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System Administrator: This is a re-release of Earth.wad. The
original release has disappeared off the ftp.cdrom.com site and
at least several of the mirror sites that I checked. It appears
that there has been some confusion with a June 1998 release of a
PWAD called Earth1, which appears to have accidently replaced my
older release. Please restore my PWAD, Earth.wad (without
deleting what is now Earth1.zip). The original release was in
mid-1997 under Earth.zip, or possibly earth1.zip, and I have had
some recent inquires about it (which is what prompted me to
discover it was missing).

Roger Ritenour







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

Description             : Ten level episode replacement for first
                         episode of Hell on Earth.

       Story Line      : You arrive on earth to find it subverted
                         by savage aliens. Your point of arrival
                         is a rocky coastline with rolling surf:
                       Levels:
                         The Ruins (MAP01): You stand facing out
                               to sea with rolling breakers
                               splasing on the rocks. Behind you
                               are the ruins of civilization,
                               haunted with alien hellspawn. Seek
                               the Sword of Damocles...
                         The Tomb (MAP02): To have hope of
                               freeing the world, you must take
                               back the one place the enemy
                               considers special...
                         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): Your mission
                               is to capture the Emerald Tower.
                               Short, sweet, and relatively
                               easy!?!...
                         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 hill.  Then home
                               at last! You arrive in your
                               comfortable penthouse suite where
                               you end the episode...

       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, looking out for your
                         flanks and backside, and keeping open
                         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.
                         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, and a spectacular bridge
                         crossing the canyon in THE CHASM level.
       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.
                         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).

Additional Credits      : Olivier Montanuy, author of WINTEX.
                         I borrowed his grandfather clock and
                         television, though they have been
                         enhanced. Check them out, you will
                         find them in THE HILL. 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 of Doom II
Single Player           : Yes
Cooperative Player      : Yes (untested)
Deathmatch              : Yes (untested)
Difficulty Settings     : Yes, full range, all settings are
                         slightly 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 live 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.
Demos Replaced          : A short demo on Ammo Pit replaces demo1
                         (note: this demo was recorded under
                         version 1.7 and will not likely play
                         correcly under other versions)

*Construction *

Base                    : New levels from scratch (three rooms in
                         MAP06 are essentually the same as the
                         first three rooms in Steve Benner's
                         tutorial with Waded in "Tricks of the
                         Doom".)
Editors used            : Wintex
                         WinDEU32
                         Waded
                         BSP, Colin Reed
                         WARM11, Robert Fenske (Both node
                               builders used in final version,
                               Some maps would not build
                               correctly under one or the other
                               node builder, thus requiring the
                               use of both in the final version.)
                         RMB, Jens Hykkelbjerg
                         Corel Photopaint 6
                         CorelDraw 6
Known Bugs              : Occasionally experience the soul-in-
                         the-wall bug on several levels
                         when killing a pain elemental. (This
                         is a doom II bug that occasionally
                         occurs in the ID Software's original
                         levels. It occurs in tight surroundings
                         where one of the three lost souls that
                         replaces the pain elemental occasionally
                         materializes in nearby void space.)
                         MAP08 runs a little slow in Final Doom
                         and possibly in versions of Doom2 1.9
                         and higher. Monsters that cheat: A
                         monster revived by an arch-vile that
                         can walk through walls and is
                         invulnerable. This bug rare (I've
                         seen it three times) and I do not
                         have a clue what causes it. I am
                         curious if any others have encountered
                         it in any other Doom2 level.

bugs with solutions on next release: "Observation Station", pink
                         bug in secret teleport.  Defeating monster
                         cache wakeup; possible on "The Chasm",
                         consider a guard monster trapped near switch
                         for access back to bridge. "Observation Station",
                         possibility of knowledgeable player of luring
                         trigger monster out of blocking position.

* 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.