================================================================
Title                   : The Neutron Star Collection
Filename                : NEUTRON.WAD
Author                  : Scott Serino
Email Address           : unknown_monkeyman@yahoo.com

Here is a compilation of my top 4 favorite fanmade DOOM episodes,
spanning 11 years, arranged as a complete game.  With the exceptions of
the levels themselves, I put everything together. All graphics, level names,
music changes (except episode 1), and source code changes (with the exception
of those already implemented in Plague2.deh).  I had to fix some of the bugs
in the original DEH file, but everything seems to work out fine.  Episode 3
ain't the greatest, but I still like it.  


=======================================================================
This document is best viewed with a fixed width font (as "Courier new")
=======================================================================

      Revised on Feb. 09, 2006 by Jean-Yves Delpech, aka "Jive"

- Episode I  : The Mars Plague (v.2), by James Stewart and Ryan Weiss
- Episode II : Ultimate, by Sean Powers
- Episode III: The Apocalypse Project, by Daniel Hornbaker
- Episode IV : Fava Beans, by Sean Birkel

           ======================================
The first point is to tell you that the real name for the episode II is
"Ultimate", and not "Ultimate Doom"!!! At least, it was the name given
by Sean Powers...
The second point is that Daniel Hornbaker created The Apocalypse Project
with 2 new textures for the walls, but they were deleted by Scott Serino!!!
So, I put those textures again. I inverted also E1M3 and E1M6, in order to
have the access to the secret level
           ======================================

I had to debug a lot of things which were able to hang the Doom engine,
like zero length linedefs, unused sectors or linedefs, etc...
E1M1 was so hideous that I added a very few details, and I changed some textures,
thanks to DoomBuilder. Of course, I had also to align the textures.
I add also, for example, to add a missing teleportation destination on E1M6, which
was causing a teleportation inside a void space, or to add a missing tag to a sector
for a teleportation.

- 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/

- The deh file is now incorporated, so that you don't have to worry about it.
Just upload the dfl file with KDX and launch it - That's it!

#######################################################################
#  Author   : Jean-Yves Delpech aka "Jive" aka "The Freeman", 52      #
#  Email    : dlw@doomwadstation.com                                  #
#  Web site : "Doom Legacy Wads" aka DLW                              #
#             http://doomwadstation.com/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.        #
#######################################################################


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


Everything should work fine, but if there are any bugs other than the ones
mentioned below...let me know.  Thanks again to all those who made the
episodes, if they're even active with DOOM anymore.

And now here are the README's from the original WADs.

_______________________________________________________________________
PLAGUE2 - The Mars Plague (version 2)
- a whole 9-levels, single-player episode for Doom or Ultimate Doom v1.9

This is a 'legalized' version of PLAGUE.ZIP - the original version
contained an illegal hacked doom.exe; this version contains an
equivalent DeHackEd patch.

Original authors:  James Stewart             JimStewart@mail.utexas.edu
                   Ryan Weiss                CROSSIS@aol.com
Version 2 Update:  Sparky of KISS Software   kelm@eisa.net.au

Mods made by Sparky of KISS Software:
- converted the 'illegal' doom.exe file to an equivalent DeHackEd patch.
- combined the four wads (levels, sound, music and graphics) into a
  single wad file. Removed a lot of unused resource entries and deleted
  the wasted space (about 300KB).
- sorted the wad resources and added the appropriate start/end markers
  for compatability with some Source Ports.
- appended the detailed story (uacmars.txt) to the end of this document.
- no changes were made to the levels themselves.


To play PLAGUE2 with 'Plain Vanilla' Doom or Ultimate Doom you'll need
to run the patch file plague2.deh through DeHackEd v3.1.

