TOMB RAIDER LEVEL EDITOR README - INFORMATION FOR NEW WADS 01\08\01
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Directions for using the GUARD and LIBRARY WADS:
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Copy all the files from within the guard_wad and library_wad folders into your graphics\wads folder (don't copy the folder itself).

Copy both the 'guard' and 'library' folders into your maps folder.  Each contains a project file along with its texture map.

Copy the Script.txt and English.txt files into your Script folder (see below if you have already modified your script)

Copy the Script.dat and English.dat into your root directory (see PREVIOUSLY MODIFIED SCRIPTS AND SOUND FILES below if you have already modified your script)

Copy the Sounds.txt file into \sound\LevelSFX Creator (see PREVIOUSLY MODIFIED SCRIPTS AND SOUND FILES below if you have already modified your sounds.txt file)

To play either of the levels, create a TR4 file and place in your data folder (after making the script changes!)  Levels are playable, but are included primarily for learning purposes.  These were not the final projects used to create the levels in Last Revelation.

Directions for using the NEWCITY WAD:
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The NEWCITY WAD is a slight variation of CITY WAD and was created in answer to requests for a WAD that is not so stongly Egyptian in flavor.  The differences are as follows: 1) The horizon graphics from the Coastal Ruins have replaced the night sky.  2) A domestic looking dog has replaced the locust swarms.  Everything else is the same. Use the city.prj for reverse engineering.  If you use the City of the Dead texture map with this WAD, you may want to lighten/brighten it up.


PREVIOUSLY MODIFIED SCRIPTS AND SOUND FILES
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Script.txt - If you have already modified your scripts and don't want to copy over them, make the necessary changes to your script by cutting and pasting the level block of information for the new levels into your script.txt file and by adding, if necessary, the text (Guardian of Semerkhet, The Lost Library, New City) to the English.txt file, then run the DOS command to create your new .DAT files.

Sounds.txt - You don't need to worry about the changes in this file unless you are planning to alter the sound files for the Guardian of Semerkhet level or the Newcity WAD.  Since neither baddy_2 was nor the dog were in the the original levels, the sounds had to be added to the sound.txt file, and new sfx and sam files had to be generated. So, if you want to alter the sound files, make sure you use this new sound file before making your changes.


SOUND CODES FOR THE NEW WADS
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These letter codes have to be included when running the DOS command 'pcwadsfx' to create new sound files for the WAD (see manual for details).

	Angkor Wat		a
	Guardian of Semerkhet	m
	The Lost Library	u
	Newcity			w


TIPS AND TRICKS
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Reverse engineer for detailed set-ups.  Use 'find object' under 'objects' in the pull down menu to locate objects in question.  Object to trigger buttons are useful for finding triggers.  Examine triggers carefully for special settings and don't forget to check OCB menus!  

Helpful hints for LIBRARY.WAS:

THE HORSE and HORSEMAN - You can use the horseman alone or with the horse.  To make him climb on the horse, you need to place an AI_follow on the square where the horse and the horseman are placed.  You also need to enter a 'one' in the OCB menu of each.  Trigger the horseman only.  They can get stuck against a wall....a little experimenting is required, then build accordingly!  Don't forget to use the gray 'splitter' button to prevent passage into problem areas.  The horseman will dismount after taking a certain amount of damage...uzis seem to be the most effective weapon!

THE TRAP DOOR - this does not require a trigger!!  In fact, setting a trigger will cause a crash.  Just place the trap door, then use 'control' to get Lara to open it.

ALTERING THE SKY COLOR - to alter the color of the sky (right now it is fairly dark), you can change the values in the 'layer' line of script (directly following 'horizon').  The first three numbers are RGB, but you will need to do some experimenting because each color behaves like a transparent layer of color.....lower numbers make a darker sky.  Values higher than 255 aren't recognized.  The last number in the sequence affects the speed and direction of the cloud layer.  The higher the number, the faster the movement.  A negative number reverses the direction.  Also, this works best with the Karnak and Tut1 horizons but you might be able to get away with subtle changes in the Coastal WAD.


