Welcome, at last, to the Marathon 2 version of Devil in a Blue Dress!

This scenario has been almost a year in the making, mostly because none of the people involved understood what a task it would be to port a major Marathon work to Marathon 2. However, it is now complete, and available to the Marathon community for your carnage-filled enjoyment!

This version contains all the levels from the original DiaBD, but enhances them with ambient sounds, liquids, better lighting effects, and more complicated monster behavior. (In other words,we've taken full advantage of the improvements in the M2 engine.) In addition, we've included new secrets on almost all levels, and created almost 7 megabytes of original artwork (in the form of chapter screens and terminal picts). Finally, for your nerve-tingling pleasure, we've added flavor-enhancing sounds to the chapter breaks.

This scenario can be played with Infinity, but the textures might look a bit wrong, and the terminals will certainly look wrong. It was designed for, and optimized to, the Marathon 2 engine. Some levels are memory intensive, and may require more than the Bungie-recommended minimums for RAM usage. (We'd suggest starting with 8 megabytes assigned to your Marathon application, and adjusting from there as needed.)

We've been extremely careful to weed out bugs and quirks, but it is probably impossible to eliminate all such annoyances... if you find something that isn't as it should be, feel free to write to us. (The best address to use, right now, is catambay@aol.com. If Bill can't answer the question, he can certainly forward it to someone who can.) Be aware that there should be no suicide traps at all in this scenario. That is, you should never reach a point where you are trapped, and your only alternative is to quit the game or kill yourself. If you find yourself in what seems like a suicide trap, either you've missed an exit, or we've screwed up. (This is one of those things we'd like you to tell us.)

If you've never heard of Devil in a Blue Dress, or if you'd heard of the M1 version but never played it, you're in for a real treat.  All the introduction you should need can be found on the first level of the game, but just in case, the Readme file for the M1 version has been included here. If you played through the first version, don't expect to breeze through this one!  It's harder, and contains many things the original did not.

We hope you enjoy this scenario, and look forward to your feedback!

Claude Errera, Editor
errera@ese.ogi.edu (for a very little while longer-this won't be valid past 12/31/96)
1 December 1996

CREDITS

Devil in a Blue Dress is brought to you by the Marathon Map Makers' Guild.

The original creators of the individual levels can be found in the M1 readme. The versions you're about to play were created by the following mapmakers:

Simon Brownlee
Bill Catambay
Michael Coyle
Claude Errera
Eric Fair
Brad Miller Jr.
Stephen Ritchie
Thomas Ytterberg

The team that put this package together created over 100 new terminal picts and 6 new chapter screens, all original, non-Bungie art. The people responsible:

                        Term Art																																			Chapter Art
                         Chris Borowiec (Borzz)											   Chris Borowiec
                         Simon Brownlee																			Richard Bushey (vis des)
                         Michael Coyle																					Jeremy Dale (jerOme)
                         Claude Errera																					Chuck Fox
                         Benjamin Hill																					Craig Mullins
                         Candace Sherriff 																		Marc Steinberg 
                         Marc Steinberg (Spockers/Marz)

Sound was provided by Simon Brownlee, and random, public-domain-making sound designers.

And of course, there were the behind-the-scenes people...

Kirill Levchenko
Bo Lindbergh

Finally, we'd like to thank the mapmakers who have gone before us, and inspired us. Some of the tricks you'll see here are brand-new, never-seen-before novelties, but others were developed by others, and are used here because they are just so cool. These include (but are almost certainly not limited to)

Randall Shaw, for his forcefields (first seen in Siege of Nor'Korh), and
Mike Trinder, for his letters-in-lights (first seen as numbers in lava in Gemini Station)

If we've forgotten you, please let us know. But most of all, enjoy this scenario!

LEGAL MUMBO-JUMBO

Marathon is copyrighted by Bungie, Inc, and there is no affiliation whatsoever between Bungie and the Marathon Map Makers Guild.  This scenario requires that you have already purchased Marathon, and Marathon should NOT be distributed with this package.

The artwork in this package is copyrighted by the artists themselves and cannot be used in any product without written consent of the corresponding artist.

The story and map designs of this package are copyrighted by the Marathon Map Makers Guild.  This package is free to the public, and cannot be sold in any way or form without written permission from Bill Catambay and Claude Errera.  
