Twice Risen: Operation Virus
projected level assignments and mission map
Modified 07/14/2001

DO NOT DISTRIBUTE! FOR INTERNAL USE ONLY

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*** Earth, 2182 (future) (4 levels)
	The future of earth is a run-down, beaten, battered, terrible place to be. Lots of things
will be destroyed. Architecture has been built for function, not for aesthetics. Walls are thick
to defend enemy fire, etc.
***

	Your Base               Mike Niggel			??
	You begin in your base, a run-down stronghold that has taken a beating over the
	many long years of battle. Here you will start with nothing and have to face many
	monsters much larger than you. The idea will be for the hopelessly outnumbered player
	to have to keep himself out of firing range of the massive opposing force, giving
	him a sense that there really is too much out there to handle - which is the
	base for this TC's story to begin with.

	Storage Facility	Mike Niggel			MAP02-pre+
	Because you can't possibly defeat the world with a pathetic pea-shooter
	(even if it is a pea-shooter from 200 years in the future) you need to
	load up. But to do that, you've got to get to the armoury, which is deep within the
	storage facility. (This would be down after the elevator in pre-release level 2)
	Here you get to fill your stocks with all the ammo you can carry, and a few new
	fun-looking weapons. This is a somewhat unconventional approach to this type of game
	(Giving out the big guns early on) but we're going to balance it out later on with the
	fact that in the past, there's no futuristic ammo. You also won't get the biggest stuff,
	of course.

	Earth Spaceport         Mike Niggel			SPORT-new
	The time-travel device is located on Phobos, so you have to get yourself there. Get in,
	Get on, and get out. Kill what lies in your way.

*** Phobos 2182 (6 levels)
	Phobos has also taken the same beating earth has, but since there was a lower population
there are fewer creatures there to beat on you. Try emulating E1-style, using textures and architecture
as needed. This is also pretty beat up, though - and old... Don't spare the holes in the walls, broken
lights, doors, lifts, etc.
***

	Phobos Spaceport        ?				??
	After the ride,	you'll end up here. You'll enter to an empty hall, but soon be confronted by
	enemy guards. It won't take long to figure out that this place is simply crawling with 
	hellspawn. It will be a horrible ammo waster. You should be able to take them all out, though.
	Atmittedly it won't look too much like a spaceport, but its nonlinear architecture should
	be a big plus. The level will end with a computer system showing the project 2024 site and a
	script to open the door into it.

	Hub center
	Project 2024 complex	Ebola				??
	This is the time-travel complex, unfortunately it isn't working right. The power's off, the doors are
	locked... where the hell is the welcome mat? They're all dead. Anyway, you can get far enough into
	the complex to find that it is a hub, taking you to 3 other levels (plus a secret one). Things
	accomplished in these hub extensions will open up the door to the project 2024 site.

	Hub extension 1
	Phobos Lab		Rick Clark / Mike Niggel	MAP05-pre+
	Found in the pre-release. As to what it does in the hub, we'll figure that out later.

	Hub extension 2
	Phobos Station          Nick Baker			nbtr??
	An E1-style level. As to what it does in the hub, we'll figure that out later.

	Hub extension 3
	Project 2024 site       Mike Niggel			FACTORY
	The project site. Once here, enter into the time-travel device and teleport back to 2024. This
	will end the hub, there's no turning back from here.

	Hub extension 4
	Phobos Base		Mike Niggel / ?			PBASE
	A secret level, found through the hub. A revisit to E1M5 and E1M3, in the destroyed, ruined
	style.


*** Travel to past (1 level)
	If I can figure out how, I want to add a "void" level where
you are suspended in time. The nodes tree will be
completely shot. If anyone knows how to destroy a nodes tree
and keep a level playable, let me know. I know it's possible,
but it's never been done on purpose before.


*** Phobos 2024 (3 levels)
	Been here before, right? Anyway, do a basic E1-style architecture, with your own
twists and such. Make it interesting. Oh, after this point you'll start running into
original DOOM weapons and ammo, no more futuristic stuff. The monsters will also seem a lot
more familiar...

The same hub you just entered will be presented in reverse order. The secret level will
not be accessable (Been there already) and you will run through all the levels you ran through
before. This time, they have just been built, and are in top working condition. Doors that
were blocked are accessable. Holes in the wall do not exist. Use these to your advantage in
building these levels, make them play completely differently than before. I suggest building
the two levels in tandem, just to keep things such as textures and keyed locks consistent.
Placement of items, monsters, keys, and anything else should be highly varied in each version.
***


	Hub center
	Launch Facility         Nick Baker			MAP03-pre+
	Project 2024 didn't exist in 2024. Instead, you'll be in a dark, creepy, abandoned facility.
	No one is home, not even your hellspawn friends. This should be a suspense-builder. Everywhere
	you go should look like a trap. Music will be quiet and tense. Keep sounds down to a minimum
	except to provoke a reaction, and use slow-moving objects as obstacles, so the player is forced to
	wait around for a bit. End the level with a connection to the new hub center (included in this level)
	that quickly and unexpectedly reveals something loud. After a full level of silence and suspence,
	this should shoot them 3 feet in the air.

	The hub center, included in this level as a short extension, will have a portal
	of some kind (level author's license to build it as he sees fit) that transports you out of the hub
	and into the demon's dimension. This is what will eventually be accessed by entering the hub's
	extensions.

	Hub extension 1
	Phobos Station (past)   Nick Baker			nbtr??+

	Hub extension 2
	Phobos Lab (past)       Rick Clark-?			MAP05-pre+

*** Demon's dimesion 2024 (3 levels)
These will be the last 3 levels in the first release. They are the demon's home dimension, but
will be portrayed as we want it, not emulating DOOM at all.
***

	Demonic Outpost         Rick Clark-?			??
	Now that we've entered their home and made them very mad at us, the fun starts. This
	will be a kill-and-collect level, not much in the way of objectives except get through it.
	Have fun with it.

	Demonic City            Joe Crain / Michael Niggel	IMPAX2+
	After penetrating the outpost, you'll have to locate the demons' inner fortress. To do this,
	you can access the demons' computer system and download the data from it. the system is, of course,
	alarmed, and all kinds of nasty things happen when you try to escape. Oh, but it gets worse. By now
	the monsters from the future find the time travel device and start coming back to help destroy you.
	You notice this when you suddenly find a futuristic monster looking slightly out of place...

	Balek's Gate            Mike Niggel			MAP04, MAP06-pre+
	The incredible conclusion to this installment of a great TC (we hope...) will be the battle
	against Balek at the gate to the inner fortress. This will be levels 6 and 4 from the pre-release
	combined and improved. It will also be the introduction of the greatest mother of all weapons, the
	Devastator, and the re-introduction of the futuristic hordes. This will also re-supply you with
	much-needed ammo, this one is going to be hard. I didn't plan on using a marine figure for this boss,
	but when it came to it I got some interesting ideas about how that might make an interesting plot
	twist. At any rate, he'll be much different. We should discuss this.

*** The cliffhanger to end it on will be the entrance of the gate to the inner fortress. In the
inner fortress, you will have to destroy the demons themselves, from the inside. This will leave
us with a good final battle to penetrate the gate, but a big looming future of possibilities ahead.