================================================================
Title                   : The Exarvutor   
Filename                : exar.zip
Author                  : John GAdRS
Email Address           : GAdmiralRS@aol.com
Misc. Author Info       : BGN in Rebel Squadrons, Christian hardcore, part nerd
				http://www.angelfire.com/realm/gadrs/

Description             : My submission for the DF-21 One Room Wonders Contest

Additional Credits to   : Nobody - it was all me

Story			: Well, there is no story.  It was just an idea I came up
				with for this One Room Wonders Contest thingee. After
				sitting on the contest for some two or three months,
				I finally opened up WDFUSE with no ideas whatsoever,
				and made my box, then just started working.  First I
				created that golden altar and put in the sculpture.
				Then I was trying to decide what to do with the rest
				of the room when I considered the idea of not allowing
				the player to move around.  I figured it might be
				interesting just to showcase a little special effect.
				I quickly realized that there isn't a way to stop the
				player from turning around different directions, so
				I settled for just hoping that you don't try turning
				around.  Just watch the show, man!
			 It was at the very end of making the level that I realized
				I didn't have a name for the level.  Recently, at
				DF-21, some guys made a Mines Appreciation Society,
				and I remembered some of the goofy names from Mines'
				level screen.  So I picked one :)
			 Here's how the special effect works.  It's actually quite
				simple, and made much simpler by the DF engine.  I
				cut a lot of corners, and hence modifying the room
				by tiny amounts will cause the special effect to no
				longer work.  Originally, I had all the three officers
				on subsectors and the three dead bodies on independent
				sectors, then included a third set of independent
				sectors to the other side of the officer subsectors.
				The two sets of independent sectors were set at
				floor 0 and ceiling 8, for the main room has floor 8
				and ceiling 32.  I then worked my dummy sector so that
				first a blindfold would be pulled over the player's
				eyes (actually just a moving floor and a change_light)
				and then the fun would begin.  I created all this INF
				for different events so that I could have multiple INF
				in each sector, so that all three sets would scroll
				the floor, hopefully so that the officer sectors would
				sink into the ground, then all three sets would scroll
				just enough so that the officer ended up in the unused
				sector and the dead body would end up in the subsector,
				then the subsector would rise back up.  Of course, not
				only did that require multiple INF, but also some fancy
				adjoining work and scrolling work.  I got all the INF
				done, and then realized that I couldn't get the objects
				to scroll with the scroll_floor.  I don't know why,
				because I've seen it done before (Star's End comes to
				mind), but it just wouldn't work.  So I talked with
				people and found that it would be much better to use
				morph_move sectors.  That actually simplified the code
				considerably, I deleted three sectors, and then all I
				needed was six morph_move commands and adjoin commands.
				Next I sat back and considered.  Now I needed to have
				code to move the officer sectors down into the ground
				and code to move the dead sectors up to the floor.  I
				tested the level, and to my surprise when the sectors
				weren't adjoined, you still couldn't see the objects.
				This was a big surprise, because when I made Library, I
				had to rebuild a section of my level because some areas
				overlapped and I had some objects hanging in mid-air in
				the wrong places.  So, I took my stroke of luck and
				threw in a few lights and two banners (meaning I had to
				renumber my adjoins) and ran with my fortune.  Later I
				went back and added some invisible triggers and the
				m_trigger command to cause text to appear.
			 All in all, I think the effect came out well enough.  I realized
				after the fact that the dead bodies didn't actually move
				with the morph_move sector, I'm not entirely sure why,
				but all that matters is that first you see the officers,
				then you see the dead bodies.  They seem to move a little,
				but get over it!  You can really see my poor planning
				if you open up my level, for you'll find that this
				room actually only takes up 31x31x24!
================================================================

* Play Information *

Level replaced          : secbase
Difficulty Settings     : Not implemented
New BMs                 : No
New FMEs                : No
New WAXs                : No
New 3DOs                : No
New VOCs                : No
New GMDs                : No
New VUEs                : No
New Briefings           : No
New Cutscenes           : No

* Construction *

Base                    : New level from scratch
Editor(s) used          : WDFUSE 2.50
Known Bugs              : 


* Copyright / Permissions *

Authors MAY use this level as a base to build additional
levels, but give me credit

You may do whatever you want with this file.


* Where to get this level *

FTP sites:

BBS numbers:

Other:
