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Title                   : DOOM "Sacrifice" Episode

Filename                : SACRFICE.WAD (DMSACR.ZIP)
Authors                 : Ty Halderman and Robert Taylor
Email Address Taylor    : [email protected]
Email Address Halderman : [email protected]
Misc. Author Info       : 2 guys with patience and obsession.  Many
                         testing hours in modem and single user
                         play.  Yeah, it was *testing* ...
                         that's what it was!

Description             : This set of 6 episodes attempts to use
                         mature levels of sophistication and
                         puzzle solving rather than just turning
                         up the volume.  Children (you know who
                         you are) may be bored.  Levels increase
                         in complexity, difficulty and violence.
                         Definite considerations were given to
                         consistency, theme and fairness.  Plan
                         to die a bit, but to be able to finish
                         with a sense of true accomplishment.

Additional Credits to   : DEU (5.0, 5.1, 5.2GCC, 5.21), BSP (1.1, 1.2x)
                         and their many contributors; the masses
                         of Compuserve Gamers who have unwittingly
                         helped by allowing their problems and ideas
                         to further our productivity; the WADmakers
                         of the world for sharing their ideas and
                         examples with us; the folks at id for
                         making such a creative endeavor possible;
                         all those who have made other tools and
                         nifties that have allowed us to keep our
                         sanity (if we still have any).

                         Specific people who mostly unknowingly have
                         helped: Dr. Sleep, Paracelsus, Patrix, Blackfist,
                         the Brunis, and whoever those others are that
                         we can't remember suddenly (sincere apologies).
                         Yes, Paracelsus, these levels will save under
                         version 1.2 <g>.

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* Play Information *

Episode and Level #     : E1M1 through E1M6, see below for descriptions
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Yes
Difficulty Settings     : Yes - every difficulty level different
                         Note that the levels get tougher as they
                         go, just like the "real" levels do.
New Sounds              : No
New Graphics            : No (maybe next time)
New Music               : No
Demos Replaced          : Not yet.  We actually replaced all 3, but
                         versions 1.666 and 1.2 demos aren't compatible,
                         so we will wait until we upload all of it, when
                         most people will probably have 1.666.

                         Demos are partial runs of levels 1, 2
                         and 5.  Sorry, none of them show everything in
                         the levels.  We want you to see stuff firsthand.

* Descriptions *

Level 1 Description     : "A Good Day to Die"
                         You'll see why the name is Sacrifice.  Several
                         separate puzzles; be careful not to get over-
                         anxious.  Brains are better than brawn.  Visual
                         clues are important.

Level 2 Description     : "Goop City"
                         Must have gotten lost.  Lots of goop around,
                         but be careful--the barrels are tough.  Can't
                         go swimming in that stuff for long, but there
                         are enough suits around to keep alive if you
                         don't waste too much time.  Some interesting
                         views here.

Level 3 Description     : "The Morgues"
                         Even the bad guys have morgues.  They aren't
                         as picky about our dead as their own though.
                         You can enjoy some nice views--briefly.  Don't
                         miss the elevator rides, especially after dark.

Level 4 Description     : "The Office"
                         The idea is, it's a level that looks like it
                         might have offices in it and is reminiscent of
                         our office building enough to be a kick to people
                         who work there.  Meanwhile, it's one of the
                         largest levels, and should take a while to
                         complete.  Takes "us" about 45 minutes and we
                         aren't stopping to admire the great level
                         design...

Level 5 Description     : "The Throne Room"
                         One of the rooms is the Throne Room (you'll know
                         it when you see it).  Interesting altar area, and
                         don't miss the subtle(?) humor in the dining rooms.
                         You *will* hate stairs when you get through...

Level 6 Description     : "The U(AC)-Bahn"
                         Or something.  A cross between a subway station
                         and UAC Central.  Be sure to ride the subway.

* Construction *

Base                    : 6 new levels from scratch, probably hundreds
                         of hours over 4 months; who cares, this is fun!

Editor(s) used          : DEU 5.0 through 5.21, plus BSP 1.2x

Known Bugs & Limitations: None that we caused (we hope).

                         DOOM 1.2 engine has some limitations when you
                         get many transparent (2 sided) lines in a row.
                         1.666 improves that limit.  Also doesn't like
                         rooms over about 500 units high -- may briefly see
                         nothing but ceiling (like a flash).  Sorry about
                         that, Chief, but it was worth it for some of the
                         effects.  There are brief HOM (Hall Of Mirrors)
                         problems in level 6 if you stand in the right
                         places, but with 1.666 right around the corner,
                         it didn't make sense to mess up the level by taking
                         out the offending lines.  Pardon us if you disagree,
                         but we needed to release this around Labor Day
                         weekend. Please report any "features" (other
                         people call them bugs) to us via one of the
                         addresses above.

* Philosophy *

Appearance/Design       : A lot of effort was put into making things look
                         good.  After your killing spree is over, take the
                         time to look around.  Several levels have some
                         vantage points with grand vistas (or at least as
                         grand as the DOOM engine would allow).  If you
                         want to see how fast you can get done, fine.  Then
                         go back with the -nomonsters switch and just look.

                         Not everything has a purpose.  Some things are
                         just there for artistic or architectural interest.
                         We think that is one of the things that made the
                         original DOOM levels so good.

                         We used Episode One because we liked the sky better.
                         Of course, that means you have to hear the Episode
                         One music.  Put on a CD and turn up the SFX if you
                         don't want to hear the Episode One tunes again, but
                         the Level 3 music really fits well.

Traps                   : All levels were intentionally made so you should
                         not get trapped irreversably (though you may die
                         learning how to get out).  Please let us know if
                         you end up stuck in a place you wouldn't think
                         you'd fit.  We tried to be _real_ careful about
                         this.

Secret Areas            : You should not have to get into all secret areas
                         to complete a level.  Keys or switches to open
                         main path doors or areas should not be located in
                         secret areas.

                         All secret doors should be slightly different or
                         highlighted in a way that a casual stroll through
                         the area (as opposed to a 70MPH screaming streak)
                         should allow you to find them.  You should _not_
                         have to resort to pushing everything in sight.
                         However, if you miss Wolfenstein, go on and push.

                         Secret doors will not show up on the map.  Sorry,
                         but if we allowed that, we wouldn't need to make
                         them subtly different, and that wouldn't be as
                         much fun.  For either of us.  Sometimes you'll get
                         a computer map, and that will usually show the
                         areas.  But we'll hide that map in a secret area,
                         so you'll still have to use the little gray cells.

Monsters                : We prefer a few sneaky ones to a roomful that
                         makes you prefer a date with Godzilla.  This also
                         means that once you learn our levels, they become
                         easier to play.  Don't like that?  Go Nightmare.
                         That'll teach you.

                         Levels were all built for Ultraviolence (skill 4).
                         Then some of those bad & good things were changed
                         for the lower levels (2 & 3--level 1 is the same
                         as 2 except the goop doesn't hurt as bad).  Some
                         areas are differently populated (different
                         critters) and others are less densely populated
                         with the same critters.  Whatever seemed
                         appropriate.  Sometimes "easier" levels just get
                         more health and ammo, or guns are more readily
                         available.  Since the original design was for
                         UV, you'll probably get the best total feel for
                         what we built if you play at that level.  Of
                         course, you have to live that long...


* Copyright / Permissions *

Authors may NOT use this level as a base to build additional
levels.  Let us do that.  This is 6 levels anyway--a set.
Ideas are fair game, in the spirit of synergy.  I'll steal yours
if you'll steal mine...

You MAY distribute this WAD, provided you include this file, with
no modifications.  You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact (how about two free copies of the CD's.  Huh? Huh?).


* Where to get this WAD *

ftp.cdrom.com and mirrors.  See also ARGUS, which is a remake of
this set's E1M1 map for Doom2.