===========================================================================
Advanced engine needed  : Boom
                 (Strong limit removing support and ZDoom's extended node
                 format are required for a couple of these maps).
Primary purpose         : Single + coop play
===========================================================================
Title                   : Counterattack
Filename                : mek-catk.wad
                         ca_wsbar.wad (widescreen statusbar gfx)
Release date            : February 12th, 2017
Author                  : Brett "Mechadon" Harrell
Email Address           : [redacted]
Other Files By Author   : A bunch of junk
                         (see: http://mekworx.the-powerhouse.net/design/)
Misc. Author Info       : Lazytron

Description             : Counterattack is a 7-map mini episode for
                         Doom II.  Each map was designed to be played from
                         pistol-start; continuous play is fine but will
                         make the play through much easier.  This map set
                         originally started out as a single map
                         contribution to the Vinesauce map contest held
                         in 2016 by Joel "Vargskelethor".  The map in
                         question (MAP02) was started on in early
                         September, and finished on September 9th.
                         Afterwards, I officially started the project
                         on October 10th (shortly after finishing MAP04).

                         My goal with this project was to exercise with
                         the Doom II texture assets, and to create some
                         maps for practice.  All maps use stock Doom II
                         textures (aside from skies and minor extras).
                         The maps are medium-to-large in size and have
                         many different paths that you can take.
                         Replayability was a design goal I tried to aim
                         for.  Difficulty is somewhat middling, but should
                         ramp up a bit towards the end.

                         There is no way to exit to MAP31, so you will
                         have to warp to it in order to play it.  There
                         is a secret exit in MAP31 that leads to MAP32,
                         so have fun hunting for it!

                         Note that MAP06 and MAP30 are not meant to be
                         a part of the main campaign.  MAP06 is for
                         story purposes for ports that can't display
                         the ending text.  MAP30 is there as a way to
                         keep the game from [potentially] crashing
                         because I replaced some of the IoS things in
                         the DEHACKED (its also a dumb in-joke).

                         Also note that you shouldn't use jumping or
                         crouching in these maps.  It has been disabled
                         in ZDoom, but some ports will still allow it.
                         If you do use jumping or crouching, you may
                         break the maps.  Mouselook is ok but it may
                         make certain secret triggers easier than
                         intended.

                         Note for PrBoom+ users: Use complevel 9

Story                   : "The Earth burns.  Humanity's only hope of
                         salvation, the Flux Gate, is in the hands of
                         the unfathomable hellish hordes.

                         Off-world, the UAC spot the source of the
                         demon's immense power; a massive gate of fire in
                         a dark corner of the universe which has ripped a
                         hole in space-time.  Gargantuan levels of energy
                         are detected.  It seems a nearby pulsar is
                         powering the festering demonic gate.

                         A plan is devised.  The only way to put an end
                         to the eternal demonic war is to go to the
                         source.  The UAC has chosen you to travel back
                         to Earth and reclaim the Flux Gate."
===========================================================================
Texture Credits         : Mechadon

                         Sky textures for MAP01, MAP02, MAP03, and MAP4
                         were composed of various stock images that I do
                         not have credits or sources for.

                         Both sky textures for MAP05 were edited from
                         stock space images from NASA.

                         MAP32 textures come from the game "The Adventures
                         of MicroMan, Adventure 1: Crazy Computers" by
                         Brian Goble.  I ripped and edited them to work
                         in Doom.

                         COOP sign is an edit of the Doom exit sign.

                         Vargskelethor Vinesauce mushroom texture is by
                         Joel (with slight edits by me to get it to
                         look decent in the Doom palette).


Sprite Credits          : Gate Master Sprites
                           id Software
                           3DRealms
                           Jimmy91
                           Jimmy

                         Skull Turret Sprites
                           id Software
                           Mechadon

                         Bubble Ship Sprites
                           Brian Goble
                           Mechadon


Graphic Credits         : Mechadon

                         id Software

                         TITLEPIC city skyline comes from the game "Last
                         Resort" by SNK.

                         CWILV and M_DOOM font comes from a font set
                         called "Dragon" and comes from this link
                         (with no credit given):
               http://bmf.php5.cz/bmf03.php?filename=dragon.bmf&t=DRAGON

                         MAP32 CWILV comes from "The Adventures of
                         Microman" by Brain Goble.


