Title                   : The Orangery
Game                    : Doom II (v1.9)
Filename                : ORANGERY.WAD
Author                  : John Bishop
Email Addresses         : [email protected]
                         [email protected]
                         [email protected]

Web pages:              : http://www.users.waitrose.com/~sharx

Author's works          : BrikBlat! (with Chris Christensen)
                         The Honeycomb (with Chris Christensen)
                         The Orangery
                         Crabbet (with Chris Christensen)
                         Kiddy
                         Sprike
                         The Waterwheel

                         Author of 'Getting Started with DOOM Editing'.

Contributed to          : BIOWAR (Maps 6 and 13)
                         Plutonia 2 (Maps 3 and 28)

Description             : Back at the end of the 18th century, the demon
                         hell spawn first began secretly to colonise
                         the Earth. They landed near the South Coast of
                         England and slowly began to battle their way
                         North meeting resistance but usually crushing
                         it without mercy or compunction.

                         They finally reached Sussex and took over an old
                         building there called The Orangery. This building
                         is now owned by a UK Software House and there are
                         some who would say that the current incumbents bear
                         more than a passing resemblance to the demons and
                         monsters of old.

                         Your mission, should you choose to accept it, is to
                         work your way through this huge area, blagging
                         everything that moves, locate all the keys and
                         escape through the exit. You should know early on
                         in the game where the exit is, but it's a hell of a
                         job to get through it and you will need to solve
                         many puzzles and avoid many traps before you achieve
                         this.

Notes:                    Those of you who know this building will notice
                         that I have been a bit carefree with the design
                         in places. This was necessary for two reasons,
                         first to make the game more playable and second
                         because the building design was so complex that
                         the DOOM engine was unable to cope and gave bad
                         'Hall of Mirrors' (HOM) errors. HOM errors are the
                         curse of WAD designers worldwide, and even though
                         every effort has been made to eradicate these
                         throughout this WAD, I am pretty sure there are
                         one or two places where you might find HOM -
                         especially in the big outside area.

Additional Credits to   : Ben Morris for his superb editor, DCK,
                         Jens Hykkelbjerg for the excellent Reject
                         Map Builder RMB version 2.1, the DEU Team,
                         and, of course, the wizards of Id.

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* Play Information *

Level #                 : Map01
Single Player           : Yes
Cooperative 2-4 Player  : Yes (untested)
Deathmatch 2-4 Player   : Yes (untested)
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

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* Construction *

Base                    : New level built from scratch

Editors used            : Doom Construction Kit 3.2 by Ben Morris
                         WinDEU consistency checker
                         RMB version 2.1 reject map builder

Known Bugs              : None - EMail me if you find any.

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* Copyright / Permissions *

Please keep this WAD and its associated TXT file intact and give me
credit for it. Otherwise feel free to distribute it at will.

You may use this WAD as a basis for your own WAD design but it will
probably not behave correctly. The reject map contains a variety
of special effect bits.

Email me with questions or comments at any of the above addresses.