# THE ARCHIVES

present

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# The 12 Gates Of The Duat

# Level info

1. Legal information

2. ZIP-Files content and installation

3. Tombing tips, tricks’n traps

4. Wad was working?

5. (Very) Small walkthrough

1. Legal information

This Level and its components are created by Andreas Zimmermann (author).

All downloadable levels are free of charge.

This level was not made and is not supported by Core/Eidos.

You may download the level and install it onto your pc as a registered user of Tomb Raider Chronicles and Core’s level editor.

You are not allowed to sell, rent, lease or otherwise commercialise this level and its downloaded components.

You are not allowed to upload the zip-file and its content onto an Internet homepage or web server,

except the author gave you the explicit permission.

You are not allowed to set a direct download link to the zip-file except the author gave you the right.

Put this link on your internet-homepage instead: THE ARCHIVES.

2. Zip-File content and installation

1 X levelinfo.htm

1 X underworld.TOM (C:\...\trle\graphics\wads)

1 X underworld.lar (C:\...\trle\graphics\wads)

1 X underworld.TXT (C:\...\trle\wads)

1 X underworld.sfx (C:\...\trle\wads)

1 X underworld.sam (C:\...\trle\wads)

1 X underworld.CD (C:\...\trle\wads)

1 X underworld.WAS (C:\...\trle\wads)

1 X underworld.SWD (C:\...\trle\wads)

1 X underworld.bmp (C:\...trle\wads)

1 X ENGLISH.DAT (C:\...\trle)

1 X SCRIPT.DAT (C:\...\trle)

1 X load.bmp (C:\...\trle) - optional

FILE SIZE: 2581 kb

Installation: Save your own files first or install the editor for a second time (recommended).

1. Copy all underworld.x files into the wads folder

2. Rename tut1.WAD to underworld.WAD

3. Open underworld.bmp with strpix (dld it from GATEWAY TO REALISATION)

and save it to the newly created underworld.WAD as described in the strpix program.

4. Open the level converter and select underworld.TOM. Click to build the level.

5. The new level is in your data folder (nothing to change).

6. Copy ENGLISH.DAT, SCRIPT.DAT into trle folder (load.bmp optional into the same folder).

Start the game and enjoy!

3. Tombing tips, tricks’n traps

To avoid annoying situations with the TRLE:
- make sure what wad you are going to use before starting a new project.
- safe your project as often as you can.
- do not overdo flame_emitter, -2 objects.
When using the binoculars the game might crash, lit flares will appear invisible.
- animatingX_objects cannot be placed into a flip map, but they don’t have to be triggered to make them visible inside a flipped room,
same as for trigger_triggerers.
- 7 flybys maximum per level.
All higher cams put afterwards into your project will have the number 7.
You cannot change this.
- 297 texture infos; above that range you will not see any output in the converter.
- using the last empty room disables the “select room” option in the editor.
If you try the editor will crash.
- flyby cams generally fly through walls, buildings, columns etc. if the distance between Lara (the triggering point) and first flyby cam is too big.
Always take care to put a cam in direct connection to its predecessor (no large space between them), excepting this effect is wanted (flybys through doors, traps, water etc.).
- when getting an error message like:

'illegal door in room X: x=0 y=0, x=1 y=1'

it means that you have to select the mentioned room, then take a look at the plan view grid.
Firstly start with the first two coordinates, which tell you where to start counting inside the room (x=0, horizontal / y=0, vertical - do not count the grey walls), secondly start counting from that point (x=1, horizontal / y=1, vertical) and you have found the illegal door.
Select it in the grid and press del button.
The problem occurs when you decided to create a door afterwards into an already existing door inside a stacked room with one stack above and beneath.
To avoid this simply lower or heighten up either the aimed ceiling or floor square.
When clicking in the grid on that door to change into another room the already existing door integrates your lowered/heightened square into itself.

GO ON TOMBING!

- There will be more next. Visit the Eidos interactive TR level editor forum at: http://www.eidosgames.com/cgi-bin/forumdisplay.cgi?action=topics&forum=Tomb+Raider+Level+Editor+&number=31&Days.

4. Wad was working

Tut1.was

When building The Underworld I used Tut1.was. Despite the fact, that nearly everything can be done there are yet a few “lacks” which came with the editor. In this particular wad you can only use those objects with full functionallity which are described in the manual, page 85, level wads. Read this carefully.

Even though you can use all objects of that wad there is no animation for high pedestal placed puzzle_objects of any kind.

The animation sound for the rollingball_object also does not work when changing the wad file name. You cannot change the sfx sound text file because there is no defined abbreviation for your own filename! This principle refers to all changed wad file names.

Keep track of the fact that only those objects, animations and sounds work properly which you can see inside a playable version of Tut1.was!

Unless these few problems everthing works fine with that was.

5. (Very) Small walkthrough

The game is supposed to be played in darkened rooms. Check volumetric fx in game setup.

It starts where TRTLR ended. Do not shoot at everthing in the first place! Use binoculars often. This level has got 3 secrets.

If you are searching for the looping wind sound you won’t miss the goal. This sound is placed at every continuing point in the game.

That’s all folks!

Enjoy the game

Andreas