================================================================
Title                   : Earth
Filename                : EarthZD.wad
Author                  : Roger Ritenour
Emale Address           : [email protected]

Description             : Ten level episode for the game engine,
                         ZDOOM. This episode fully accomodates
                         ZDoom's enhancements of free-look, jumping
                         and the Boom/ZDoom enhanced set of line
                         specials. It also has areas of complexity
                         and grandeur of archetecture and settings
                         not previously possible under DoomII.
                         EarthZD also has a custom sky specifically
                         designed for ZDoom. It is based upon the
                         Earth.wad episode for DoomII by the same
                         author.

       Story Line      : You arrive home in Earth's planetary
                         system exhausted from enduring vicious
                         combat that started on Phobos and led to the
                         Gates of Hell. You are on your way to sun,
                         surf, and fishing for a spell of well
                         earned vacation. However, upon arrival in
                         low Earth orbit, you learn the terrible
                         truth--Earth is not free. You study your
                         options and decide to insert upon a remote
                         and rocky coastline.
                       Levels:
                         The Ruins (MAP01): You stand at your point
                               of arrival, facing out to sea with
                               rolling breakers splasing on the rocks.
                               This looks like it should have been
                               your vacation site. But behind you
                               are the ruins of civilization,
                               haunted with alien hellspawn...
                         The Tomb (MAP02): To have hope of
                               freeing the world, you must take
                               back the one place the enemy
                               considers special. It is located
                               under the great pyramid...
                         Mines of Moria (MAP03): Like its
                               Lord of the Rings namesake, it
                               is crawling with evil things...
                         The Chasm (MAP04): The enemy is
                               bivouacked in rugged coastal
                               terrain. You mission is to clear
                               them out...
                         Strategic Defense Command (MAP05): A
                               deep underground command and
                               control center, one of the last
                               great hopes for mankind in
                               repelling the alien invasion.
                               However, it seems to be off line,
                               You need to find out why...
                         Observation Station (MAP06): This place
                               has seen some action before it
                               fell to the enemy. Beware!...
                         The Emerald Tower (MAP07): The Enemy
                               has established a command post in
                               a giant ornate emerald green tower.
                               Your mission is to disrupt their
                               communications by taking it back...
                         Ammo Pit (MAP08): This is the domain of
                               the arch-vile. Trick him
                               into helping you...
                         Islands (MAP09): You arrive on an rocky
                               island in a rugged fjord. Out to
                               sea and somewhat up the coast is
                               another, larger island that you
                               must somehow reach...
                         The Hill (MAP10): You must capture a
                               heavily defended fortress on a hill...

       Combat          : These levels contain a wide variety of
                         combat situations requiring different
                         strategies. To win these levels,
                         especially at the more difficult skill
                         settings, requires thinking in terms of
                         fields of fire, planning your cover,
                         looking out for your flanks and
                         backside, and keeping open  your lines
                         of retreat. Most of the monster
                         placement is randomized so that their
                         location and response are different each
                         time these levels are played. Hence, you
                         will be unable to count on finding
                         specific monsters at specific locations.
                         (And there will not be many opportunities
                         for blasting monsters in their sleep.)
                         The monsters occasionally show sneaky
                         behavior due to features in the level
                         designs.
       Setting:          This episode is set on a rocky coastline.
                         with spectacular outdoor views. These
                         include high vistas and overlooks, live
                         surf crashing onto the rocks, scenic
                         elevator rides on the outside of tall
                         buildings, spectacular bridges and a
                         spectacular hilltop fortress new to
                         EarthZD.
       General:          Secrets generally have some clue that
                         the thoughtful and observant player can
                         spot. These levels are designed to be
                         winnable at the easier skill settings
                         without finding the secrets, but to win
                         the more difficult settings requires
                         locating most of the secrets.  There are
                         no totally hidden hazards or traps;
                         there will always be some visual
                         or audio cue to warn of there presence.
                         Some of the pools and slime pits have
                         depth, ie, you will sink into them,
                         sometimes up to your eyeballs.
                         Remember, though, this is ZDoom with
                         free-look and jumping that plays more
                         like Quake than the original Doom.
                         Objects like trees, barrels, etc., are
                         not infinitely tall and the player can
                         jump up onto objects as tall as 56 units;
                         this will be an important factor in
                         navigating some places and finding some
                         secrets. One final note; cliff edges at
                         most of the high vistas are lethal to fall
                         off of (one cannot expect to survive a fall
                         of several hundred feet in real life).