Music Credits           : MAP01 - "Central Command"
                           (Deadwing, from Moonblood Midi Pack)

                         MAP02 - "Lands_17.mid"
                           (Frank Klepacki, from Lands of Lore)

                         MAP03 - "D_STLKS2.mid"
                           (Marc Pullen, from Crucified Dreams)

                         MAP04 - "Fight the Logic If You Can"
                           (Chris Laverdure, from Alien Vendetta)

                         MAP05 - "Kar2explor.mid"
                           (Eric Brosius & Terri Brosius,
                           from Terra Nova: Strike Force Centauri)

                         MAP06 - Intermission music - "D_MAP99.mid"
                           (Marc Pullen, from Crucified Dreams)

                         MAP30 - "CHARMENU.mid"
                           (Dan Kehler & Victor Crews, from The Realm)

                         MAP31 - "Field Wandering"
                           (Psychedelic Eyeball, from the Max Project)

                         MAP32 - "Micromidi"
                           (Original track by John "Cotichelli" Ames, from
                           The Adventures of MicroMan.  Recomposed to midi
                           by James "Jimmy" Paddock)

                         Title music - "D_MAP98.mid"
                           (Nicklas Linnes, from Crucified Dreams)

                         Intermission music - "D_MAP99.mid"
                           (Marc Pullen, from Crucified Dreams)

                         Castcall music - "D_MAP99.mid"
                           (Marc Pullen, from Crucified Dreams)


Sound Credits           : id Software

                         Monolith Productions

                         Brian Goble


Testers/Demo Recorders  : 00_Zombie_00

                         Cage

                         dew

                         Fonze

                         JCD

                         Killer5

                         leodoom85

                         Memfis

                         rdwpa

                         tourniquet

                         Vargskelethor

                         Veinen

                         WH-Wilou84

                         Xenaero


Special Thanks          : Joel "Vargskelethor" for doing the Vinesauce Doom
                         mapping contest which spawned this project!  And
                         for making me laugh my ass off for the past couple
                         of years :D

                         Jimmy91 for surprising me with a recomposed music
                         track of The Adventures of MicroMan!  Thanks a ton
                         man, it really made me smile :D

                         Fonze for his early testing and feedback.

                         dew for using his expertise to give me some
                         excellent feedback and demos to help me out.

                         Wildweasel for the tip on how to make the
                         statusbar wide-screen friendly.

                         floatRand for spotting a really terrible bug in
                         MAP01 (resulting in me making a quick fix).

                         Everyone at Doomworld and ZDoom who recorded demos,
                         videos, and streamed the beta and gave me feedback.

                         All of the fine folks in the Doom community who
                         help keep the game alive and keep me entertained
                         and inspired!


Author Note             : Anything made by me in this project (aside from
                         the maps) is free for use in any way you see fit.
                         If you have any questions, just send me an email.
                         If you do use something that I made in a project,
                         lemme know!  And please give credit if you can
                         remember.  Thanks!
===========================================================================
* What is included *

New levels              : 9
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes (included inside wad)
Demos                   : No
Other                   : ca_wsbar.wad (widescreen statusbar gfx)
Other files required    : None


* Play Information *

Game                    : Doom 2
Map #                   : MAP01-MAP06, MAP30-MAP32
Single Player           : Designed for
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Player starts only; untested
Other game styles       : None
Difficulty Settings     : Yes


* Construction *

Base                    : From scratch
Build Time              : 6 months
Editor(s) used          : GZDoom Builder, SLADE, GIMP, WhackEd4, Notepad++,
                         Sid2Mid
Known Bugs              : In MAP01, the Red Keycard crusher section doesn't
                         time properly in ZDoom because of some difference
                         with voodoo doll scrollers.  It doesn't break the
                         sequence, it just makes it possible to get stuck
                         under one of them if your not careful.  Sorry I
                         couldn't figure out a way to fix this :(

                         In MAP04, at the Yellow Skull fight, a large
                         section of the floor lowers into some steps.
                         Monsters like to get stuck on the edges and
                         I don't know of a good way to get around this.
                         So use it to your advantage I guess.

                         The final boss's death & sight sounds don't
                         play at full volume (this is fixed in ZDoom).

                         Multi-part lifts are used in numerous places
                         throughout all of the maps.  I have tried to
                         mitigate the possibility of them breaking as
                         much as possible.  But a busted lift is
                         still something that may happen.

                         The wide-screen statusbar graphic replacement
                         currently doesn't look right in Zandronum 2.1.2,
                         Odamex, and Doom Retro (and maybe others).

                         Some of the later maps may cause lag in certain
                         ports and/or on certain machines.

                         There are probably lots of little slimetrails
                         in many of the maps.  Don't worry, they won't
                         hurt you.
May Not Run With        : Non-Boom compatible ports and/or ports that
                         can't run maps with ZDoom's extended node format.

                         Gameplay altering mods may encounter conflicts
                         from the DEHACKED and DECORATE.  So run them at
                         your own risk.
Tested With             : PrBoom+, ZDoom, GZDoom, and Eternity


* Copyright / Permissions *

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Attribution-NonCommercial-ShareAlike 4.0 International License. To view a
copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/

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and remix, transform, and build upon the material. If you do so, you must
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material, you must distribute your contributions under the same license as
the original.

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

The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors
Web sites: http://mekworx.the-powerhouse.net/