================================================================
Title                   : Spooky Doom : The Deathmatch 3.2
Filename                : 2spook32.wad
Author                  : Adam Williamson       
Email Address           : adam@scss.demon.co.uk
Misc. Author Info       : Doom 1 Master, Doomie, and couldn't have made 
                          these wads without the following CDs
                          playing in the background : 
                          Crank Crank Crank, by The Almighty
                          Dookie, by Green Day, and
                          Incesticide, by Nirvana
                          :). Pet hates: People who play, and like,
                          other people's levels but NEVER SEND THEM
                          A SINGLE BLOODY E-MAIL TO TELL THEM SO!

Description             : 24 small deathmatch wads, main idea was
                          to create a set of levels for fast, but
                          skilled, action. 
                          

Additional Credits to   : The author of stars.wad, from which I
                          drew inspiration, and the authors of all
                          the PWADS I ripped music from, too many to
                          list :)

Critical Acclaim        : "Fun" - Osiris
                          "I love it already!" - Jiffy Bag
                          "Level 4 is a winner. PLAY IT NOW!" - Neil R. 
                                                                Bonner.


================================================================

* Play Information *

Episode and Level #     : Maps 01 - 16 inclusive, maps 21-27 inc. and map 31.
Single Player           : Nah, but you can look around if you want
Cooperative 2-4 Player  : No - most levels have no player 2 3 4 starts
Deathmatch 2-4 Player   : Yes!
Difficulty Settings     : Not implemented
New Sounds              : No
New Graphics            : Yes - details later
New Music               : Yes, all levels. Music from Nirvana, Green Day, 
                          Nine Inch Nails and others. NOTE: Please play this
                          .wad with the music on - I spent a lot of time
                          choosing the songs and they _do_ add to the
                          atmosphere.

Demos Replaced          : None. The internal demos will be replaced with
                          some demos for v1.9 in the FINAL product. v1.666
                          versions of the same demos will be in the FINAL
                          archive as .lmps.

* Construction *

Base                    : New levels from scratch, but drew ideas from
                          various sources. If you recognize any features,
                          feel touched :)
Editor(s) used          : Edmap 1.40, IDBSP 1.1, WARM, NWT 1.03, Neopaint, 
                          Edmap 1.31, TED 1.2.
                         
Known Bugs              : You may see the error due to too many 2 sided
                          linedefs in view whilst looking through the
                          window into the dark Super Shotgun room in
                          level 15. This is due to the extremely complex
                          lighting effects in this area, and since it will
                          never be noticed in the heat of a deathmatch,
                          I decided to leave it in and keep the very nice
                          lighting. Also, obviously, you will see some slight
                          slowdown in that area.

Build Time              : Roughly 90 hours.
                          
The Management Regrets  : If you have a look at the directory of this .wad
file with NWT or Deutex or Wintex or whatever, you'll notice that it is
a complete MESS. The levels aren't in order, the musics are all over the
place, so're the textures. Sorry to everyone who's trying to hack this to
pieces (if there is anyone), but this is due to my differeing ways of putting
things in. These are typical situations:

A level needs to be changed. The merger I use (WARM) can't overwrite old
stuff. So I use NWT, delete all the stuff for the old map, and stick it back
with WARM. The new level data ain't where the old was - it comes out at the
end of the .wad.

The first music was from stargate.wad. I put it into level 1. Then I added
a few more bits of stuff. Then I decided to replace the rest of the music.
So I put some in for 2 - 16. So music for 1 and 2-16 is split up already.
Now, as I add new maps, I put the musics in with 'em. So the only batch
of musics is level 2-16 - the rest are spread around. 

I'm replacing a texture. I just stick in the patch, and it appears at the 
end of the .wad. So the textures are all over the place :).


* Copyright / Permissions *

Authors (MAY use these levels as a base to build additional
levels, but BLOODY WELL GIVE ME CREDIT!


You MAY distribute this WAD, provided you include this 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, and tell me - I like to know.

And, of course, iD will NOT provide technical support for Doom while
this .wad is running :).


* Where to get this WAD *

FTP sites: ftp.cdrom.com

BBS numbers: Both in England. London Connection : 0171 460 0515
                              This is a great Sirdoom BBS too!

                              Pharaoh's Curse : 01432 271 638 (Oh yeah,
                              Osiris asked me to give it a plug - this
                              is a great BBS!....can I have my fiver now?)