A better option is to use a Doom Source Port with DeHackEd support,
such as: Boom, PRboom, MBF, SMMU, ZDoom, PrjDoom, Legacy, etc.
Patching is not required with these source ports.  For example:
  Boom/MBF/SMMU/ZDoom/PrjDoom:     -deh plague2 -file plague2
  PRboom:   -width 640 -height 400 -deh plague2 -file plague2
  Legacy:   -deh plague2.deh -file plague2.wad


The original text file follows:


============================================================================
Title: The Mars Plague
File Name: Plague.zip (Includes Doomhack.exe, Plague.wad, 
            Newmus.wad, Margfx.wad, Marvox.wad, and UACMars.txt)
Authors: James Stewart and Ryan Weiss
Email Address: James can be reached at: JimStewart@mail.utexas.edu
                and Ryan can be reached at: CROSSIS@aol.com  We put
                way too much work into this Episode, but it would make
                it all worthwhile if you would send us your thoughts on
                our creation.
Misc. Author info:  James is the author of Lake.wad, JamesBrown.wad, and
                    AdamSandler.wad.  Ryan is the author of JerkyDoom,
                    Ace VenturaDoom, and Nirvana.wad.

Description:  This is an entire level, complete with new music, weapons, and 
                some new graphics.  It was designed to provide the best
                of solo, deathmatch and cooperative play.  After you escape
                the Hell that Mars has become, UAC sends you the bill for
                several billion dollars worth of property damage.  They are
                willing to forgive this debt if you will clean out one little
                lab on Mars where some genetic experiments have gone terribly,
                terribly, wrong.  The accompanying UACMars.txt elaborates 
                greatly on this storyline and provides a description of the 
                new weapons you will be provided with.

Additional Credits to: Ryan's wife, for her divine patience.  Now that it is 
                        all over, you can have Ryan back!

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

* Play Information *                

Episode and level #: All of Episode One is replaced.
Single Player: Yes
Cooperative 2-4 Player: Yes
Deathmatch 2-4 Player: Yes (Best with no monsters)
Difficulty settings: Yes
New Sounds: Yes
New Graphics: Yes
Demos replaced: none

* Construction *

Base: New Episode from Scratch
Editors used: Waded, Dmgraph, DmAud, DmMusic
Known Bugs: None.

* Copyright / Permissions *

Authors may use this level as a base to build additional levels.

You may do whatever you want with this file.

This file can be found on America Online and Ftp.cdrom.com


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


UACMARS.TXT
-----------


SPECIAL CLASSIFIED MILITARY DOCUMENT:
FOR AUTHORIZED UAC PERSONNEL ONLY
To: Corporal X, United Planetary Marine Corps
Date: December 16, 2004  19:00 hours, Earth military calendar
Subject: THE MARS PLAGUE

Corporal:

In the 2 years since the initial attack on the military bases and UAC
laboratories of the moons of Mars, specifically, PHOBOS and it's sister
moon DEIMOS;  The United Planetary Marine Corps, in conjunction with
the United Aerospace Corporation has been fighting a losing battle
against an overwhelming swarm of hostile invaders from a still, as of
yet, unidentified planet or dimension of origin.

It has recently been discovered that over a period of exposure to
Mars's atmosphere, even inside the oxygenated domes, human personnel
have developed a sickness or plague causing madness and, eventually, a
violent, painful death.  The disturbing fact is that shortly after
death, the body seems to be returning to a zombie-like state of
re-animation, combined with homicidal rage and insatiable thirst for
human blood.  Later stages of the disease include freak mutations of
the human DNA, causing humans to evolve into unspeakable horriffic
monsters capable of  overwhelming destruction.

We at UAC are aware that you and your platoon recently performed a
heavy sweep of Phobos and Deimos, however the destruction you caused to
our facilities in the process has been estimated in the tens of
millions dollars in property and research loss.

Unfortunately, this financial liability will fall upon your unit and
the UP Marine Corps.

However, we might be willing to waive the fiscal responsibility for the
damaged laboraties if you and your platoon were to perform a small
favor for us.

It is believed that this infection, or plague, does not occur
naturally, and is therefore engineered by the hostiles as a biological
weapon.  It is also believed that this plague has spread to the surface
of Mars, which contains a very large population of human colonists.

Our drop ship will deposit you and your unit just inside the ARIES
mineral refining facility in what is believed to be an abandoned access
line in one of the adamantium mines near TERRAFORMER COLONY 7.
Your orders are simply to terminate the hostiles, contain the plague,
and leave no evidence of its existance--including YOURSELF, should you
become infected.  Your plan of attack is to proceed to COLONY 7, sweep
all the surrounding facilities, then take out the COMMAND CENTER, as it
is believed to be under heavy enemy control.  Under NO circumstances
are you to venture beyond BASE COCHISE or enter the BIOSPHERE at the
south end of the Mars colony."

Should this information become public, UAC WILL DENY ALL KNOWLEDGE OF
YOUR MISSION AND WHEREABOUTS.

To assist your mission, UAC has provided an update on our current
conventional and biological weapons enineering progress:

UAC MARS ALLOY COMBAT ARMOR
The Bioweapons division of UAC has been hard at work on increasing both
its offensive and defensive capability.  In the last several weeks,
mining reports have revealed a newly discovered, unnamed metal alloy
indiginous to Mars, and unlike anything available on Earth.
Preliminary testing has revealed that this alloy is 50% stronger than
our toughest Titanium combat armor vests, giving its user an unheard of
300% armor protection.  The unfortunate setback is, that the alloy is
incompatible with any of the metals used in our existing defenses.
When coming in contact with our Kelvin or Titanium armor vests or
helmets, an instant chemical reaction occurs and the Mars alloy breaks
apart at the cellular level.  So military personnel engaging the
hostiles should be warned that coming into contact with any other form
of  armor will render the Mars alloy combat armor vest completely
useless.

UAC AUTOMATIC SHOTGUN
In our conventional weapons division, we have developed, successfully
tested, and stowed aboard your ship's armory, a new, faster loading and
firing shotgun. This will be effective for engaging small numbers of
enemy invaders.

UAC BFG 10,000
Our Bioweapons division is proud to announce the newest jewel in its
crown, the BFG 10,000.  Very similar to its long-used predecessor--the
BFG 9000 (the state-of-the-art in riot control), our chemical engineers
were able to modify both the weapon itself, and the ammunition it uses.
The Mars alloy has been chemically synthesized into a new form of
plasma energy creating a much faster, more destructive projectile.
The weapon itself, is now much faster and more energy efficient, using
only 10 units of energy per discharge (a third of the 9000's).  Several
prototypes are already in circulation and reports indicate they are
very effective against the hostiles.  More information will be given as
needed and available.

UAC will be monitoring all your activities and communications
throughout your mission and will send the drop ship to retrieve you
upon completion.

Good luck Corporal, we're all counting on you.


NORM A. TIVO
CEO, United Aerospace Corporation

R.W. CROSSIS
Vice President of Bioweapons Research & Development
United Aerospace Corporation

for further information, please contact
NORMATIVO@AOL.COM
CROSSIS@AOL.COM


________________________________________________________________________
                        ***** Ultimate Doom *****
                                   
                                   by
                               Sean Powers
                           Seanpowers@aol.com
                         Kikens@roanoke.infi.net

        This is a help file for the episode I made called Ultimate Wad.
This is to help clarify all things in the game and give you some hints
on where everything is.  First off if you've never played a patch file 
you only need to type in "Doom -file ultimate.wad".  This will load up
the episode and then you just play it like it was episode one.  I 
suggest you print out this file.  If you ever get stuck you can refer 
to it and see either how I screwed up or you screwed up.  There are 
tons of places where you can get stuck in the game but all have ways
out of them.  The miscellaneous stuff should be read because it tells
you what to look for and other stuff you need to know.  You don't need
to read about each individual level, just refer to it when you need to.


Miscellaneous Stuff:

            First of all.  Save the game often.  At least once at the 
            beginning of every level.  You most likely will want to save 
            the game every couple of rooms.  I tried not to put all 
            to many cheep moves in the game but there are a few.
            Plus it is difficult and you die easily when going into
            unexplored territory.

            Second.  The difficulty settings aren't the same as ID's
            Normal is a little tougher than ID's.  If you have played
            all three episodes and beaten them easily you shouldn't 
            have to much trouble.  Easy setting is about as hard as
            ID's but it isn't as much fun.  Some major battles are
            scaled down and aren't as epic as normal.  I haven't
            even attempted to try the most difficult setting.  I put
            a ton of enemies in that will be super difficult to get
            through but it is fun with the codes.

            Third.  Don't try and kill off any Cyber Demons or Spider 
            Bosses.  They usually aren't supposed to be destroyed but
            beaten some other way that you are meant to figure out.
            You can try to kill them if you have enough weapons but
            you don't need to until you get to the last stage.  Near
            the end of level 5 is anther instance where you must 
            destroy a Cyber Demon.

            Fourth.  Candles.  Candles aren't supposed to be decorative.
            They are either clues to secrets, hints, are words written
            out.  Look for them and then look around.

            Fifth.  Getting stuck.  I tried many things in Doom that ID
            wouldn't because some people might get stuck or trapped.  I
            however have made some interesting walkways and complicated
            Sector Tags.  This does let you fall into pits and get trapped
            in places that won't let you out.  To combat this I have
            but in an absurd amount of secret teleports and lifts.  If
            you get trapped more than likely there is some lift to take
            you back up and save you butt.  If you are stupid enough to
            fall of twice you might be out of luck.  Anytime you get to
            something that looks like it could be possibly trapable save
            the game.  If you ever get stuck and can't figure it out
            just type it IDSPISPOPD and walk back up.

            And last, secrets.  I put secrets everywhere.  If you need ammo
            or life just start searching the walls and stuff.  Some secrets have
            candles or darkend sectors in front of them.  Others are different
             textures and some are just walls to click on.  Look for them if
             you are in need and if a wall looks darker than the others, search
             it.  There probly is stuff there.



The Levels:

      E1M1-This level doesn't really have anything you can get trapped in
           or that needs explaining.  There is a giant lift that when
           you go up it once you can't go up it again.  A teleport pad
           does appear right behind it that will let you skip that lift.

      E1M2-The first thing is that this level is a little to big and 
           slowed down on my computer.  It was also my first level and
           done of DEU 5.0 so I wasn't able to line up the textures as
           well as latter in the game.  I also did some really bad and 
           confusing events that I clarified in this text.  The second 
           thing is that there is a Cyber Demon that you encounter.
           You shouldn't have a hard time destroying him.  This is the
           way you will kill many future Bosses.  Second when you start
           to go up a sewer looking stairway, save the game.  There is
           a difficult (but cool looking) pathway.  If you fall off there
           is a lift on each side with a arrow of candles pointing to it.
           Once through that your going to be in a white room.  There
           is a windy pathway. If you fall off there is a teleport pad
           at one end and stairs at the other.  You must cross it, flip 
           a switch, go back, flip and switch, and then go across one
           last time to flip the last switch.  Then while going back
           a section will have lifted up in the middle of the room so you
           can then get to a door.  In that room you must get the blue
           key and then go back the way you came.  Another walkway has
           raised up right across from the door you just cam through.
           Sorry for making that a little complicated.  I didn't put 
           anything else that complicated with so few clues again.  I
           also stopped the narrow passages.  A green marble room is the
           next point of confusion.  If you flip the switches in the
           right order it will work out okay.  If not stuff screws up
           so you have to flip a switch on one of the demon heads.  
           Make sure you have flipped all of the switches that you can.
           That should get you out of it.  In the next room make sure 
           you find the secret.  It'll help you out.  Sorry again about
           this level.  It was my first and It wasn't all that great.
           The plasma rifle is hidden here but It is almost impossible 
           to find.


      E1M3-You finally get the shotgun.  It was harder than you thought
           it would be without one.  I hope it was interesting.
           The only place you might get stuck is in a blue room that 
           continually takes you upward.  If you fall of one of the
           platforms just about every one of them has a lift to take
           you back up. If not just IDSPISPOPD.  The secret level is
           also in this level.  In the psychodelic room there is a star that
           goes up and down.  If you ride that to it's upward position and
           hit the space bar on any wall a door will open up and in there
           is a switch for the secret level.  The secret level is so much 
           fun.  Defenintly try to get there.

      E1M4-This is the one that I had to get a friend to BSP for me
           because it is so large.  There is no possible way to get
           stuck in here.  The BFG is here in probly the coolest 
           secret ever.  The plasma rifle is also hidden here in
           a place that isn't to hard to find, especially if it is
           you second time through it.  Sorry if you get hall of mirrors
           because of the first room's size.  This level is also
           awesome in Deathmatch.

      E1M5-The first thing is the Spider Demon.  On the sides of the
           room are switches that will raise up a great wall that
           will surround him.  On the northern wall is a switch that
           will lower the wall and trap him in.  You can do it.
           You must battle two Cyber Demons near the end if you
            want the BFG.  It isn't really imperative to get and there
            and several BFGs that are easier to get later on.

      E1M6-This is the smallest level not including the last one.  It 
           still is very fun.  The major difficulty is the three way
           battle with all of the bosses.  The trick is to get them to
           attack each other.  To your left and right are power-ups.  
           Get them and then try to get the Barons to hit the Spider
           Demon.  You can then hide behind the Spider.  The Cyber
           Demon will start shooting at you but will always hit the
           Spider.  There is a rocket launcher in the middle that will 
           help you finish off whoever is left.  You can also hide
           behind the switches in that room to protect yourself.  If
           ever the enemies start attacking you instead of each other
           just start sprinting around the circle.  Eventually the will
           hit one another and ignore you.

      E1M7-This one is dark and hard.  There are medical kits everywhere.
           Nothing will really get you trapped.  This one is tough.  Watch
           for a trap when you see a rocket launcher.

      E1M8-If you've come this far don't give up now.  The last level
           is an epic battle.  The first room is hardest but if you
           get through that things aren't easy.  Save the game like
           mad.  I give you a weapon and a ton of ammo for each room.
           You should be able to do it.  The first room you just have
           to make it through once with the enemies dead.  It is hard
           to avoid the missiles but it is very possible.

      E1M9-There isn't really anything that can get you stuck in this 
           level.  It is a fun blast fest with a ton of ammo.  Sorry
           about the Hall of Mirrors effect you get sometimes because
           the room is so fun.


I hope you enjoy my episode.  Please E-Mail me with either questions,
bugs, or just comments.  I spent a lot of time on this level and want
to know if you like it.  Thanks.

______________________________________________________________________

================================================================
Title                   : The Apocalypse Project
Filename                : APOCALYP.WAD
Author                  : Daniel Hornbaker
Email Address           : hornbak1@student.msu.edu

Background              :

You pull back on the throttle and begin your decent.  Below, the Io
military special projects base appears peaceful.  You know otherwise.
High Command lost contact with the secret outpost several weeks ago and
dispatched the spacecruiser STALWART to investigate.  Failing to
establish direct-contact communications, it has become your duty to
journey down to Io and assess the situation.

During your mission briefing, High Command revealed some disturbing
information to you concerning problems with the now defunct UAC bases on
Mars.  H.C. gave no details, mentioning a highly classified project that
"didn't quite work out as expected".  All they would say is that you
should exercise extreme caution when approaching Io, as similiar
research was in progress there (The Apocalypse Project).

As you thumb the retro-thrusters on, you notice a lot of commotion near
the landing pad.  You breathe a sigh of relief, glad that at least
everyone appears to be all right.  Their transmitter is probably down.
You reach for the com link to radio STALWART to send down a tech team . . .

Your shuttlecraft lurches violently.  You drop the com link and grab the
controls, trying in vain to bring the craft back in line.  No use -
you've lost engine control.  Your ship is all ablaze.  You focus all of
your strength and concentration, willing your ship to crash/land near
the landing pad, where help will be quickly available.  With a
ear-splitting cacophany of tearing metal, your shuttle comes to a rest.
You fight to maintain consciousness, moving through the flames and smoke
toward the hatch.  It opens up, letting in the feeble light of a sun
hundreds of millions of miles away. You stumble through.  Coughing
violently, you look up and see . . .

"WHAT IN THE HELL . . .?!"

You fall unconscious.

You awake, only to find yourself alone in a gloomy prison cell.  From
the looks of the decaying bodies around you, the chances of rescue look
slim. However, you didn't get into special forces by depending on others
to solve your problems.  A few minutes later when a guard walks by your
cell, you reach out and grab the poor fool, instantly breaking his neck.
You take his pistol, and begin your fight to freedom . . .

Mission Seques
Mission 2         : You've managed to escape imprisonment, only to
                    discover that the Io base has been completely
                    overrun by the enemy.  And where are the thousands
                    of personnel who were stationed here?

Mission 3         : You've routed the enemy, and they've retreated into
                    the underground waste disposal system. However, you
                    can find no trace, dead or otherwise, of the men and
                    women who were stationed on Io.  Alone, and without
                    transport or communications, you're only chance to
                    make it off this rock anytime soon is to give chase
                    to the demons, in hopes of locating the missing Io
                    personnel.

Mission 4         : You've battled it out with the forces of evil down
                    in the treacherous waste disposal system beneath the
                    Io base, and kicked their collective asses.  But
                    you've only won a small victory - and the bad guys
                    are looking to even the score.  As you walk through
                    the pressure door and emerge from the sewers, you
                    find yourself in a large underground cavern.
                    Exhausted and wounded, you gather your courage and
                    determination and prepare to face your toughest
                    challenge yet.  If you are to have any hope of
                    surviving this ordeal, you must take the greatest
                    leap of your life - and plunge into THE ABYSS.

Mission 5         : You have arrived at the doorstep to hell, and the
                    mat does not say "Welcome".  You are between
                    dimensions, no longer in your own universe, but not
                    yet in that evil place.  The gateway to hell is just
                    around the corner, but first, you must defeat the
                    maze.  Who would have thought hell would be this
                    hard to get into?

Mission 6         : Finally - you've reached your destination: HELL. You
                    drop through the dimensional gate and find yourself
                    on a mountain.  The air is hot and humid, the sky
                    filled with a thick blood-red smoke.  You scramble
                    up the hot, rocky slope to the crest of the
                    mountain.  And you see it - the great Palace of Hell
                    - and you lose all hope.  Amassed at its gates is
                    the largest army you have ever seen assembled:
                    thousands of imps, demons, and barons . . . you'll
                    never defeat them all.  Looks like all your effort
                    has been for naught . . . The rock beneath your feet
                    shifts as a temor rattles the mountain.  The ground
                    crumbles beneath you, and you slide down the
                    mountainside. With a bone-shaking THUMP, you land in
                    a small crevice in the mountainside, just missing a
                    deadly landing on a brown stub.  Slowly, you pick
                    yourself up.  Doesn't appear to be anything broken .
                    . . say, what's that behind that tree??

Mission 7         : You've learned the fate of the personnel from Io,
                    and now it's no longer a matter of survival - it's a
                    matter of revenge.  But before you can seek out the
                    pit boss of this particular hell, you have to find
                    some way of sealing the front gate to prevent his
                    vast army of darkness from coming to his aide.

Mission 8         : You're almost there - you can feel it in your bones.
                    Ahead is the antechamber to the throne room, where
                    the demon has stockpiled his treasures. You wonder -
                    what kind of hideous being would be trusted to
                    defend the WAGES OF SIN??

Mission 9         : You climb the stairs for what seems an eternity.
                    Finally, a door appears up ahead. You wonder what
                    kind of abomination you'll find on the other side...


Additional Credits to   : Chris Peters, without whom I would have no
                          computer to waste my time building missions
                          for DOOM!, and whose advice was of great help.
                          Also, for helping find the bugs (see below).

                          id Software, of course, and the makers of DEU,
                          BSP, DMGRAPH, and REJECT.

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

* Play Information *

Episode and Level #     : Episode 1 (all levels)
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : No (But feel free to set it up if you feel the need)
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : New level from scratch
Editor(s) used          : DEU 5.21, DEU 5.21gcc, BSP 1.1x, REJECT, DMGRAPH
Known Bugs              : Centipedes, spiders, mosquitoes, chiggers, and ticks.

                          But seriously:
                          One HOM in mission 1
                          Two HOM's in mission 2
                          It is possible to trap yourself in mission 3

                          Many, many bad wall textures in mission 4, due
                          to oversized sectors.  However, most of these
                          are concealed by the fact that you can't reach
                          the walls.  They are surrounded by a river of
                          lava, and to keep people from killing
                          themselves in long, treacherous falls into the
                          lava, I have inserted several impassable lines
                          (conveniently, these lines also conceal 99% of
                          the bad walls).  There are still bad walls (I
                          believe the effect has been dubbed the "veil"
                          effect), and only one or two HOM's.  Overall,
                          I do not think it affects play much.  But, if
                          you are one of those types who can't stand
                          HOM's or bad walls, then I advise not playing
                          this wad.

                          One HOM in mission 5, plus a door that takes a few
                          tries to open.

                          One HOM in mission 8
                
* Copyright / Permissions *

You may do whatever you want with this file, just don't blame me when
your computer melts down.

* Where to get this WAD *

FTP sites: infant2.sphs.indians.edu

___________________________________________________________________________

                                 Fava Beans              
              All new episode for the registered version of DOOM  
              --------------------------------------------------

E-mail address:  sean.birkel@imagebbs.com

Files included in the 01FAVA.ZIP 
--------------------------------

        FILE_ID.DIZ
        FAVA.WAD
        FAVA.TXT
        FAVA.LMP
        CRAP115.WAD
        CRAP115.TXT
        CRAP115.LMP
        PLAYLMP.BAT

Episode Info (replaces `Knee Deep In the Dead')
-----------------------------------------------

        Well, this is a very impressive episode including 9 _excellent_
levels.  All the levels in this episode were created by myself, excluding
e1m5, which was designed by a friend.  We feel that any DOOM fanatic will
enjoy this episode and will be completely impressed by the work put into it.
        Most levels on the Internet suck.  It's a fact, but these 9 levels do 
not suck.  id Software, if they ever saw this, would most likely want to know
where the two of us were when they were designing the original DOOM levels.  
It's taken roughly a year to design the levels, in fact...I never planned to
have any nice levels...much less a whole episode.  It seems that after I 
figured out how to use DEU that level making just sorda seemed fun, so I 
designed levels like mad.  ...but, I am a perfectionist (in most respects) and
therefore I insisted that the levels I designed were no less greater than 
those in the actual game.  I felt that if they could make complex levels, then
so can I...and I did :)  Most of the levels in here have been zipped and 
distributed via local BBS, but even those were completely checked and re-
checked for bugs/parts I found to be lacking "id" quality.  So, what you have
here is pure DOOM art.  ...not to mention my last DOOM work that will ever be.
I am _tired_ of making levels.  My creativity is draining (I also want to 
maintain a life :), etc., so I have decided to stop while I'm ahead. 
        So, play this all the way through...it is arranged as the original
DOOM, smaller/easier levels first which work up in size/difficulty.  You will
see the quality, and you may also wonder how I kept my sanity...so, have a 
blast!

        -The LMP's I included are funny.  FAVA.LMP is a deathmatch between two
of my friends (I usually let my friend play...deathmatch is getting old).  The
person who made E1M5 is in the foreground, a guy named George (who happens to 
have a Pentium 100...grrr) is in the background.  Watch player 1 get blasted 
out a window ---> window shots are so damn funny :)  CRAP115.LMP is a window
demonstration of E1M7.  Yup, you guessed it...just myself and a friend flying
through windows...from high up...with the help of some rockets :)  Watch if
you want a good laugh :)  These are for version 1.9 of DOOM and require 
FAVA.WAD to be loaded at the commandline.

Miscallany
----------
        
        Just so you know, this episode was originally distributed as         
01MADNESS.ZIP (#1 on BBS's), but I changed a couple graphics and things that
I found annoying (things that no one else would even notice...) in the levels.
FYI, I changed COMPSTA1 and something on the status bar during deathmatch.  
So, to see what I did, flip deathmatch mode on and gock at the status bar...
you will see something remotely funny.  It looks "right" though.  I didn't 
just put shit in anywhere, you know that's not my style, I took time to make
the letters look authentic.

        Level #         Original distribution
        -------         ---------------------
        E1M1            #1GASPRA.ZIP
        E1M2            HANGAR18.ZIP or 18HANGAR.ZIP
        E1M3            #1IMPALE.ZIP
        E1M4            #1TRITON.ZIP - unreleased
        E1M5            CHARON.ZIP
        E1M6            SHADOWS2.ZIP or 2SHADOWS.ZIP
        E1M7            #1TITAN.ZIP
        E1M8            unreleased; made special for episode
        E1M9            #1CREEP.ZIP - unreleased

        Level #         The chosen title for the level
        -------         ---------------------------------
        E1M1            Gaspra Armory
        E1M2            Hangar 18
        E1M3            Impalement Station
        E1M4            Triton Lunar Base
        E1M5            Charon's Lab  
        E1M6            Shadows of Darkness       
        E1M7            Titan's Anomaly       
        E1M8            Orion Outpost     
        E1M9            Creeping Death    

        - The editor of choice has been DEU521GC, until I found a DEU port
          dubbed DETH, which is even better :)  E1M5 was made with the 
          shareware version of DEEP.  BSP1.2x was used for nodes on everything
          except E1M3 and E1M5.  BSP1.2x has a bug and wouldn't build E1M3, 
          so it was nodes built with DEEPBSP.  Obviously E1M5 was done with
          DEEPBSP.  My levels were all done on an Am486DX2 80 with 5Mb of
          RAM, E1M5 was done on a 386DX 40 with 4Mb without a math-co (yuck)!!
        - Graphics editing was done with New WAD Tools.  To replace the end
          message I used the program TED (yes, I know the top line gets cut,
          but at this point I don't really care...).

E1M5 was designed by Ben Gates (no relation to that rich guy...) of Hermon, Me 
and all others by Sean Birkel of Bangor, Me.  ...summer's almost over .  Register DOOM if you haven't already, the guys at id deserve the money 
for making the greatest game ever!  ...I can't wait till Quake is released...
I saw the preview gifs...and, wow!!

Other stuff
-----------

        Metallica, Ozzy Osbourne, Jimi Hendrix, and Cringe (kick-ass local 
band) have been the music of choice to help us through the long hours of 
level making.  ...look for Cringe in the near future, they've got the 
potential for something great...the guitarist rules!

Oh, yeah...
-----------

        I might as well tell you the story behind the title, "The Madness of
Mergatroid."  I had this wacky science teacher a few years back and he's 
become something of a legend around here...I can just picture him saying 
something corny like, "heavens to mergatroid."  
        That's old news though...why did I call it Fava Beans?  Jerky Boys.
The Jerky Boys make me laugh.  

BYE!
----

        I'm freeeeeee!!!!!!!!!  My DOOM levels are DONE!!!!!!!!!!!!!!!
No more levels!!!!!!!!!!!!!!!!!!!!!  YES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Enjoy!!

Update
------

        I was fooling around with DETH again, and I happened to make a cool 
area...will I finish the level??  Nah, even though it was one of the best 
things I've designed to date...But, I hate DOOM, I hate making DOOM levels, so
I won't finish this...it will just drift on my hard drive 'till I nuke it :)
        
        ---> If you must know what that level looks like, send me mail and
tell me to finish it.  I won't ever do it, but I might upload what I have 
(you'll like it...we're talking nothing like what's in this episode).

Buh-Bye!
--------

        "So I'll see you tomorrow with my tools, fuckface!"  -Jerky Boys

Oh yeah, call this BBS...it has 11 CD-ROM's online or something.  Many files.
Many message areas.  My levels.  Mucho DOOM stuff.  It be cool.
        
==============================================================================
        Mission Control BBS: (207)947-3105  more nodes comming soon!
                  -Give 'em a try, and tell him Sean sent ya!
==============================================================================

Oh yeah, E-mail me if you want to play deathmatch :)  
        -Keep these in mind:  I hate/won't play any DOOM2 levels (except H18)!
                              I'll play Hangar or Phoboe's Lab anytime!!

FYI
---

Hangar18 (E1M2) is a very good deathmatch level (use the DOOM2 version in 
18HANGAR.ZIP...I've made changes since then that may not be as good for 
deathmatch as it was originally...).

BYE!!!!
------>