================================================================
Title                   : Vaults ... 6 level adventure for Hexen
Filename                : VAULTS.WAD version 1.3
Author                  : Chet Walters / WizWorks!
Email Address           : mtz@cris.com (write if you like it)
WWW Address             : http://www.cris.com/~mtz
Game                    : Hexen (1.1 update recommended)
Base                    : From scratch by yours truly
Level #'s               : Map 01 thru Map 06 cluster 1
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-8 Player   : Yes (untested but 8 starts/map)
Difficulty Settings     : Yes (1&2 is a Home & Gardens tour)
New Sounds              : No
New Graphics            : Yes (flats & textures & title)
New Music               : No
Demos Replaced          : Yes (3) (new with version 1.2)
System Required         : Computer years are like dog years
                          so get yourself up to speed if you've
                          been resting on your 486/33 laurels
                          for the last 14.
Base Machine            : Developed on a p90 with 32 meg.  Run
                          thru Win 95 to simulate slower machine
                          (seems to work but see notes)
Scripts & Sectors       : 141 scripts, 1889 sectors, 2447 things
                          (see notes at the end of this file)

Description             : You thought you defeated ol' Korax
                          but it was merely his hologram. He's
back with a vengeance!  He's locked you up in his maximum 
security cellblock.  You awaken just as the cell door slams
shut.  You don't like the looks of your cellmates and you
surely don't like the sounds emanating from the next cell!

Remember, you're in the middle of a desert where the only water
that flows is a disgusting brackish swill.  It's here Korax
trains his armies.  Supplies are sparse until and if you can
fight your way through the playing fields.  You've heard rumors
that this is also where Korax keeps part of his treasure trove
guarded by his dark Bishops.  If you can find the entrance and
decipher the vault's complicated combination, you can stock up
on needed supplies and gain access to other domains.  Perhaps
even find your way to Korax himself so you can serve your own
vengeance (a dish best served cold) upon him for a change.

(see notes at the end of this file for more)

Utilities used          : WAD Author 1.2 3/9/96 (the best!)
                          WinTex 4.0, 4.2 for graphics
                          Paint Shop Pro for editing graphics.
                          Zennode .98a for nodebuilding
                          (vaults.zen necessary for effects)

Additional Credits to   : John Williston for WAD Author.
                          of course, ID and Raven

Where to get it      : http://www.cris.com/~Mtz/vaults.zip
                      ftp.cdrom.com/pub/idgames  vaults.zip

NOTE: If there are any bugs, please report them to:
      Chet Walters internet address mtz@cris.com
      If there are any bugs found the update file
      will be available at:
      http://www.cris.com/~Mtz/vaults.zip
      Look to the version number at the beginning
      of this file and notes at the end.

* Copyright / Permissions *

Authors may NOT modify this WAD.  I spent too many hours and
too much care in the details to have this hacked up.  Besides,
map01 and map06 are at the limit.  Found some limits. Max 32
mapvars. Max 200 items with TID. Max Visiplanes. Had to remove
some stuff so it would run. Oh well...... However, the climax
map06 contains two exit teleports. One is the end game and the
other takes you to level 7 map 13 cluster 2 just as in the Hexen
IWAD.  You can start there with additional levels if you wish
but you must give me full credit for the first six.

You MAY distribute this WAD, (please do, I think it's great!
Yeah, yeah.  I'm a legend in my own mind) but, include this
file with no modifications. You may distribute this file in
any electronic format (BBS, Diskette, CD, etc) as long as you
include this file intact and unmodified.

NOTES:  This wad contains some never before seen Hexen special
effects:   Electric fences, spinning flesh tearing hazards,
stationary fireballs, electrified invisible force fields, icy
whirlwinds, deep water, sparking switches, hidden fire pits,
a "basement" that is actually "under" the floor above and
much more. If you use WAD Author, I've been kind enough
to leave the original (but sloppy) script source code there
for your edification. Some comments too. Many of the scripts
use common "subroutines" for compactedness  Take a look at
the scripts if you wish to see how they work. If you want to
create new Hexen levels using these scripts... by all means.
I'm a real Hexen fan (the "behavior" makes the difference)
and would like to see more well thought out third party wads
made for Hexen so feel free!  This wad also contains plenty
of weapons, health and ammo.  Try not to cheat.

Notes for slower machines:
In Dark Mire, Vaults makes use of the floor waggle special.
This special is known to slow down game play and even on
the p90, I notice a little slowdown when it's on.  There is
a switch just outside the main porticullus before you enter
the main castle.  You can turn the floor waggle on or off
here if your machine is experiencing too much of a slowdown
as a result of the Floor Waggle.

More Details....

LEVEL ONE:BISHOP'S VAULT (map01 scripts:48 sectors:640)
Desert maximum security prison surrounded by military training
field, Bishop's Vault and main chapel.  Any similarity to
an existing church structure in which treasure and knowledge
are under strict lock and key accessible only to the "elect"
is purely coincidental and should not be construed otherwise.