* Revision history *  

        This WAD is an ongoing project. This is release 3.2. 1.0 had no text 
file, 4 levels, and was converted from Doom 1 and put together in 45 
minutes. It was released to a local BBS for testing. 1.1 added level 5,
and corrected some fairly major (in my mind - you probably never noticed
'em) texture bugs. 1.2 put Super Shotguns in the 1st 3 levels. It was
never released publicly. 1.3 added level 6 - unfortunately with 3 misplaced
textures. These were noticed just as I was about to upload it, so v1.4
was hastily written. 1.5 added level 7. 1.6 added levels 8 and 31, a new title
screen, and some new textures. 1.7 added level 9. 1.8 added levels 10 and
11 and 2 more new textures. 1.9 added level 12. 2.0 rebuilt the entire .wad
with idbsp 1.1 so the levels were very slightly faster and they all have
maps! It also added level 13. 2.1 added level 14 and a new texture that
you will not even _notice_, because iD should have included it - a
switch on a STARGR1 background. 2.2 added level 15. 2.3 added level 16
and a funky green light texture that will be used in maps 17 onwards.
Version 3.0 added exit signs to all levels that didn't have them, added 17
new musics, and made small map changes to level 10 and a fairly major
designed change to level 3. 3.1 added levels 21 to 26. Why no 17-20? Well, 
for 21 onwards the theme is STUCCO and PANEL texturing, and I had a real 
great idea for these levels. Add the fact that I have a complete mental block on
techno levels at the moment, and, well...I decided to leave 17-20 until I
had some good ideas. 3.2 adds level 27 and adds exits to levels 21-23.
        
         Later releases will include more levels and a *few* new textures.

        
        The first three levels are straight Doom 1 - 2 conversions. They 
now have Super Shotguns!  


* Playing Hints *

Level 1
-------

DO NOT spend much time in the dark middle section. TRY not to get chased
down there. Early on, try and do the "weapon run" - running through the
middle layer of the level that has all the meaty weapons. Look for long
distance sniping oppurtunities - due to the large amounts of windows you
can see right through the level.

Level 2
-------

When chased, head for the outer layer and try to lose your opponent. Get
a meaty weapon and turn the tables! The lite-amp glasses are valuable -
try to get to 'em first!

Level 3
-------

KEEP TELEPORTING! Grab the guns, grab the ammo, and grab a few telefrags.
And DON'T stand still when you leeave a teleport...

Level 4
-------

GET THAT SSG! But watch for campers coming out. Try and sneak shots on
firefights through windows, giving yourself a bit of space. Be careful
going for the BFG - on that narrow path you are a sitting duck. Also, go
for the plasma rifle, but don't run too far into the corner - if you
are in the corner of the room when the platform goes back up, you're 
trapped :). Osiris doesn't like this, but I do...heehee. OK, this has had
numerous complaints. I'll take it out in 3.2. Happy? For those interested,
the reason this happened is because I tend to use 2^? amounts for my
linedef lengths - take a browse with an editor and you'll notice there's
a helluva lot of 128s, 64s, 256s, 192s. I think the offending linedef is
192 or 128 long. I made it like this automatically, not notcing that there
was less than 56 clearance space behind :).

Level 5
-------

Careful on the BFG! Try pulling the lift down, running away and going
back. For a laff, get on the lift, and wait for some poor sod to activate
it :)

Level 6
-------

Oh boy. I went to town on this one. Go for the rocket launcher - it's the
easiest "meat" weapon to get. Watch for the BFG trap. And get ready for
EVERYONE playing to know where you are when you get the SSG!

Level 7
-------

If this level seems to have a slightly different spirit (and it does) it's
because Gary Barton designed it. If you are careful, you _can_ get the
weapons without teleporting - it's hard, though. When you hear a weapon
grab followed by a teleport sound, peg it thru the plasma teleport and
prepare to kill :)

Level 8
-------

Oh God. Carnage, carnage, carnage. A small level with no doors = frag a
second action. Always be tooled up with a super-shotty or plasma. Try and
make your opponent hit walls with his rocket launcher. And to get the plasma,
WALK off the ledge - running will take you right over the platform!

Level 9
-------

Get the Super Shotgun or rocket launcher - the two best weapons in the level.
There are 2 difficult jumps that CAN be made - from the SSG to the box
of shells, and in the stairs bit, you CAN jump over the gap. For both, you
have to do the strafe+run trick.

Level 10
--------

The decent weapons are teleport-to weapons, but beware - everyone will know
where you are when you grab 'em! Do some main room ambushes from the dark
corridor.

Level 11
--------

This level introduces a new feature into Spooky Doom. It also changes the
main texture - it becomes GRAY1. This makes it into a Doom 1 Episode 1
style, this will be the style for levels 11-20. The new feature is the ECA.
Throughout the level you will see little features - a bridge and two lifts -
marked UNDER ECA CONTROL. In the middle of the level is the ECA. ECA stands
for Environment Control Area. It is a room of switches which control various
features of the environment throughout the level. You can see "ridges" 
running through the level from the various switches in the ECA - these
run directly to the feature that switch controls. They carry the electronics
that make the feature move, and give the player the added bonus of seeing
what the switch will affect. (NB this is for the sake of the game - these
do not have to be in for the switch to work or anything, it's just a nice
touch).

