Editors Used
*First, DCK 3.62. When I started this in about 1997, I was still using DOS 6.22 and Windows 3.11 *Second, WinDEU 5.24. When I started using Windows 98, I wanted to use an editor that did not require rebooting the computer. Also, DCK had a nasty bug where it would crash when saving the level. *Third, I used the WadAuthor trial version. *Fourth, Yadex 1.70. When I switched to Linux, I wanted an editor that would run natively in it. This environment was BY FAR the most stable for editing levels. I NEVER had Yadex crash, and I probably ended up doing more than half of the total work on the WAD this way. *WinTex for adding the graphics. Unfourtunately, it is not available for Linux, but it runs well under Wine. *bsp4linx for node building. I marked sectors used for the doortracks and windowframes with tag 900, so that they would not be split. This insures that solid glsss windows and transparent doors will appear perfectly most of the time on non-GL source ports. There is still a tiny area on MAP14 that I can't fix. On level 15, I had to set the "factor" parameter to 6 to fix all of the windows. On levels 15 and 31, this factor setting also fixed major visual disturbances. GIMP: for putting the title screen and level name text pics together.
Text File
===========================================================================
Uploaded by : myself
Advanced engine needed : Most newer ports will work. Tested with Doomsday 1.8.6,
Vavoom 1.2.8, and ZDoom 2.2.0
Primary purpose : Single+Coop play
===========================================================================
Title : Escape to Corvus
Filename : corvus.wad
Release date : 4 Feb 2009
Author : Brad O'Dell
Email Address : brodell2@verizon.net
Other Files By Author : none
Description : A sixteen level adventure for single player or coop. Deathmatch
starts are included and the levels should at least be functional
for this mode.
Anyway, the story is that after the alien invasion, you were one of
many people trying to make it to Earth's starport to escape the
onslaught. The ship is destined for the Corvus base on a moon of
Jupiter.
Other info : Freelook should be turned on, and jumping should be turned off.
Additional Credits to :
===========================================================================
* What is included *
New levels : 16
Sounds : No
Music : No, just rearranged, or imported from other members of the DOOM family
Graphics : Yes, some glass textures, title and intermission screens, also some
color changes to the HUD.
Dehacked/BEX Patch : Yes, but just level name/intermission text changes
Demos : No
Other : No
Other files required : None
* Play Information *
Game : TNT. The game is not heavilly TNT-themed.
Map # : MAP01-MAP15,MAP31
Single Player : Designed for
Cooperative 2-4 Player : Designed for, extra ammo and health included
Deathmatch 2-4 Player : player starts added. Since MAP09 and MAP10 are not good for deathmatching,
I have the players spawn into small isolated rooms where they can simply end
the level.
Other game styles : No
Difficulty Settings : Yes
* Construction *
Base : New levels from scratch.
Build Time : This project spent over 11 years on my hard drive in some incomplete state
or other before I finally finished it.
Editor(s) used : *First, DCK 3.62. When I started this in about 1997, I was still using DOS
6.22 and Windows 3.11
*Second, WinDEU 5.24. When I started using Windows 98, I wanted to use an
editor that did not require rebooting the computer. Also, DCK had a nasty
bug where it would crash when saving the level.
*Third, I used the WadAuthor trial version.
*Fourth, Yadex 1.70. When I switched to Linux, I wanted an editor that
would run natively in it. This environment was BY FAR the most stable for
editing levels. I NEVER had Yadex crash, and I probably ended up doing
more than half of the total work on the WAD this way.
*WinTex for adding the graphics. Unfourtunately, it is not available for
Linux, but it runs well under Wine.
*bsp4linx for node building. I marked sectors used for the doortracks
and windowframes with tag 900, so that they would not be split. This
insures that solid glsss windows and transparent doors will appear
perfectly most of the time on non-GL source ports. There is still a tiny
area on MAP14 that I can't fix. On level 15, I had to set the "factor"
parameter to 6 to fix all of the windows. On levels 15 and 31, this
factor setting also fixed major visual disturbances.
GIMP: for putting the title screen and level name text pics together.
Known Bugs : The solid glass windows may look weird depending on the source port used.
On GL newer ports, if the windows go east-west, the inside edges may show
a gap as if no texture was applied. This is a GL nodes building bug and
will have to be fixed in the source port. I used the same method for
transparent doors as on TNT Evilution level 21.
May Not Run With... : corvus.wad does not require a specific port, but older ports are not
recommended. They may cause SBOs and VPOs on some of the large levels.
Additionally, PrBoom is not recommended because of the inability to look
up or down. These levels were designed around the ability to freelook,
and in particular, MAP09 requires this ability in order to finish it.
* Copyright / Permissions *
Authors MAY NOT use the contents of this file as a base for modification or reuse. If you want to
make a contribution that you think would complement this WAD, please contact me.
You MAY distribute this file, provided you include this text 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.
* Where to get the file that this text file describes *
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors