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Uploaded by             : Graham Burgess (gkburgess-at_compuserve_dot-com)
Update to               : None, but based on nj_castl.wad (much enlarged)
Advanced engine needed  : None
Primary purpose         : Single play
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Title                   : Maxcastl: The Most Massive Wad
Filename                : maxcastl.wad
Release date            : Oct-1995
Author                  : Max Thrott (based on Nigel Rowand's work)
Email Address           : [email protected]
Other Files By Author   :
Misc. Author Info       :

Description             : Inspired by NJ_CASTL.WAD, much of the integrity of
                         the original level has been maintained, except that
                         it is HUGE. I opened up many of the void spaces on
                         the map to make passages and secret rooms. ...
                         There are many ways to approach certain areas, and
                         the action inside the castle is very much
                         determined by the way a player behaves while on the
                         outside. Monsters my appear in one area the first
                         time you play and may not show at all in the same
                         area the second or third time through.
                         (see the original for more comments)

Additional Credits to   : Andrue Carr (Play Tester), Jimmy Warren (Play
                         Tester), Ice Cube (who designed Icefort.wad - one
                         incredible level - and who inspired me to try my
                         hand at wad building.
                         And Nigel "Enjay" Rowand for NJ_CASTL.WAD.

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* What is included *

New levels              : 1
Sounds                  : No
Music                   : No
Graphics                : No
Dehacked/BEX Patch      : No
Demos                   : Yes (in zip but not in wad; more than an hour
                         long, a UV near-Max in Ultimate Doom format)
Other                   : No
Other files required    : None


* Play Information *

Game                    : DOOM
Map #                   : E1M3
Single Player           : Designed for
Cooperative 2-4 Player  : Yes (but no extra monsters or items)
Deathmatch 2-4 Player   : Player starts only (far too big)
Other game styles       : No
Difficulty Settings     : Yes


* Construction *

Base                    : nj_castl.wad by Nigel "Enjay" Rowand
Build Time              :
Editor(s) used          :
Known Bugs              : In Doom.exe, there are problems with the
                         savegame buffer and the vissprites limit on UV.
May Not Run With...     :


* Copyright / Permissions *

Authors MAY use the contents of this file as a base for modification or
reuse as long as they give credit where credit is due.

You MAY distribute this file, provided you include this text file.


* Where to get the file that this text file describes *

The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Web sites:
FTP sites:

===========================================================================
The author's original text-file follows:
===========================================================================


-> E1 M3 <-                       MAXCASTL
                          - The Most Massive Wad -
                          ~~~~~~~~~~~~~~~~~~~~~~~~
          To play Maxcastl, dump all the files to your doom dir and
          type:  MAX (Skill #).   ex. Max 4  - for Ultraviiolence.
                                          ~~~~~~
          To play the LMP, (demo file) type: PLAYMAX

          (Reveals some of the secrets and some valuable stratgies for
           survival in ultraviolence mode)

             Inspired by NJ_CASTL.WAD, much of the integrety of the
         original level has been maintained, except that it is HUGE.
         I opened up many of the void spaces on the map to make pas-
         sages and secret rooms.   Spent months fighting  Vis-Plane
         Overflow, (To all Wad Builders: Yes it can be beaten.  You
         may not end up with the views that you would like, but if
         you have a level that you think is worth saving delete some
         objects, and move a few walls or simplify.   You should be
         able  to overcome the problem.) -Wanted to build alot more-
         Had plans for a dungeon, and wanted to make the "town" more
         detailed, but the node-builder couldn't handle one more ver-
         tice, and even krapped out when I tried to merge two vertices
         and when I tried to delete a sector. Such are the limitaions
         that we must work under. Therefore I have decided to put my
         plans to use in two other levels -currently in production-
         to make a trilogy, of which this level is the third chapter.

            Endevouring to make this level as entertaining as possible,
         I worked on keeping the action up while putting in "safe"
         places that were easy to get to where a player can catch their
         breath and stock up on health and ammo (there's plenty) and that
         inter-connect through leaps or back doors. There are many ways
         to approach certain areas, and the action inside tha castle is
         very much determined by the way a player behaves while on the
         outside, monsters my appear in one area the first time you play
         and may not show at all in the same area the second or third time
         through. If you want to survive this level, you have got to get
         used to running and strafing (if you haven't allready) it's very
         tough in the begining, and in the town. There are secrets behind
         most of the candles, and most secrets lead to other secret areas
         that are filled with health and ammo, and are good "safe" vantage
         points. -I've made it so that monsters cannot enter these areas.
         But be carefull,  they can still fire in through open doors and
         windows.

  ->        I've implemented all difficulty levels, and the easy mode is
         really easy because I wanted players to be able to explore, and
         get a feel for the place before moving to higher difficulty levels.
  ->     And there are 4 deathmatch starts, but this level is far too big
         for deathmatch play.  It will run choppy at first in higher dif-
         ficulty levels, untill you've killed off a few monsters. You may
         need a pentium system to play in ultra-violence mode, so I've tried
         to make the easier modes just as entertaining. One other problem
         encountered is dissappearing monsters in ultra-violence mode.
         (Too many sprites to display)  This problem cannot be avoided.

  ->                             - WARNING! -
  ->     THIS LEVEL IS TOO BIG TO SAVE!  If you try to save, the game will
         crash. Honnors to the guys at id, but this particular problem I
         am very dissapionted by.

         This author was lucky enough to have two play testers who dropped
         by almost daily to give it a try and add comments and suggestions,
         and who, without their effort, I may not have noticed many problems
         in game play that needed rectifying. No one survives the town.. at
         least in ultra-violent mode, although I know that it is emminently
         playable. There is health ammo and armor in all the buildings.
         (Clear out all the buildings first, before going for the blue key)

   ->    Much Thanks To  Andrue Carr  - Play Tester
                         ~~~~~~~~~~~
                         Jimmy Warren - Play Tester
                         ~~~~~~~~~~~~

                                  AND

                               Ice Cube
                               ~~~~~~~~
              Who Designed Icefort.wad - One Incredible Level
              and who inspired me to try my hand at wad building.

              And whoever designed NJ_CASTL.WAD.
              The author ommited his name or handle in the
              accompanying text file.

                      - Comments/Suggestions Welcome -
                      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
              Internet:   [email protected]
              Fidonet: Max Thrott  1:331/201
              SL_Net:  Max Thrott  250:505/1294
              Isgnet: ~0A Max Thrott  91:5/201
                                    - or -
                   OVER BOARD BBS: Max Thrott (508) 693 6279

   ->     Authors may use this level as a basis for a new wad file.
          (GOOD LUCK) - as long as they give credit where credit is due.
          (No one has a copyright on spatial relationships) - nuff said.
          ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                              - Max Thrott -
                                  -:|:-