Level two through five can be visited at your leisure in pretty
much a circular fashion so they are listed below in name only.
Their entry doors on level one are in no particular order and
you can travel back to level one to visit another any time
you like. Once on level six, though, you're there for good.

DARK MIRE (map02 scripts:8 sectors:124)
Plod along the muddy bayou.  Make sure the swimming nasties
don't mistake you for a cajun crawdad!  Flesh tearing "iron
maidens" bar your path to the prize. (see notes)

DEEP END BAY  (map03 scripts:15 sectors:370)
WaterWorld with deep water, six puzzles and a much smaller
budget than Kevin Kostner's offering.  Watch out for the
electric fences!  There's "ghosts", too!

CRYSTAL CAVERNS (map04 scripts:14 sectors:179)
Play the slots and win the prize.  Careful of the icy winds...
Geez, those frozen windows are hard to break. (Just one
hint here.  Try different weapons on the icy windows.  They
_will_ all break if you hit them right.)

MILL BORN  (map05 scripts:21 sectors:361)
The fiery realm where Korax forges his weapons.  Lots of sparks
and heat here.  My rust belt roots are showing....

LEVEL SIX:KORAX VAULT (map06 scripts:35 sectors:215)
Finally made it!  Now you can give him what he deserves!
But watch out for his ghostly minions and tricky traps.  Those
exploding ice cubes can give you a headache.  Be careful when
trying to turn on the Tiffany lamp, it may be shorted.  Any
similarity between map06 and an existing major joint U.S.
military installation is purely coincidental and should not
be construed otherwise.

A simple FAQ file which will give you detailed hints to solve
the puzzles of Vaults by level is available at this WWW address:

        http://www.cris.com/~mtz/

Don't cheat and look at it unless you are really stumped.  

DEATHMATCH NOTES:  I've never played a deathmatch.  I don't know
how they work, exactly, but I've gleaned the logic from perusing
the Hexen IWAD and scripts so I think I've made the proper
adjustments to VAULTS to make it a passable Deathmatch wad.
There are 8 deathmatch starts on each level along with extra
weapons and such for each.  Level one gets turned into a race
for the prizes, but you will have to cooperate in order to
open the teleport to level six with the puzzle pieces. The
rest of the levels should work just fine and level six should
be a blast.  The elevators and doors and teleports are fully
adjusted for deathmatch and multiplayer cooperative games. Vaults
was designed as more of a single player "head" game, but there's
plenty there to make it a good slugfest as well.  Difficulty
level 1/2 is a cook's tour and there are a few differences between
3, 4/5. You'll need Hexen 1.1 for 8 player deathmatch else only 4.

BUG FIXES AND ADDITIONS:
version 1.1
A switch was added to Dark Mire to turn off the floor waggle
special to accommodate slower machines.

A bug which caused Level Six:Korax Vault to crash if the Tiffany
Lamp door was opened while Korax was active has been fixed.

version 1.2
Blood correctly spelled.  Demos and title screen added.
Solution demo created for Bishop's Vault.

version 1.3
Second chance at the door on the south end of Crystal
Caverns.  That door was once not repeatable so if you
missed it, you got stuck! Thanks to Byron Hinkle for
the bug report.

============================================================
Zennode .98a .zen file for vaults.wad
============================================================
#
#  Zen file for Vaults.wad
#

[MAP01]			# 'BISHOP'S VAULT'

[ignore-linedefs]
# lineDefs bounding polyObjects
37-40
825-828
2782-2785

# polyObject lineDefs - !!! DON'T IGNORE THESE !!!
!2782-2785
!41-44
!76-87
!829-844

[dont-split-linedefs]
#
# None
#      

[dont-split-sectors]
# sectors containing polyobj at runtime
526 #church doors
135-138 #prison tunnels
10-13  #vault pillar sectors

[unique-sectors]
#
# None 
#							  

[MAP02]			# 'DARK MIRE'

[ignore-linedefs]

[dont-split-linedefs]
# linedefs for waggle
548
564-569
584-591
600-602
713-718
719-724
725-730
930-935
936-941
942-947
948-953
954-959

[dont-split-sectors]


[MAP03]			# 'DEEP END BAY'

[ignore-linedefs]

# lineDefs bounding polyObjects
#1544-1547
#1564-1567

# polyObject lineDefs - !!! DONT IGNORE THESE !!!
!1548-1551  #rotator
!1556-1563  #hall blocks

[dont-split-linedefs]
# linedefs for deep water
4-27

[dont-split-sectors]
353

[MAP04]			# 'CRYSTAL CAVERNS'

[ignore-linedefs]

# lineDefs bounding polyObjects
851-854

# polyObject lineDefs - !!! DONT IGNORE THESE !!!
!864-867 #rotator

[dont-split-linedefs]


[dont-split-sectors]
193
