Readme file for "Getting Pharos Knot"

This is my first and only level. It was attempted in order to get a
better appreciation of all the hard work required by the authors of
levels for which I have written walkthroughs. I now realize that it
is a lot of hard work to do a good level.

I want to thank all my beta testers: George Mac, bedazzled, Gerty,
stranger1992, Selene, Pemon, and eric. Thank you for pointing out my
problems and making suggestions.

A special thanks to George Maciver. He set up a beta test area at
Skribblerz.com and found beta testers. He was also kind enough to
spend his time to fix the waterfall problem for me. 

This will run with the standard Eidos tomb4.exe file. That means
that it should work on a PC and on a Mac. I used the original
Level Editor made by Eidos. I used the coastal.prj files but with
the shore.tga file for textures. It was a random choice. But it
limited the type of traps, enemies, and textures that could be used.

The enclosed script.dat and english.dat files start the level as
"Getting Pharos Knot". If you do not use the enclosed *.dat files, the
level can be played from the start menu as "Coastal Ruins". The DOZY
cheat is available for those players who have trouble with rope swings.

What game play there is in this level is very simple. There are no pixel
perfect jumps or millisecond timed runs to do. Basically, it should be
easy. At the end, it should start the title screen and hopefully not crash.
There are three secrets. They are very easy to find.

It only has two music pieces. The "secret sound" of 005.wav and the
"end level theme" of 055.wav. These are supplied with the Level Editor
and are not included in the zip file.

The textures are somewhat bland and repetitive. I used a blue color for the
sky and horizon. The sky graphics did not look right for what I wanted at
the start because the rooms were too big. I used them later where it seem
more appropriate. I reduced the ambient lighting in the internal rooms and
used the sun bulbs and shadowing as suggested by the beta testers to help
the room texturing. I fixed many "crack mode" problems. But in some places
I though the fix looked worse so I left it alone.

Disclaimer: As is true for all custom levels, the sun will go nova and
engulf this planet before you will receive any help from Eidos Interactive
or Core Design Ltd.

Harry Laudie
