I put up a wall to 
screen the last room. It's that wall I could extend to 
block the view of the tower where the effect occurs. What 
causes it is so many sidedefs in the courtyard.  

Ok, I'll stuff the crush-o-rama with monsters. Originally I 
had them but I was afraid it would be too hard. Also I 
could leave a hint on how to get the blue key in the text 
file.

Really, I followed your advice throughout. Sewer section was designed after 
you suggested winding turns and low ceilings; and the 
courtyard was made after you suggested it was nice to 
battle in close quarters only to suddenly find yourself in 
an open area. The temple is my favorite, and the tower was a
little rushed, I'd about had enough of the wad yet knew I needed
another building. Yeah, if I write another one I'd design [
CENSORED by *ZONTAR*] walls.

Also rushed is that centre area in the crusher. First I had it the way I 
wanted it but there was trouble (those see-through textures 
sometimes act funny) so I had to change it and I was really 
impatient by then.

Right, I'll put some more troopers and such in the crusher 
and barrels. Barrels explode in it. May also want to 
protect monsters from wandering across the line that stops 
the ceiling if I haven't already, otherwise they could stop 
it and trap the player on the other side.



--- Maximus 2.01wb
 * Origin: The Wasteland BBS = Toronto, Ontario (1:250/604)
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