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Advanced engine needed  : Limit Removing

Primary purpose         : Single + coop play

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Title                   : Vae Victus

Filename                : vv.wad

Date                    : January 19, 2005

Author                  : Dittohead (Derek Braun)

Email Address           : aliceschain@gmail.com

Other Files By Author   : reborn_epidemic.wad, mandatory_suicide.wad

Misc. Author Info       : 21 year old avid Doomer. 3rd public release.



Description             : A 7 level "episode" for Doom 2 utilizing new

                          textures and music. For fans of Deus Vult and

                          Alien Vendetta. There are only two difficulty

                          settings: Normal (easy and medium) and hard.The 

			  most noticable areas of difficulty change is in 

                          key areas, such as replacing an archville with a 

                          baron of hell (for example). Normal difficulty is a 

			  toned down version while Ultra Violence is what makes 

			  VV fun. My advice is to play it on UV, and if it 

                          proves too much, play it on normal. However, Map06

			  in particular is quite hard on UV.

                          

                          Par completion time is around 80-120 minutes

                          depending on the player; however it will take

                          most players longer than 120 minutes the first

                          time around. Co-Op play is not only an option,

                          it's preferred! Load it up, get some friends,

                          and have some fun. ZDoom is recommended. Some

			  enviroments in the later maps might be too big

	                  for older computers slower than 1.0 ghz.

			  

			  A tip for people who are going to complain

		          about map06: In order to get the gate to lower,

		          you must find a series of teleporters which 

			  will take you to various locations in the hills

		          that will lead to the switch. The first teleport

  			  is located behind the marble face in the lava.

  			  This is completely beatable. And as always,

			  save often.



Additional Credits to   : Art: Kaiser, Job (various sources)

		          Beta Testing: Huy Pham, Use3d,Mike Reiner, 

			  Ryan Sickler, POTGEISSER, Mephisto, FATAL. 

			  Title: Chris Hansen. Midis were taken from various

		          sources from which I forget. If I forgot anyone, 

			  sorry! 

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* What is included *



New levels              : 7

Sounds                  : No

Music                   : Yes

Graphics                : Yes

Dehacked/BEX Patch      : No

Demos                   : Yes

Other                   : No

Other files required    : None





* Play Information *



Game                    : Doom 2

Map #                   : 1-7

Single Player           : Designed for

Cooperative 2-4 Player  : Designed for

Deathmatch 2-4 Player   : No

Other game styles       : None

Difficulty Settings     : Not implemented





* Construction *



Base                    : New from scratch

Build Time              : June 2004 - January 2005

Editor(s) used          : DoomBuilder, Photoshop, Deepsea

May Not Run With...     : Doomsday - Some enviroments might be too large





* Copyright / Permissions *



Authors may NOT use the contents of this file as a base for modification or

reuse.  Permissions have been obtained from original authors for any of

their resources modified or included in this file.



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.  I have

received permission from the original authors of any modified or included

content in this file to allow further distribution.



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



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



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

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        Made on avr./2/2006 by Jean-Yves Delpech, aka "Jive":



- No fondamental modifications of the levels, but adaptation, when needed,

in order to obtain a full compatibility with OpenGl mode, and a debug for

remaining problems. At least, you should not find that I made anything on

it, and ALL the credit should be rewarded by the author.

I am only a supervisor, with the idea to let you think that the author

made a good job with this wad!!!



- 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@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.        #

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



- I had to sort all of the entries by lack of the pointers (PP_START, etc...)

- I repared the lump entry "BEHAVIOR", which is a ACS script for Zdoom, but even Derek

  ignore what it is doing here, as far as he know nothing about ACS and didn't use it!!!

- I deleted the music for Map10, unused, which was the same music than for level 4.

- I deleted also the music for Map09. These 2 musics are stored externally.

  I deleted the entries because it was hanging Doom Legacy and MIDI2MUS (files

  too heavy, the buffer being overfulled)

- I had also to delete the entry for the music of the Map05 "D_DOOM", for the same

  reason: too heavy, and it was hanging Legacy and MIDI2MUS. I stored it externally.





Map03: - Removed secret tag from sectors 733 to 742: unuseful!!!

       - I had to move the linedef 905 away from the door (sector 178), 

         in order to allow its action to be efficient and the door to be

         opened (Legacy's bug).

Map04: - Idem for the linedef 56 and the sector 9 (door)

       - sectors 206 to 209: added missing lower textures

       - sector 443:  added missing lower textures. The decision to make stairs

         here, textured with metal, seems weird, and the lowering of

         the book cases is unuseful. It would have been better to lower it

         completely and to don't make those crappy stairs!!! It seems to me more

         like a debug decision than an architectural choice... Strange!



Conclusion: apart these little problems, this pwad is one of the best one that I

ever played since today. So, it will be one of the Best'Of pwads at DLW!!!