Events in REoL TOUGH History:



* SUMMER, 1993: People started changing wall textures in levels.
*               People could modify existing levels.
*               People could build their own maps from scratch. 
           
* FEBRUARY, 1994: REoL wants to make DooM maps. Doesn't know how.

* May, 1994: REoL downloads DEU, gives level editing a shot.
*            Went at it 12 hours straight. Nothing evolved.
*            Small feat: Made square, metal room.
*            Made circular map with monsters and ammo.
*            Released Total War. First release ever.
*            Went back to metal room, added doors and hallways.

* June, 1994: Figured out windows, keyed doors, and lifts.
*             Teleports perfected.
*             REoL TOUGH was born.
*             Released Hell on Earth Interpretation
*             Authors think REoL TOUGH can be a contender.
*             New map starts.
*             Worked on realistic lighting and archetecture.
*             Released Satan's Castle.
*             Current release becomes most popular REoL TOUGH download.

* July, 1994: Created the Total War Series.
*             People hated them. Too many montsers, brought PC's to crawl.
*             Abandons Total War concept, by players' reactions towards it.
*             Attempts to create retainer walls in outdoor areas with thickness.
*             Laughter came from community to come up with such an "impossible" idea.
*             Released Hotel with think exterior outer retainer walls. 
*             Officially found first map EVER to accomplish thick wall feat.
*             DooM II Released.
*             REoL waits for editors, as releases were alrady available.

* Fall, 1994: Creates 11 maps for a project, memory limitations were bad.
*             Project called Wolfen-STEINED! Released.
*             Finds Wadmaster, an editor without memory limits.
*             Still creating a DooM map once in awhile.

* Winter, 1994: Created new graphics, crappy at best.
*               Released Satan's Castle II for DooM. New title screen.
*               Created full color, semi-mediocre graphics. Not his thing.
*               Starts a space themed project for DooM II

* 1995: The first 3 levels of Starbase 7 were released.
*       Nick and Ernie introduced (from defunct Nintendo club).
*       Last 4 levels of the series released.
*       Created "new" sprites for a DooM PC. Look like crap.
*       New walls were made, artwork did it's job, but sucked.
*       Ported E1M1 of Heretic BY HAND to new project. Added new areas.
*       Created 8 new levels for project in only 2 months time.
*       New sounds/music created/edited for project, with Mark Klem's help.
*       Castle of the Damned PC came out for DooM. It bombed.
*       DooM editing is history, moved totally onto DooM II

* Late 1995: New style, called Death Fest took on new, gory gameplay.
*            Gets help from Mark Klem for sounds and music for future maps.
*            Played savable 700+ sector maps. Knows maps can be bigger than others.
*            Released Euthanasia with new Death Fest theme.
*            Fans: Loved the level, hated the yellow sky.
*            Fan base grew exponentially from Euthanasia, and Death Fest design.
*            Later Death Fest maps released: The Abandoned Mines, and Sacrifice.
*            Fan base gigantic. Literally became "...Cult Phenomenon."
*            Cocky few from Team TNT flamed other authors and the community.
*            AOL users fired back at the rowdy couple.
*            Duo called their team "The Beatles of DooM".
*            Fans fire back, called REoL TOUGH: "The MetallicA of DooM".
*            The Death Fest map, Cita-DEATH released. Shuts up rowdy duo.
*            Interviews and chats refused. It interfered with future works. :)
*            Created simple version of breakable glass (unlike current version).
*            Released Hell. First map EVER to use breaking glass trick extensively.
*            Released Chaos on Phobos later. Meant to be multiple levels.

* Early 1996: HeXeN released.
*             Starts work on new 7 level hub.
*             Hired script writer to do some elevator scripts.
*             Hub completed. Many holes and entrapments. Fixed them in a week.
*             Playtested fixed maps, with monsters added.
*             Released Castle of the Damned II: InSaNiTy! Fans liked it.
*             Vows to NEVER do a hub design again. :)
*             Duke Nukem Released.
*             Took theme from Duke, made crappy graphics for urban map.
*             Released Urban HeXeN: Los Angeles.
*             Weeks went by, PC's ran out of memory often.
*             People did like the O.J. Simpson chase on bar room TV's.

