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Title                   : The Smoking Dog [part1]
Filename                : tsdpt1.wad tsdpt1.txt
Date                            : January 22, 2023 [updated: late april '23]
Author                  : Pablo Dictter
Email Address           : [redacted]
website                 : www.doom2.net/schlemiel

Description             : set of 5 levels for doom2. tested with the original game
                                 + mac doom 1.0.2 [on macos9] + chocodoom + woof! ports

Credits to              : Damian Lee for testing & 4 wicked songs and the main idea
                                 to get this done came from him in a way, so thanks man!

                                 Tobias Muench for testing/comments
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* Information *

Game                    : Doom2 v1.9
Map #                   : map07-11
Single Player           : Yes
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : No
New Music               : Yes

* Construction *

Base                    : new levels from scratch
Build Time              : a lot [but 4 months in 2022]
Editor(s) used          : doombuilder 1 & 2 + ultimate db + eureka + hellmaker [macos9] + deepbsp
Known Bugs              : saving on maps 7 & 11 will crash the [original] game.


* late april '23 fixes *

small fixes include: making secrets easier to find [i hope]. fixed some secrets that locked the player inside them on map10 [thanks to Foxpup from the doomworld forums for pointing those out] - small texture tweaks here and there. the big fix was removing some lumps/files created by the eureka editor that crashed the dsdma doom and crispy doom ports [thanks to Jberg for finding this] - at least removing them fixed the issue.

* note on maps/gameplay *

apart from map7 & 8 which are *new* [at least not from a decade ago] - a lot of these levels were made from old unfinished maps from late 2000s that i then redesigned and shaped into something i liked from mid july to late oct 2022.

you can play using any port want, jumping shouldnt break anything but if you get stuck, maybe retrace your steps and see if you missed a trigger somewhere. for example on map09, on the brick10 tower, you can jump on top of the switches and reach the blue key that way.

map07 uses the 666 & 667 tags, while its not an arena type level, running ahead without killing all arachnotrons and mancubuses wont trigger the sector actions to reach the exit. of course you can always idclip if you dont want to go back of course, but something to know.

map11 uses two commander keens to open a door early on - the trigger is slow but it works unless you are playing without monsters then those two switche wont do anything, there is a slight delay once both switches are pressed for the door to open.

there are few HOMs on the bigger maps, did my best to fix them but sometimes that wasnt enough.

* note on music *

the first 4 tracks are by Damian Lee [[email protected]] - and the last track on map11 is by me. you are welcome to use the track on map11 as long as you credit me and you can always contact Damian about using his.



* Copyright / Permissions *

Authors MAY NOT use this level as a base to build additional
levels.

You MAY distribute this WAD, provided you include this file, with
no modifications.  You may distribute this file in any electronic
format as long as you include this file intact.