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               Alex T. Frase's Comm-Bat Levels,  1st Edition
               -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


INTRODUCTION


        I made these levels after my brother, Peter E. Frase downloaded
 RottED version 1.0 from ftp.spectrum.com.au. It is an excellent program
 and I give my thanks to Wayne Sikes for the time and effort he put into
 it. I also congratulate spectrum for being the first (to my knowlege) 
 site to have ROTT editors and levels. Now, on with the levels. 
 

Total Darkness:
~~~~~~~~~~~~~~~
        This level is based on some other levels I made in which the
 entire level is pitch black. Light level is the lowest, and light 
 fading is the fastest. In this level, the name implies that if you
 shoot out all the lights, the level is in Total Darkness. From there,
 half the fun is just finding your opponent in the darkness.


Eight Doors to Hell:
~~~~~~~~~~~~~~~~~~~~

        This level is my least favorite of the five. It has eight different
 colored rooms in which to start, and once yo leave yo cannot enter again.
 It has a small battle chamber to fight in, and some GADS and a catwalk give
 access to another small chamber full of mirrors.


Sky Red:
~~~~~~~~

        This level's name is completelt meaningless, and I used it simply
 because the sky IS red in this level, and I couldn't come op with a better
 name. There are a lot of start locations, making multiplayer support easy.
 Some of the areas are a bit boring and are there just to provide some more
 health and weapons, and a place to hide.


Confusion:
~~~~~~~~~~

        This has to be the most annoying of all the levels. The challenge in
 this one is not so much to kill your opponent, but to find him. The level
 consists of two main start chambers (and a few start points elswhere) and
 a giant maze in between. I programmed the entire thing and even I have never
 once made it all the way through. To make things a bit easier, I made a 
 trail of touchpaltes inbetween the two chambers. However, if you are unlucky
 enough to start INSIDE the maze, you may never find either your opponent or
 your way out. This level is fairly complex and has been known to cause the
 game to crash if played before of after another Comm-Bat level, including
 itself. Note that this does not always happen, but could, so beware.


Deadly Switches:
~~~~~~~~~~~~~~~~

        This one is my favorite. It has two floors, connected by elevators,
 to play in. The first one has five chambers, the second has four. There are
 start locations in almost every room. It implies a lot of sky and also a lot
 of cheapness. In most cases, you can kill your opponent without firing a
 single shot. Most rooms have switches that control some sort of fire danger
 in the room. One has a switch that activates a dozen firechuters, another
 has a switch that turns on one firechuter, which then sets off a fuse of
 TNT that leads to an entire room full of it. Anyone who is in the room when
 the switch is thrown should be considered dead. There is also a start location
 in the middle of the TNT. Deadly, huh? On the second floor, one central switch
 controls the Death Hall, which is what I call the room right next to it. On
 every wall, except where the door is and where a catwalk is, there is a fire-
 chtuer. All are activated by the switch. I added the catwalk (which is
 connected to another room) so that you can see the fll effect of the firechuters
 without being killed. Have fun, and get some asbestos armor!!



CLOSING

        People wanted levels, here a few cool ones. I like to program levels,
 but I often run out of ideas. If you have any, please post them at the
 newsgroup ALT.GAMES.APOGEE for me. I will try to impliment most of them into 
 further editions of Alex T. Frase's Comm-Bat Levels. Also, sometime I hope
 to post ATF CGL, or Alex T. Frase's Cool Game Levels. This would contain
 levels for one-player use. Until then, have fun, and enjoy!!

