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HELL AWAKENED 2 EPISODE 1

E1L1: 	"Outer Reaches"	
	You awaken in a daze after the Gatekeeper blew 
	up. Hell has fully overflowed into this reality
	now. You wonder if there's any way off this stup-
	id rock. After grabbing a shotgun, you decide to
	head out...

Notes:	All the levels went through about 4 or 5 iterations.
	This one wasn't changed quite as much as some of 
	the other levels, but it did change a lot since 
	the beta. It was rebalanced so that you would 
	actually use the chainsaw, and all of the lame
	arena fights were taken out, except a few, and
	it isn't quite as boring. I hope. Hint for the
	Secret level: You need to exploit the engine to
	find it. >:) Also, I mispelled "outer" in the Beta...

E1L2:	"Wash of Fear"	
	Your maps show that you're pretty far away from
	any known UAC base. Good thing all these hell-
	spawn are here to keep you busy. The demons seem
	to have made a home here rather quickly. You can't
	help but wonder how. Were you out that long? No
	matter, the demonic temples are blocking your
	way and we can't have that, can we?

Notes:	Tbh, I thought this level was great. It turns out
	it had no logical progression because the starting
	teles weren't marked. I knew where to go, though,
	so I said fuck it. What an idiot I was/am, so I
	fixed that mistake as soon as I was told how big 
	an idiot I was. Also, the level went through exten-
	sive balancing. Hopefully I got it right.

E1L3:	"Death Marshes"
	As you trek through the hellish landscape, you
	stumble on what seems to be a village. Of course
	the locals aren't friendly and you prepare to
	blast your way through.

Notes:	Wow did this one change. It was OK I guess in the
	Beta, but, I found it quite boring, but I didn't
	know what to do. Finally, my brother played it and
	told me it was garbage(go figure) so I completely
	re-designed it. I wanted a plutonia sort of feel to
	it. If you played the beta, you might know that I
	have a really hard time keeping my levels from
	becoming boring. This was a very difficult level to
	get right, but I'll let you decide I was successful.

E1L4: 	"Temple of Ba'al"
	You now stand before a large temple complex. The
	Demons are protecting something. The place is well
	fortified, but that won't stop you. These monsters
	need to learn their place. You're just aching to
	find what the demons are hiding...

Notes:	This one was a slog. I knew, you knew it, your dog
	knew it. I had no idea what to do with it. I added
	a [spoiler]secret plasma rifle[/spoiler] to it,
	thinking, yeah that do the trick! Remember when I
	said I has no idea what to do? Yeah. Finally I played
	some Requiem and Jenesis to refresh my doom mind, 
	and re-designed the ill-fated platform puzzle. I'm
	very pleased now.

E1L5:	"Bastion of Darkness"
	More defencive structures lie up ahead. You'll
	need to get past them somehow, and it seems that
	going around isn't an option. In the distance you
	can see a castle-like structure. You decide to check
	it out...

Notes:  So many revenants, so little balance. I promise I
	played my levels, really! It seems like the beta
	was un-tested, but honestly, I like slogging through
	tons of revenants and the like. Call me crazy. I
	did finally realize that I'm making this for other
	people too and went to re-balancing it. The dark
	halls area really heats up at the end, even after
	the drastic monster-count reductions.

E1L6:	"Creeping Features"
	The UAC outpost is getting a bit closer now. You
	should be able to get there within a day or two.
	After hiking a ways, you come across some sort of
	crypt area. You must be really putting the hammer
	down on these poor bastards for them to need one
	so quickly. Time to fill 'er up...

Notes:	I was pleasantly surprise how little I actually had
	to re-design from the first iteration with this one.
	Most of the other levels had to be either completely
	re-designed, or had major area changed. This needed a
	heavy dosage of rebalancing, but, that's OK. I ended up
	balancing it in a day, rather than about 4-5 days for
	the others. If you're wondering why I was surprised
	how little time it took, when my beta-tester decided
	to play it, he went into his room and about 5 mins
	later came out screaming, "Your WAD just, pisses me
	off...". He then went for a 'Dust in the Wind' walk
	to clear his rage...

E1L7:	"Altar of Sacrifice"
	After surviving the bloody crypts, you find yourself
	admist giant walls of flame. With no time to ponder
	your whereabouts, you gear up and seek shelter in some
	caves. Luckily you found some breathing room... and a
	giant ominous castle. Better re-check your gear...

Notes:  I built the first iteration in a completely different way
	than I had ever built a level. I measured out the surround-
	ing rocks first, then built the castle in layers. Then I
	planned the overall layout and play-style. Of course,
	without having pre-planned the actual gameplay, it
	it turned out to be less than expected. Trying to keep
	the pace of it was just too hard because I ended up making
	the damn thing too fucking big. And I mean WAY too big.
	Back tracking was horrible, blech... Keeping the layout
	style and architecture from the first iteration, I started
	this one from scratch. I love how deceptively small it is.
	Also, I needed to change the sky. The level was too damn
	bright and didn't fit at all with the music. Now it does,
	I think.

E1L8:	"Dark Stronghold"
	You've made it this far, no turning back now. You see the
	fotress in the distance. Its built right on top of the base
	you're looking for. Guess that means there isn't much left
	of it. You didn't come all this way for nothing, though, and
	you have the stangest feeling there is something there the
	hell-spawn don't want you to find...

Note:	I was torn on this one. I wasn't sure how to balance the old
	map, so I made a new one, this time in the style of Doom64
	level 16 "Blood Keep" meets Plutonina 2. Except balanced. I
	like how open it is. I think I'll make more of those kinds of
	levels. I still like the old one, though. Meh, this one at
	least looks better.

//----------SECRET LEVELS------------\\
E1L9	"Eternal"

Notes:	I liked making this one. Trying to make the hardest puzzles
	I could think of was difficult, but interesting. The fenced-
	in part is my favorite. Very "Hectic" style.
	