Polution things:
Tractor sound      (Ambiant sound)                   Scured heads
Computer sound     (Ambiant sound)                   Hanging body 1*
Demon spawner 2    (same as first but can be killed) Hanging body 2*
Walking barrel     (Slow, blows on contact)          Trooper
Ryoter             (Combat shotgunner)               Sargent
Flying terror      (Flying arch-vile)                Arch-Vile
TNT Source 1       (Explodes 1x when sees player)    Tall blue torch
TNT Source 2       (Explodes 2x when sees player)    Tall green torch
TNT Source 3       (Explodes 3x when sees player)    Tall red torch
TNT Source 4       (Explodes 2x when shot)           Pool of blood 1
Small flame        (Scenery item)                    Small blue torch
Large flame        (Scenery item)                    Small green torch
Flame thrower      (New weapon)                      Plasma rifle
#Rain 1            (Hits ground)                     Small red torch
#Rain 2            (256 hight does not hit ground)   Eye in symbol


* DOOM2 only item(for a little clarification).
#Crashed DOOM! Do not use! If enough people want this item to be here, I'll
probebly fix it.

Changed textures:
Light Concrete Bricks            - CEMENT7
Dark Comcrete Bricks             - CEMENT6
New crates                       - CRATE5-7

How some of the different effects can be done:

To make flames hurt the player they need to be in a toxic sector. I recomend
putting the large flame in more painfull sector than the small flame.

If you want the rain, I'll work on fixing it. But if it's not wanted, then I
have no reason to. If you wan't it, e-mail me.

The ambiant sounds works only when it hears from the player or sees him so 
make sure you alert them if you want them to play.

The TNT sources work like the ambiant sounds in that they need to hear from or
see the player to go off. So that means you have to be very carefull where you
let the player go.

The fourth TNT source needs to be shot to set. This can be a cool effect of you
want to make a wall explode when shot. Can only work once.

The second DEMON spawner was used in level 4 for the boss there. This could be 
used for allot more effects than I have used them for. It has about 40 HP so
one rocket blast should work to finish it off. It is also used to create
the killable boss in level 9.

The puzzles that are in level 9 are possable becuase of the rase to next high
adjacent floor line def codes. Here is how to set up a puzzle like the one in
level 9:

+-+     +---------------------------+----+
|A|     |1                +-------+ |    |
+-+     +                 |       | |    |
|B|     |2                |       | |    |
+-+     +       F         |   A   | | G  |
|C|     |3                |       | |    |
+-+     +                 |       | |    |
|D|     |4                +-------+ |    |
+-+     +---------------------------+----+
|E|
+-+

As always, the letters are sectors and the numbers are side-defs. First thing
you need to do is give line-defs 1-4 each an unique tag # and the 'SR raise 
floor to next high adjecent floor' special. For the sake or simplicity, I will
tag sectors A-D to line-defs 1-4 in the respective orders(i.e. 1 and A share
tags, 2 and B share tags ect.) 

Now give everything a floor height of 0 and a ceiling height of 128. After 
doing this we want to make sector G have a height of 48 so it's like a shelf 
and the player wants to get on that shelf(put a key or health or something 
on the shelf). Now give E a sector floor height of 24, this will be explained
later.

Now save and play the wad. Flip swith 4 then 3 then 2 and then 1 and sector
A should rais 24 units to form a step to get into sector G. Now, would you 
like to know why this works?

Each switch will raise it's floor to the next heightest adjecent floor. And
becuase secotrs A, B and C are only touching floors that are 0 high, they 
will stay still. They only sector that will move is sector D and then, when
it's 24 units high, sector C will move and so on until sector A moves and the
player can climb up on it. 

Note: This puzzle will only work if A is not touching any sector with a floor
height higher than 0 because otherwise it will raise that sectors floor height
insted.

[End of Document]