Title                   : DOOM: A Megawad in Two Weeks
Filename                : Megaw2.zip
Date                    : 22|03|07 (day, month, year).
Author                  : Various, in no particular order: Bloodskull, Torn
                         Vegeta, Farhaven, Lupinx-Kassman, Cadman, Icarus,
                         Janitor, Lizard-Commando, Shtbag667, Johnatone.
Email Address           : [email protected] (Vegeta's address)
Misc. Author Info       : We all love DOOM, that's all what you need to know.
Description             : The idea behind this was to create a classic DOOM
                         Megawad in two weeks. You can follow the development of the project
                         at this thread in the doomworld.com forums
                         http://www.doomworld.com/vb/showthread.php?s=&threadid=39487

                         As calling the project DOOM 3 should be way too
                         ambitous, we droped the idea, but the mod follows
                         the plot right where Final DOOM lefts out. There are
                         multiple references and alusion to elements from other
                         chapters in the DOOM series, I'll send a special prize
                         to the first who sends me a list of them all.

                         In case you like to add some background before playing
                         you can read the plot right here (I put it now so you
                         don't get tired before reading it).

                         But before that I want to advise you that jumping is
                         not allowed.

-------------------The Story so far-----------------------------------------
Prelude:
The invasion to the lunar bases of Mars, and to Earth itself divided the UAC
in two, the ones who wanted to cancel the teleportation experiments, and
these, who because of their giant potential thought that the tests were
needed to be hold, yet with extreme caution. After debates, the second
position emerged victorious. The UAC installed its labs, this time in Jupiter,
one of the farthest bases from Earth, under a high military vigilance.
The massacre caused by the attack of the gigantic biomecanomagical ship
showcased that the project had to be cancelled definitely. Almost in an
unanimity way, the decision to start the programmed Plutonia Experiment was
taken.
With the quantum accelerator the different gates to hell were detected and
sealed. The almost catastrophic incident on Congo was kept as a secret.

When you killed the Gate Keeper in the devil hive, the last gateway of hell
was closed. After endless nightmares you finally could rest. But that peace
didn't last long.

Today:
You were assigned as security chief in the Teitenga Complex located at the
Moon. A few hours ago a magnetic signal was detected in the radar; the
source was identified inside a crater close to the installations. The
explorer team was send, guarded by a squad of marines you selected. After the
initial tests, they found a "hidden-doorway", with inscriptions of an ancient
civilization. You ordered extreme caution, but once the explorers started to
open it, all communications collapse including the communications with Earth.
The gate has been open revealing hell in it's most crude form. A wave of fire
burned all the men there, and demons start spawning all over the complex
butchering everyone in the base. You get to the hangar and deactivate the
landing pads. At the other side of the corner you hear demon growls, gun
fires, and the dying scream of the two marines that scouted you.
Now there's only one thing to do.

----------------------------------------------------------------------------


Files included          : Megaw2.txt - this file.
                         Megaw2.wad - the mod


Credits:

-Vegeta: Text file, plot, project leader, monster sprites, in game pictures
(titlepic, credits,and the rest of these), little touches to two of the skies
part of the compilation work, minor touches to the MAPINFO.
Maps: 01 02 03 04 05 06 08 11.  Touches to maps 07 09 12 13 14 16.
-Bloodskull: Map 13
-Torn: Map 15
-Lupinx-Kassman: Map 16
-Lizard-Commando: Map 12
-Cadman: Map 10 (he wants to notice that it's an old map, he doesn't map like
this anymore, yet I think it's a nice map).
-Icarus: Maps: 07 09
-Johnatone: Map 14
-Janitor: MAPINFO
-Farhaven: DECORATE code, extra sprite for one of the bosses. Compilation work.
-SHTBAG667: Some fixes in the DECORATE code, the projectile sprite of one of the
bosses.

Aditional Credits       : id Software, Edmundo Bordeu for the wonderful artwork
                         at the end of the mod, Sarge Baldy for the texture
                         patch (it allows to use DOOM textures in DOOM 2).
                         I added three new skies to it. Enjay for the hell
                         sky, the graphic was extracted from enjayd2.wad, you
                         can find it in the archives or Maximum DOOM.
                         The author of the level editors and lump tools we used
                         Jasc Software for Paint shop Pro. Midway for two sounds
                         we used with one of the bosses.
                         Rick Clark for his Power Core prefab used in map16.
                         The textfile for the prefab has been appended to the
                         bottom of this textfile.

Special thanks to       : Everyone who followed the thread, and specialy to
                         all these who tried to build a map but couldn't finish
                         on time.  All who try this out, and still play DOOM.
                          I really hope you enjoy this.

Gameplay notes          : The mod is designed for classic DOOM gameplay
                         so while it requires the latest version of Zdoom or
                         GZdoom (because of the codes), jumping is not
                         allowed.  I recomend to disable the the free look
                         too, and not to strech the skies.
                         The first maps were designed by me (Vegeta), with
                         the exception of map07.  I positioned them there
                         because they're short and easy, and have the same
                         style of design.
                         Some may find them a bit bland or underdetailed,
                         I hope not, but if so, I want to note that advanced
                         maps have higher detail.  Still please give a try
                         to play the megawad from scratch, it wont take too
                         much time to beat the first maps.  You may find them easy,
                         well I wanted to involve you and get your attention to
                         complete the whole megawad.

Source port notes        : The maps only use classic DOOM features with the
                          exception of the boss arenas where pillars lower
                          when the bosses die.
                          Still some of my maps are kinda old and were
                          designed with Zeth, an utility that adds Zdoom's
                          unique stuff to the map no matter what lines or
                          sectors types it uses, so with the exception of
                          these maps (and boss arenas) all maps can be
                          played with any limit removing port.
================================================================
* Play Information *

Game                    : DOOM 2
Levels #                : MAP01 - MAP16
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Yes
Difficulty Settings     : Yes (in some maps, yet you'll be fine on UV)
New Sounds              : Yes
New Graphics            : Yes
New Music               : Two new themes, and many musics from DOOM
Demos Replaced          : No
Source port required    : Latest version of Zdoom or Gzdoom
Playtested with         : I don't know the others, personaly I used Gzdoom. If
                         for some reason you can't play this with Zdoom, try
                         Gzdoom and you'll be alright.

* Construction *

Base                    : New maps from scratch, many of them were old maps
                         polished out (still all from scratch, and none of
                         them was uploaded yet).

Build time              : Two weeks for mapping, four days for compilation
                         works and what not.  This doesn't count the time
                         used the fist time with the maps that now where
                         recycled o polished.

Editor(s) used          : Many

Known Bugs              : -Some minor misalignments
                         -There's a little problem with the first boss, but
                         nothing serious.

* Copyright / Permissions *

Authors MAY NOT use the maps to build other projects, but MAY use the monsters
and other stuff as far as you give the proper credit.

You MAY distribute the stuff inside the zip, provided you include this file
with no modifications.

* Where to get this WAD *

If you are reading this is because you know the answer.

-- Text file for Power Core prefab used in MAP16 --

================================================================
Prefab                  : Power Core
Filenames               : pwrcore.wad

Author                  : Rick Clark
Email Address           : [email protected]
Homepage                : http://www.flash.net/~rickdale

Description             : This is a power core.

Additional Credits to   : id and TeamTNT

================================================================
* Information *

Engine                  : Boom
Base Wad                : doom2.wad
Sector Count            : 9
Linedef Count           : 52
Thing Count             : 0
New Textures Added      : No
New Flats Added         : No
New Sprites Added       : No

================================================================
* Copyright / Permissions *

Please include this text file when using this prefab.