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Archive Maintainer      : -
Update to               : -
Advanced engine needed  : None / Made for Vanilla
Primary purpose         : Single player
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Title                   : URE2020: Unexpected Retro Experience
Filename                : URE2020.WAD + URE2020.DEH
Release date (Initial)  : 2020-12-29
Release date (Revised)  : 2021-04-13
Author                  : Zylinderkatze
Email Address           : [redacted]
Other Files By Author   : "Should've Stayed Home" (ISOLATION community
                         challenge, entry 48) as well as various partial
                         submissions of the individual maps of URE 2020.
Misc. Author Info       : Spends too much time on details xD

The Long Introduction   : It was 1995 and I was a teen. Also, I loved DOOM.
                         That goes without saying. But I like redundancy.

                         Level Editors, BSP builders and tools to replace
                         graphics in DOOM.WAD were all DOS based. So was
                         DOOM itself. Also, it only had three episodes.
                         There was no 3D preview of a map, you had to
                         build the nodes, start the game and check if all
                         textures were aligned the way you wanted them.
                         It was a simpler time. But not in a good way.

                         Nevertheless, the teenage version of me managed
                         to create a whole episode between the years 1995
                         and 1997, even created a title picture, replaced
                         the "menu skull", help screen.. the works.
                         However, the levels were never published. There
                         was always something to improve about them, it
                         seemed. Stage fright? Quite possibly.

                         Around came 2010, tools had improved, my love for
                         DOOM was unbroken and my determination to finally
                         finish the episode was stronger than ever.
                         Sadly, my PC wasn't stronger than ever- and died.
                         It took the maps and all the editing efforts of
                         2010 with it in the process. As well as all my
                         determination.

                         Now it's 2020, I'm a lot older, a little wiser-
                         and the tools are even cooler than in 2010.
                         Unfortunately, the levels were still lost.. or
                         so I thought.
                         But then I remembered that I had saved an early
                         beta copy of the maps to a 3.5" floppy disk in
                         1997.. which I actually managed to find in the
                         depths of my basement.. a 23 year old relic.
                         The disk was readable. There was no excuse left.

The Short Introduction  : Hey look, URE is done! About time, too. Let's go!

Description             : The WAD file accompanied by this readme file
                         contains the "heavily, yet sensibly" improved
                         maps from "199X" and also re-integrates all the
                         (reasonable) ideas that were lost in 2010.

                         The plan had always been to eventually replace
                         all three (or, I guess, four) episodes of DOOM
                         eventually- ideas were (and are) plentiful. But
                         first things (and episodes) first. And brackets.

The Story               : Are you really reading this? What's wrong with
                         you? Well okay. Story. Well.. you see, there's
                         monsters, right? Demons and such. Why are they
                         here? Probably some transdimensional gateway
                         stuff, I guess. This is DOOM after all.

                         More story? Sheesh. Alright.

                         The ominous Retcon Research Laboratories took
                         their self-attributed liberties "in service of
                         the betterment of mankind" a bit too far.

                         Of course: New, instantaneous modes of travel
                         and transportation sound like a great idea. Who
                         wouldn't like to abolish the need for fossil
                         fuels, waiting times and other inconveniences?

                         However, no predictions, projections or risk-
                         evaluation could've forseen what happened when
                         the first stable gateway connection was finally
                         established.. and no place on Earth could be
                         "secluded enough" to prevent the catastrophic
                         consequences.

                         Grab your gun, get on the tactical submarine
                         and head for the first mission objective!
                         (Read the mission descriptions at your own risk,
                         they kind of give the "story" away a bit)

                         E1M1: Oil Rig
                         A repurposed oil rig is extracting what seems
                         to be toxic sludge of some kind. From what you
                         were told, this is an integral ingredient to
                         power the gateway technology. Shut it down.

                         E1M2: Outpost
                         The harbor outpost is the only way to access the
                         canyon that leads further into the facilities of
                         the RRL. Grit your teeth and dig through.

                         E1M3: Command HQ
                         Living quarters for higher presonnel, a storage
                         area.. and rumored access to a working technical
                         translocator to reach the optional goal of
                         shutting down the transmitter? Eclectic.

                         E1M4: Arachnoid
                         Oh no.

                         E1M5: Spaceport (Military Facility)
                         "polish them rockets now and swallow those pills"
                         Some of these structures don't really look all
                         that man-made anymore. Something doesn't feel
                         right. Better hurry and find your way to the
                         next facility. Which your briefing just calls..

                         E1M6: Fuel Extraction
                         Experiments with short-range translocation
                         technology seem to use a secret, unclassified
                         fueling agent. The information passed to you has
                         more redactions than readable text. You have a
                         bad feeling about this.

                         E1M7: Habit Research
                         Apparently this is a facility "dedicated to the
                         observation and evaluation of the behaviour of
                         different species in a range of environments".
                         Hm. Vague. Better pack extra Shotgun ammo.

                         E1M8: The Gate
                         Finally. Looks like this is what you came here
                         for. Make your way to the gate at all cost. Take
                         no prisoners. Save your cells, though.