* Late 1996: Tried scripting. Clunky code, but worked as planned.
*            Made elevators, complete with doors, sounds, and "real" movements.
*            Death released. People loved the (clunky, but working) scriptwork.
*            Started work on 15-map multiple adventure set. Was scrapped.
*            Quake is released.
*            Tried hand at Quake mapping. Hit memory/HD space limits.
*            Optimized tools for decent sized maps, detail spared.
*            Damnation only level this year considered good.

* 1997: More dissapointing maps released. Things look bad.
*       Tried to compile big map from a friend. Complation sucessful.
*       Built more detailed map, most ever, and larger as well.
*       Antichrist released. Archetecture got thumbs up.
*       Some people didn't like big boss dying when level was completed.
*       Went on to release O-Negative later on. Bombed.
*       Quake II Released.

* 1998: Released a couple maps. Generally sucked.
*       REoL TOUGH: Special Edition for DooM II released for old fans.
*       Prison released. Some reviewers loved it, some hated it.
*       TeamTNT releases BooM mod for DooM series.
*       REoL TOUGH goes back to DooM II editing.
*       Released The Uprising. Amazed the critics with high detail.

* 1999: Tries to 1-up the detail from previous BooM release.
*       Editor in use limited to 8x8 archetecture. Made inlay details.
*       Sucessfully made first set of arches with clunky 8x8 spacing.
*       Found older PC's can't realy handle the new archetecture. Kept going.
*       Released Hell's Revenge. Old system users find it slow.
*       Notes that a REJECT table can help performance in huge maps.
*       New editor, with 2x2 sector limit, creates massive details.
*       Tests went well, X-treme Detail was born.
*       Realistic semi-arches and semi-sloped surfaces became a reality.
*       Notes large PC's can even suffer in performance with new detail.
*       Future Unveiled: Ceartainly Trouble released.
*       P200 users report only 4FPS in spots at 640x480 resolution.
*       Most people loved X-treme Detail, while some didn't.
*       Due to complaints, high detail reduced in next maps.
*       Lord of the Cyberdemons released. Some fanfare, some dissapointments.
*       P200 users find it runs well, except a couple spots.
*       Insanity released (Quake II), large map, better archetecture, bombed.
*       Starts base-themed map for BooM. A weak spot.
*       Some textures just don't line up in base maps in ceartain ways.
*       Detail used sparingly, with splashes here and there for speed were used.
*       Quake III: Arena Released
*       Downlaoded new editor for a new game, toyed with it, started a map.

* 2000: Editing went slow, but progress on the Quake III map came along.
*       Learned how to make starts for bots in single player Quake III game.
*       Learned how to make mirrors, and new lighting principles.
*       Figured out how to make bad shaders work for special effects.
*       Derelict for Quake III released.
*       People loved the realistic archetecture, hated item placement. Learning curve.
*       Sudden Death for BooM released.
*       Praise for Sudden Death minimal, base style a weak spot.
*       Derelict made Fileplanet's top 10 SP DM maps list.
*       Enjoyed same status Tom Mustaine had, for a month. Lost top 10 spot.
*       Death Fest 2000 starts another new concept in BooM design....
 
* 2001: id releases Quake III: Team Arena. New maps ignored.
*       Released Land of the Goth for Q3:A. No feedback.
*       Starts work on hotel-style Q3:A map.
*       ZDooM 1.23 released. Supports slopes.
*       Converts new BooM Map over to ZDooM format.
*       Took over 3 months to convert over, and test slopes.
*       Slopes don't work in arches, still done the traditional way.
*       Spends lots of time getting mechanicals to work right.
*       Spent another 2 months working on tags and thing properties.
*       Archetecture for Halls of Horror continues, in May.
*       Insane archetecture detail prolongs progress greatly.
*       Mid July, archetecture is done.
*       Took 2 weeks to iron out and change tags and mechanicals.
*       Early August: Monster placement began.
*       Work stopped to update DeatH Site Main Menu System.
*       LOSES JOB. ALL WORK MOSTLY SUSPENDED.
*       9/11: Terrorists Attack NYC and Washington DC.
*       Alters Main Menu again to symbolize patriotism.
*       Late September: Does some work, but still job hunting.

      

What will happen next? Will there be more to come? Find out!


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