Directions for running  : EarthZD is a patch wad and is run with
                         ZDoom using an IWAD file. The IWAD file
                         can be DoomII, Plutonia, or TNT. Unzip
                         EarthZD.zip and place EarthZD.wad into
                         a directory of your choice. To start
                         ZDoom (from the directory you have ZDoom
                         in), enter on the command line of the
                         MS-DOS prompt something like:

  zdoom -iwad c:\doom2\doom2.wad -width 800 -height 600 -file <path>earthzd.wad

                         If you run this with Plutonia or TNT,
                         the -iwad part of the command would be
                         appropriately modified with the iwad's
                         filename and path. The <path> in the -file
                         parameter is the location where you placed
                         EarthZD.wad. The -width and -height
                         parameters set your screen resolution.
                         In the example given, the resolution is
                         800 x 600, which produces a relatively
                         crisp level of detail. On a Pentium 200
                         MHz MMX CPU, this produced a satisfactory
                         frame rate. Newer, faster CPUs may use
                         even higher resolutions. On a 133 MHz
                         Pentium, 640 x 400 is recommended. Older
                         machines should use the standard Doom
                         320 x 200. Note on delays in loading:
                         wads with tall sky textures sometimes
                         require extra time for loading. If
                         the startup screen for ZDoom appears to
                         lock up, give it at least 30 seconds for
                         the loading process to complete.

Additional Credits      : Olivier Montanuy, author of WINTEX.
                         I borrowed his grandfather clock and
                         television, though they have been
                         enhanced. Stephen's DOOM
                         Music v. 1.5 for some of the music
                         selections. Doom version 1.2 for some
                         additional music selections. Anton
                         Baranov (AN_MUSIC.WAD) for other music
                         selections.

* Play Information *

Episode and Level #     : Map01-Map10 for ZDoom,
                         (tested under v1.17b)
Single Player           : Yes
Cooperative Player      : Yes (untested)
Deathmatch              : Yes (untested)
Difficulty Settings     : Yes, full range, all settings are
                         somewhat more difficult than standard
                         Doom settings.
New Sounds              : No
New Graphics            : Yes, a new non-repeating, vertically
                         retilable sky to support some spectacular
                         vistas plus a lot of new wall textures.
                         Special graphics to implement special
                         effects such as the animated surf.
                         The graphics in this pwad are designed
                         to complement and enhance rather than to
                         replace the standard Doom graphics.
New Music               : Yes, a mixture of new music, existing,
                         and a few pieces from doom1 as judged
                         appropriate for the mood of the level.

*Construction *

Base                    : Much enhanced version of the episode,
                         Earth.wad by the same author.
Editors/Tools used:

       WAD Builders:     Wintex/Deutex, O. Montanuy
                         Patcher, Jim Flynn
                       (Wintex used in original Earth.wad,
                       Patcher used in ZDOOM upgrades)

       Level Editors:    WinDEU32 5.23, R. Paquay, R Quinet, B. Wyber
                         DETH 4.16b, J. Burden, S. Oke plus
                               other contributors
                         Waded, M. Ayres
                       (Multiple level editors used throughout
                       history of development)

       Node Builders:    BSP 1.2, Colin Reed
                         Nbld 1.0, Jim Flynn
                         WARM11, Robert Fenske
                         RMB, Jens Hykkelbjerg (reject map builder)
                       (Multiple node builders used in development,
                       In the final version, 9 maps are compiled
                       under Nbld, with one under BSP (that would
                       not compile correctly under Nbld.))

       Graphics Tools    Corel Photopaint 6 and 8
                         CorelDraw 6

Known Bugs              : Monsters sticking together, an occasional
                         ZDOOM problem when a floating monster
                         descends on top of a another monster,
                         typically occuring at locations where
                         floating monsters must descent to pass
                         through doorway to pursue the player.
                         Monsters remain stuck until the player
                         kills one of them. The remaining monster
                         goes free.


* Copyright / Permissions *

You MAY use these levels as a base to build additional levels
You MAY modify these levels provided that you give proper credit
to the originator, whether it is me or someone I borrowed from.
If you do, please drop me a line, I would like to see what you
come up with. You MAY distribute this WAD in any electronic
format provided you include this information file unmodified.