===========================================================================
Archive Maintainer      : Please replace the previous version (path below)
Update to               : levels/doom2/Ports/v-z/works.zip
Advanced engine needed  : Boom compatible
Primary purpose         : Single+Coop play
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Title                   : The Sewage Works (release 16)
Filename                : WORKS.WAD
Release date            : 30 July 2014 (original: 3 March 2000)
Author                  : Christopher Bazley & John Tardrew
Email Address           : [email protected]
Other Files By Author   : RIENZI.WAD CASTLE3.WAD FISH.WAD IWEIRD.WAD
Misc. Author Info       : College students from Wimbledon. This map was
                         originally designed for deathmatch. Christopher
                         subsequently extended and retextured it, added
                         lighting effects, difficulty levels, some new
                         graphics, and published it on his web site. About
                         ten years later he dusted this map off again and
                         spent several months extensively revamping it.

Description             : A sewage works in your hometown has fallen prey
                         to the demons that invaded planet Earth. Having
                         been parachuted into the heart of the complex,
                         it is your job to clean up. There is a
                         disgusting odour in the air, and it isn't just
                         the smell of unprocessed sewage putrefying in
                         the sunshine.
                         If you beat the demonic invaders then you will
                         have to find your own way out. Local human
                         survivors say that the main entrance has been
                         barricaded or damaged; the old sewer tunnels are
                         perilous but may be your only alternative.

Additional Credits to   : Pascal vd Heiden (author of Doom Builder)
                         Anthony J. Burden & Simon Oke (authors of the
                         Doom Editor for Total Headcases)
                         Lee Noar (for the RISC OS port of DETH)
                         Eddie Edwards & R-Comp Interactive (for Acorn
                         Doom)
                         Justin Fletcher (for Acorn Doom+ and DoomGFX)
                         Alex Macfarlane Smith (for DoomWAD application)
                         Id Software for creating Doom II
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* What is included *

New levels              : 1
Sounds                  : No
Music                   : No
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : No
Other files required    : None


* Play Information *

Game                    : DOOM2
Map #                   : Map01
Single Player           : Designed for
Cooperative 2-4 Player  : Player starts only
Deathmatch 2-4 Player   : Designed for
Other game styles       : None
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch
Build Time              : An obscene, grotesque and incalculable length of
                         time.
Editor(s) used          : Doom Builder 2.1.2.1553
                         Deth v3.92 (RISC OS port v1.00)
                         DoomWAD v1.02
                         DoomGFX 1.02
                         DOOMFiler v1.09
                         Paint 1.84 (Acorn Computers)
                         Dazzle 1.11 (Silica Software)
Known Bugs              : I spent days (weeks?) redesigning this map to
                         make it compatible with vanilla Doom (no visplane
                         overflows etc.) before realising it is still
                         impossible to save games without overrunning an
                         internal buffer. That would be impossible to
                         solve without deleting half of the map. Another
                         reason to use a modern source port is that most
                         fix a bug where monsters get stuck in doorways
                         (and there are a lot of doorways in this map).
                         This level makes extensive use of linedefs with
                         the 'block sounds' flag set. Sound is supposed to
                         travel across one such linedef but not a second.
                         However, a bug in Acorn Doom+ means that sounds
                         travel no further than the first such linedef.
                         That prevents enemies in more distant sectors
                         from being alerted to the player's presence.
                         The map should still be possible to complete.
May Not Run With        : Vanilla Doom (see 'known bugs')
                         Chocolate Doom 1.7.0
Tested With             : Acorn Doom+ 2.03 (Eddie Edwards/Justin Fletcher)
                         Doom For ARM 1.11 (Jeffrey Doggett)
                         ZDoom 2.7.1


* Copyright / Permissions *

Authors may NOT use the contents of this file as a base for
modification or reuse.  Permissions have been obtained from original
authors for any of their resources modified or included in this file.

You MAY distribute this file, provided you include this text file, with
no modifications.  You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact.  I have received permission from the original authors of any
modified or included content in this file to allow further distribution.


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

The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors
Web sites: http://www.kingfishercorner.eu/
FTP sites: