Editing Aliens TC

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E2M5, "Escape from the Atmospheric Processor" was intended to follow E2M2, "Atmospheric Processor". However, Fisher had to shift it so that the secret level would appear in the correct place, as E2M5 contains the secret exit in Shores of Hell. In the film the Marines were rescued by Ripley who drove in with the APC, however E2M5 envisions the escape as if the Marines had to make it out on foot.
 
E2M5, "Escape from the Atmospheric Processor" was intended to follow E2M2, "Atmospheric Processor". However, Fisher had to shift it so that the secret level would appear in the correct place, as E2M5 contains the secret exit in Shores of Hell. In the film the Marines were rescued by Ripley who drove in with the APC, however E2M5 envisions the escape as if the Marines had to make it out on foot.
  
If Aliens TC is patched over Doom 1.666 or Doom 1.9, it happens that E2M6: Atmospheric Processor shares the same music as E2M6: Halls of the Damned in Doom (1993). That music track "Sinister" was inspired by the track "Going After Newt" by James Horner (Aliens soundtrack), which is coincidentally the player's objective in E2M6: Atmospheric Processor where Newt's location is represented by a square (and the player retrieves a yellow keycard there to progress).  
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If Aliens TC is patched over Doom 1.666 or Doom 1.9, it happens that E2M6: Atmospheric Processor shares the same music as E2M6: Halls of the Damned in Doom (1993). That music track "Sinister" was inspired by the track "Going After Newt" by James Horner (Aliens Sountrack), which is coincidentally the player's objective in E2M6: Atmospheric Processor where Newt's location is represented by a square (and the player retrieves a yellow keycard there to progress).  
  
 
[[E2M6: Atmospheric Processor (Aliens TC)|E2M6: Atmospheric Processor]] was a clever level design, as it gave the appearance of a continuous network of ceiling ventilation shafts above the warehouse. It was not actually possible to actually have floors on top of each other, due to the limitations of the vanilla [[Doom engine]]. The only shafts that the player or Aliens could crawl through had to be placed between rooms.  Nonetheless the running of an indented ceiling in the middle of the room (textured as a horizontal shaft), followed by a vertical shaft with grates at the edge of the room, gave the impression to players that the ventilation ducts were continuous. Also as the player walked under one of these "fake" ceiling ducts, a trigger of the bug tracker sound effect got them to think that aliens could be hiding up there.
 
[[E2M6: Atmospheric Processor (Aliens TC)|E2M6: Atmospheric Processor]] was a clever level design, as it gave the appearance of a continuous network of ceiling ventilation shafts above the warehouse. It was not actually possible to actually have floors on top of each other, due to the limitations of the vanilla [[Doom engine]]. The only shafts that the player or Aliens could crawl through had to be placed between rooms.  Nonetheless the running of an indented ceiling in the middle of the room (textured as a horizontal shaft), followed by a vertical shaft with grates at the edge of the room, gave the impression to players that the ventilation ducts were continuous. Also as the player walked under one of these "fake" ceiling ducts, a trigger of the bug tracker sound effect got them to think that aliens could be hiding up there.

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