Level 12
--------

Oho, still an Episode 1 style but not the same textures as 11. The feature
in this level is lights and toxic waste - you'll see lots of different light
levels. NOTE: There are occasional blue textures near doors - these are
LIGHTS, and do not denote a door needing a blue keycard. Get the plasma
if you've got a lot of health, otherwise...it ain't worth it :).

Level 31
--------

This is level 31 because a) It is a Wolf3D level, and b) It is the 
"Easter Egg" level. Play it and see why ;)

IMPORTANT : This is not a deathmatch level! It is a complete Easter Egg
level! There are NO DEATHMATCH SPAWNSPOTS! You can put some in and play it
if ya like, but...nah.

Level 13
--------

Tool up on the weapons - try and get the super-shotgun, shotgun, chaingun
and rocket launcher - these are all easily gettable. Only get the plasma
if you have the supercharge, because it takes up to 70% health off you!
Try and do some ambushes into the area surrounding the plasma's pit - it
has no less than 4 entrances!

Level 14
--------

Grab the super-shotgun or rocket launcher early on. Watch both doors
in the corridors. The dark crate-filled room is perfect for ambushes!

Level 15
--------

Be careful of the lighting while grabbing the super shotgun. To get the
rocket launcher on the crate, jump from the ledge. Be very, very careful
here. EVERY single area has more than one entrance, so you are never
safe...

Level 16
--------

Don't get carried away and run straight into the toxic. Use the light levels
carefully.

Level 21
--------

The best section to be in if you have weapons is the "jail" area - it's dark.
Stay in the shadows and wait for people coming into the light. Grab your 
weapons from the library and get out fast...and please don't leave blood
on the tables.

Level 22
--------

This is based around a library and the maze of corridors around its storage
area. This level is heavy on light levels. Don't get the rocket launcher
unless you're sure no-one's around, or else your guts will be splattered
all over my nice walls. The DB shotgun is the best weapon here, try to
get in to close range.

Level 23
--------

Grab the plasma. It's the easiest tough weapon to get. You CAN jump through
one of the windows from the ledges to the DB shotgun area, but not the
other. For the DB shotgun, RUN thru the window. For the BFG, WALK thru the
window. Walk thru the DB Shotgun window and you'll miss it, run thru the
BFG window and you'll probably miss it.

Level 24
--------

Not many real hints here. Use the windows, and run backwards after teleporting
to get the plasma rifle.

Level 25
--------

Shades of igor9 here. Low is good - the light levels make it hard for you
to be seen. The lifts onto the higher platforms lower when you walk in (in
the big area).

Level 26
--------

To get the good weapons...TELEPORT! Not much else here, but check the cool
textures! Level designers, notice the faked 256 high STUCCO1 texture. Check
it with a level editor, see how I did it.

Level 27
--------

Teleport to the plasma. The jail area has a lot of interconnections - watch 
out! As in all the jail sections in the .wad, you can walk through the bars.

* New Stuff! *

Graphics
--------

Yes, Spooky Doom 3.2 has new graphics! It has a new title screen with 
the wad's name in a funky font, two Spooky screenshots, and a disclaimer
in shadowed size 13 Helga font - maybe now everyone will get the tech
support message :). It also has 6 new textures - a door, four walls and
an unused (as yet) green light.

* Credits *

Name                    Comments                        Role
----                    --------                        ----

Adam Williamson         Me. If you see a Lemming        Design, and
                        on a UK BBS or Compuserve,      construction.
                        then it's probably me :)
                                                        
Osiris                  Sysop of Pharaoh's Curse 
                        and bloody good doomer.         Playtesting.

Jiffy Bag               Regular on The Games BBS.       Playtesting (and
                                                        being bad enough
                                                        for me and Osiris
                                                        to frag him a lot)

Gary Barton             Short, and has two annoying     Playtesting. (Also
                        brothers.                       designed level 7.)
                                                        
Neil R. Bonner          Nice person. Very nice person.  Actually GIVING                        
                                                        ME SOME COMMENTS and
                                                        a good suggestion
                                                        for level 3. Oh,
                                                        and the idea for
                                                        the Supershotgun
                                                        clue on level 6 was
                                                        derived from his
                                                        2die.wad.

?????????????           The guy who sent me that nice
                        e-mail one morning.             Ego-swelling.

                        * And finally... *

PLEASE PLEASE PLEASE PLEASE PLEASE send me comments and demos on this wad.
I MEAN THAT. I want overall comments, bug reports (arrrggghhh!), 
congratulations if it's good, REASONS if it's not good, and frantic 4 or
3 way action! Please, it'll help improve this wad. 
 

SPECIAL NOTE : TIMinator, please get your lot together and record me an
lmp? Your igor9 lmps are just cool (suck suck).

BYE FOR NOW, folks...