                         E1M9: Transmitter
                         So you found the technical translocator to the
                         Transmitter site. But what's this? This is not
                         the Transmitter..
                         Looks like you arrived some ways away from your
                         mission objective. It seems as though the
                         Transmitter is running at full power, draining
                         the bi-directional translocator pad that would've
                         been closer to it. But that's okay- you came here
                         to shut it down anyways.
                         Kill the transmission beam, find the translocator
                         pad out of here. There is no step three.

                         [End of Episode 1]

                         This WAD replaces:
                         E1M1 - E1M9
                         SKY1
                         A few graphics (Map Names, etc. but no textures)
                         Map names & Episode 1 Outro Text (Dehacked file)

Additional Credits to   : The members of the Doomworld forum that gave me
                         the added boost needed to keep going <3

Honorable Mentions      : Tam (for valuable moral and mental support from
(in order of appearance)  the very beginning- and her "metal AF" music WAD!
                         See "Music in this WAD" for more detail),
                         Rainne (for pointing me towards the Visplane
                         Explorer in Ultimate Doom Builder.. twice),
                         ketmar (not only for pitching k8vavoom!),
                         Senor500 (for kindness and positivity),
                         wrkq (for puns almost as terrible as my own- but
                         also technical support, sympathy and toothpaste),
                         InDOOMnesia (for ongoing patronage),
                         SuperCupcakeTactics (for early interest),
                         kknot5889, 666shooter and Arrowhead12 (for well-
                         wishing and offering to playtest),
                         Doomkid (for being Doomkid- and all it entails),
                         Steve D (for having my back about sound tunnels)
                         roboticmehdi2 (for some.. uh.. vanilla love? ^^),
                         Cubefleet (for calling this thing cool and
                         recognizing my "forklift game" being strong),
                         Horus (for interest in this AND my sanity),
                         Andromeda (for repeated positive remarks),
                         Snikle (for alluding to Mordeth :P),
                         Lila Feuer (for recognizing the inviting glow
                         of a totally inconspicuous door),
                         Rex_Rawhndo (for being stoked about the project
                         AND my mapping future),
                         Egg Boy (for loving.. classic shit like this),
                         Hellbent (for appreciating my "keeping it old-
                         school".. Hint: don't play E1M1 :D),
                         Vic Vos (for well meant and -received criticism
                         ..and appreciation of my miniature "screens"),
                         warman2012 (for holding back the Federal Doom
                         Inspection Board until I was done),
                         Deadwing (for creative insight and tips),
                         Loud Silence (for interest and pointing out when
                         I put the wrong link for one of the betas),
                         Final Verdict (for appreciation of 90s dust, the
                         potential of Oil Rigs and nostalgia- and for
                         being thoughtful and considerate in general),
                         Chip (for appreciating my persistence and voting
                         in favor of "Replax Forte". Maybe next time xD),
                         Armaetus (for admitting that I am VASTLY superior
                         because of my daily updates ^^),
                         bLUEbYTE (for prophetic foresight about this
                         episode.. and maybe even the ones to come!),
                         VGA (for inspiring imaptience and helpful tips),
                         UndeadRyker (for amazing and wholesome comments),
                         NightFright (for interest in the 199X version),
                         HQDefault (for being equally detail-obsessed),
                         Maghster (for suggesting a Doom II version~),
                         MajorRawne (for requesting YouTube playthroughs),
                         Adamast0r (for being part of the inspiration for
                         the 3.5" TITLEPIC I ended up making),
                         Deathclaw886 (for wanting to get their "claws" on
                         this.. I hope the wait was worth it :3),
                         Eris Falling, Lippeth, Pcorf and (again) Doomkid
                         (for being very helpful and supportive in my
                         quest to find appropriate MIDIs for this WAD)!

Honorable Mentions II   : So many new faces when I put the maps up for
(in order of appearance)  revision! I'm pleased to have met these fellow
                         Doomers that vastly propelled the revision
                         process..
                         P41R47 (for having "patiently" waited and then
                         proactively invited several potential testers),
                         Omniarch (for- upon being summoned- having
                         tested extensively; For kindness, as well as
                         creative criticism and pinpoint bug reports),
                         The_SloVinator (for a brief visit),
                         Not Jabba (for a slightly less brief visit with
                         some rather helpful pointers and tips),
                         Arrowhead12 (for a quick run through the first
                         few maps and appreciation of my "doomcute"ness),
                         sanicstudios (for calling E1M1 shit. In a good
                         way! :D),
                         revlis (for deja-vu on the first map),
                         ..and again, Lippeth, for jumping into the fray
                         and conjuring up a full set of custom music for
                         this WAD. His music is included with this set!
                         There is NO reason not to try it!

Music in this WAD       : This being the revised "2021 version" of URE2020
                         (the irony isn't lost on me), things changed!

