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Advanced engine needed: Tested in ZDoom but SHOULD run in any limit removing port.

			Vanilla Doom may crash due to VPOs.

Primary purpose       : Single player. Co-Op & Deathmatch incorporated but not tested.

                        No Deathmatch starts in map 6.

Archive maintainer    : Jean-Yves "Jive" Delpech, for Doom Legacy Wads (aka DLW)

                        Debug and compatibility certified for Doom Legacy

                        Date: Jan. 11, 2006

Version               : v 1.1

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Title                 : Canary Squadron (v1.1)

Filename              : Canary.wad

Release date          : Jan 11, 2006

Author                : Chris Bourke

Other Files By Author : Helevator (Helav8.wad) - single player map

                        Canary Squadron (Canary.wad) same as this file but ZDoom only.

Misc. Author Info     :	24 year old Doomer AKA Purist at Doomworld.

Email                 : chris_the_hot_male@hotmail.com



Description           : Canary.wad would not work on any port except ZDoom due to

                        unforseen errors but this has (hopefully) been fixed in this v1.1



Additional Credits to : id software and the authors of the applications I used (see below).

Also, thanks to brother Steve for testing. 

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* What is included *

New levels : 		Yes, 6.

Sounds : 		No.

Music: 			No.

Graphics:		Yes - Titlepic and map names.

Dehacked/BEX Patch: 	Yes - Canpatch.deh. Required for map names on automap,

			intermission text, stealth imps and final Cyberdemon boss.

Demos: 			No.

Other:			.bat file to run with .deh patch & ZDoom.

			   

* Play Information *

Game : 			Doom2.

Map : 			Map01-06.

Single Player : 	Yes.

Cooperative 2-4 Player:	Yes, but not tested.

Deathmatch 2-4 Player: 	Yes - maps 1 - 5 have 4 starts, but not tested.



Difficulty Settings :	Yes - tested most thoroughly on skill 3, but skill 4 should be

			completable by advanced Doom players (I'm of average skill at

			best). I doubt skill 5 is completable, post a demo if you can do it!!



* Construction *

Base : 			New levels from scratch

Build Time : 		I made the first map in one day on 8.7.04 and finished the last

30.12.05 but worked only intermittedly between these dates.



Application(s) used : 	WADEd (mapping), WADCat (compiling), WhackEd (patch), NWT

			(importing resources), ZDoom (testing) & Paintshop Pro (graphics).



Known Bugs : 		Texture alignment bugs, hopefully nothing serious.

			

Possible to get stuck:	MAP02: Nukeage hole behind middle switch door, caco/nukage pits in

			blue key room before they raise & by walking upto the switch that

                        lifts you to the small teleport room but leaving before you press it,

                        then going into the blue key area (too convuluted to do by mistake).

			MAP03: By lowering lift/trap with chaingunner(s) on then running up

                        the stairs and getting onto it before it has chance to raise

                        (cheers for spotting this one Steve - you dolt!)

			The end of MAP03 should kill both you and a Romero head - sending you

                        to MAP04 but with no weapons/armour. If you find yourself back at the

                        start of MAP03, as occasionally happens, used IDCLEV04 as it has the

                        same effect.

			    

May Not Run With... : 	Scissors.



Story :			As a convict serving an indefinate sentence, the Prison Service have

                        given the UAC permission to send you and some others on a probe mission

                        beneath the surface of an unamed planet. However, as it's hostile

                        inhabitants are discovered and things start going wrong, communications

                        with the UAC starcraft fail and you are left to rot. Before long your

                        comrades are all shredded but, being as tough as you are, you survive

                        the initial ambush and venture deeper - hoping to find a way out. 



MAP01 - Hidey-Hole    : After searching the rocky caverns for some time you come across what

                        appears to be a man-made out-post. Naturally, it's guarded by hellish

                        creatures.



MAP02-Subjugated Mines: Breaking through the guardpost leads to a working mine system, only 

                        with all human workers replaced by a new evil presence. You notice the

                        UAC logo on walls - if the UAC had been down here before why was a

                        probe squad required? Something	terrible must have happened!



MAP03 - Cooling Vats  : The UAC had been mining a sort of unstable green nukeage. Here you find a storage

			system for thousands of gallons of it.



MAP04 - Quarrantine   : After stepping onto a teleporter you're not sure what happened. 

                        When you wake all your weapons and ammo are gone...



MAP05- UAC Hidden Labs: Even the secretive UAC's hidden labs have been overcome by this evil

                        invasion. Turns out the myserious green nukeage is a powerful fuel,

                        many times more efficient than ever known before. Problem was trying

                        to get the fuel back to Earth - it's tendancy to blow under the

                        slightest pressure being the chief stumbling block. Teleportation

                        seemed to provide an answer but creating a gate powerful enough to

                        transport a meaningful amount of fuel is what apparentley allowed the

                        demons access from another dimension



MAP6-Rendezvous (Finale): You gather together a dossier of information on the UAC's illegal

                        experimentations and transmit an S.O.S. Sadly the transmitter was only

                        one-way so you leave a rendevous point and set off towards it with

                        haste, hoping your message has been received - and that nothing

			too troubling stands in your way...

 			   



* Copyright / Permissions *

Authors may use the contents of this file as a base for

modification or reuse as long as I'm given credit.



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. This file may not be used for any commercial purposes without the

author's agreement.



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

The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors

 

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

Made by Jive for DLW on janv. 9, 2006:



- The deh file is included within the pwad, so you don't have to worry anymore about it.

- Pretty all the maps had residual zero length linedefs and unused linedefs.

This kind of thing may hang a port. So, I cleaned the maps. 

- Map02: Changed action linedef 350 & 313 from nothing to "Floor lower to lowest floor".

Otherwise, the player can be trapped in sectors 44 & 51 (the fact to press the 3 triggers

at the beginning is not obvious. You can press only one, and 2 walls will remain closed).

- Map04: doors (sectors 330 & 334) opened when shooting them... What about a lack of ammos?

You're trapped, and if you saved your game just at that moment, you lose the entire game!!!

So, I have added some hidden way to open them.

- Map05: I had to tag the door (sector 88) in order to be able to open it...

- Map06: Added missing textures linedef 0



- Edition / Rectification / Missing textures research and addition with :

       "XODE Multimedia Doom Builder" ("The cornerstone of every map")

       by Pascal "Gherkin" vd Heiden, Version 1.67.

       http://www.doombuilder.com/



- PWAD examination with "Wintex" ver 5.0 (A WAD Editor Copyright (c) 1995-2002) 

       Olivier Montanuy  montanuy@inf.enst.fr

       Javier Almenara   aojavierfdo@hotmail.com

                         jao2000@evangelion.com

              WEB Pages: http://doortohell.tripod.com

                         http://www.geocities.com/locusfocus



- Nodes, Blockmap and Reject Table rebuilt with :

       "Zennode.exe" (Ver 1.2.1, from Marc Rousseau)

            rousseaum@pictel.com

            http://www.mrousseau.org/programs/ZenNode/



- Graphic's creation or modification

       Paint Shop Pro 7 (WinShare Killer Apps)

            http://www.wska.com



- ".dfl" file to use with KDX, the King Elvis Launcher:

        The King Doom Experience - Your Doom Frontend Experience.

        This toolset allows you to get the best out of your Doom installation.

        This is the best software available of this kind

        Available at http://kingdoom.tk/



#######################################################################

#  Author   : Jean-Yves Delpech aka "Jive" aka "The Freeman", 52      #

#  Email    : dlw@newdoom.com                                         #

#  Web site : "Doom Legacy Wads" aka DLW                              #

#             http://newdoom.com/hosted/dlw/                          #

#######################################################################

                    Where to get Doom Legacy :

#######################################################################

#  Web site: http://legacy.newdoom.com/                               #

#  e-mail  : doomlegacy@newdoom.com                                   #

#######################################################################

# Special thanks to Steven McGranahan, Robert Bäuml and Bell Kin for  #

#  their large contribution and to others Legacy Team members.        #

#######################################################################