                         As stated above, Lippeth finished his magic and
                         came up with a full replacement for all 9 maps
                         as well as the intro, intermission and victory
                         music. I think you can call him a hero. I do.
                         Find him here: <https://doommidis.com/?author=9>

                         Also! If you read the initial readme that came
                         with the "end of 2020" version, you might recall
                         that a friend of mine (who "usually" plays real
                         instruments, by hand, like a savage) offered
                         his help- and he is done as well!
                         Find him here: <https://amaury-bernier.com>

                         However- to not play any favorites, I will leave
                         the main WAD file as it was: No custom MIDI music
                         aside from "repurposed" music from the original
                         DOOM.WAD (composed by Robert "Bobby" Prince):

                         E1M1: The Imp's Song
                         E1M2: Suspense
                         E1M3: I Sawed the Demons
                         E1M4: Demons on the Prey
                         E1M5: On the Hunt
                         E1M6: Sinister
                         E1M7: Donna to the Rescue
                         E1M8: Nobody Told Me About id
                         E1M9: The Demons from Adrian's Pen

                         Also2, as hinted in the Honorable Mentions: Tam
                         (of Doomworld forum fame) has been busy hand-
                         crafting *actual* guitar music for this project
                         since all the way back in late July 2020.
                         Published as their own supplemental WAD (because
                         the files are quite big), you can find them here,
                         you advanced port person, you:
                         <https://www.mediafire.com/file/54r5gambcsmz22s>

                         TL;DR: URE WADs (published by me) will always
                         only have MIDI music, because of the Vanilla-
                         focussed nature of the project.
                         The tracks in the main WAD are repurposing the
                         original DOOM soundtrack to avoid using "random"
                         MIDIs from different sources.

                         Additionally, there are 2 MIDI packs included:
                         "URE2020L.WAD" with music by Lippeth
                         "URE2020A.WAD" with my friend Amo's music
                         Both authors permitted me to include them in
                         this set, so.. they should be here somewhere.

                         PLEASE ENJOY!
===========================================================================
* What is included *

New levels              : 9
Sounds                  : No
Music                   : Repurposed, existing DOOM tracks in URE2020.WAD
                         + Music by Nathan "Lippeth" Maxx in URE2020L.WAD
                         + Music by Amaury Bernier in URE2020A.WAD
Graphics                : Yes (SKY1, TITLEPIC, HELP1, M_SKULL1&2, MAP)
Dehacked Patch          : Yes (embedded in WAD, standalone as URE2020.DEH)
Demos                   : Yes (first demo, E1M7)
Other                   : "URE20DOS.EXE"  - compressed, DOS-specific files
                         -> URE2020.BAT  - batch file to start under DOS
                         -> DEHACKED.EXE - for batch file convenience
                         -> DEHACKED.INI - so the EXE doesn't complain
Other files required    : None besides "URE2020.DEH" (included)


* Play Information *

Game                    : Doom
Map #                   : E1M1 - E1M8 & E1M9
Single Player           : Designed for
Cooperative 2-4 Player  : Player starts only
Deathmatch 2-4 Player   : Player starts and weapons
Other game styles       : None
Difficulty Settings     : Yes (made for "HMP" but also balanced for "UV")


* Construction *

Base                    : E1M1 is "new from scratch", only taking the
                         original concept of an Oil Rig.
                         E1M2 is about 30% old map geometry from 199X,
                         the rest is new or edited beyond recognition.
                         E1M3 is about 80% the same as it was in 199X.
                         E1M4 has undergone heavy renewal and is about
                         60% new architecture following original ideas.
                         E1M5 keps most of the original layout but some
                         parts were streamlined and all parts were
                         "cosmetically enhanced" to (my) 2020 standards.
                         E1M6 is an all old skeleton with all new flesh;
                         About 70% are redone or refurbished.
                         E1M7 also underwent some mostly cosmetic fixes,
                         but those span the whole map, so about 50% of
                         the map are "new-ish".
                         E1M8 had a lot of "detailing" done, as well as
                         a completely new final duel area. About 40% of
                         the map are new or at least very retouched.
                         E1M9 is almost completely new- it had undergone
                         a plethora of changes in 2010 which were all
                         lost (see "Long Introduction") but most of the
                         ideas were so "good" that I recreated them with
                         2020 sensibilities and taste, if you can call
                         it that.
                         That said, the 199X version of the maps were
                         all "new from scratch" so the "TL;DR" would
                         be: All maps are 100% original content from
                         scratch.

Build Time              : 1000+ hours
Editor(s) used          : DEU 5.22GCC (in 199X), Ultimate Doom Builder
                         (in 2020), SLADE3, WhackEd4
Known Bugs              : If you regularly play maps in DOS Doom (or a port
                         that enforces the save file size limits), you're
                         likely already aware of this: Big maps (such as
                         these) will cause old (or "old-simulating") ports
                         to crash when saving. So.. uh.. don't save? :D
                         Also, as an ongoing theme, the maps barely avoid
                         exceeding the visplane and drawseg limits in
                         some areas. Tested with ChocolateRL, I didn't
                         find any glaring visual bugs anymore though.
                         If you find any problems, let me know!
May Not Run With        : Engines that weren't tested. Let me know.
Tested With             : Chocolate Doom (+RL), GZDoom, PrBoom+


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

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