===========================================================================
* Update to               : SPZDOOM1.WAD             *=====================
* Advanced engine needed  : ZDoom v1.23 above beta33 *=====================
* Primary purpose         : No levels included       *=====================
===========================================================================
Title                   : ZDoom Space Edition v2
Filename                : SPZDOOM2.WAD
Release date            : June, 2002
Author                  : Sphagne
Email Address           : sphagne@hotmail.com
Other Files By Author   : SPZDOOM1, this is an enhancement to that.
Misc. Author Info       : Designed several normal Doom2 levels before,
                          sent a few of them to newdoom.com in 2000.

Description             : Hopefully a space TC for ZDoom, when it finally
                          finishes, but for now a texture pack and some new
                          monsters and objects and sound effects.

Additional Credits to   : Oh, lots of people! let`s list them:

 God: id, Raven, Rogue...
 id : Dooms, Quakes, you know,
 Raven: Heretic, Hexen, He...
 Rogue: Strife, some good enemy sprites,
 Lucas Arts: Dark Forces, great enemy sprites,
 3D Realms: Duke, great textures and items sprites,
 Randy Heit: ZDoom! great job, Randy, keep up the good work,
 Justin Fisher: Alien TC, grand daddy of all TC makers, just a few bits,
 Adelusion and co.: GothicTX, please read the disclaimer at the end,
 Mordeth, Just a few graphics, sorry pal, could not help it :)
 Nigel Rowand: Thanks pal, you helped me where I needed it!
 Rex: The Darkest Hour, my first milestone,
 Corwin, Splash, but not the movie!
 Nick Baker: Malice texture pack, Silver,
 CeeJay: ripping resources before me ;)
 Neil Bowman: Starwars Doom2
 Alastair MacDonald: Snow trooper for Dark Forces.
 ....
 Others: sorry I dont know for sure who else, please correct my errors!

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* What is included *=======================================================
===========================================================================

New levels              : None
Sounds                  : Yes
Music                   : No
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : No
Other                   : Ambient sound objects...
Other files required    : Doom2.wad ...


* Play Information *

Game                    : ZDoom-DOOM2
Map #                   : None
Single Player           : N/A
Cooperative 2-4 Player  : N/A
Deathmatch 2-4 Player   : N/A
Other game styles       : N/A
Difficulty Settings     : N/A


* Construction *

Base                    : Lots of ripping and Lots from scratch
Build Time              : More than what I would have liked normally
Editor(s?) used         : Photoshop, Wavelab, Deepsea, Wintex, NWT, NC
Known Bugs              : Hopefully none with ZDoom 1.23 final!
May Not Run With...     : Anything except ZDoom beta33 or above

===========================================================================
* The Story *==============================================================
===========================================================================

Played, The Darkest Hour, Liked it, Got permission from Rex to rip away
some resources, got some from Nigel, some from GothicTX, Started working on
them, Got more skilled in Photoshop, found the original games, Duke3d and
Dark Forces... Started almost from scratch, Lots of original textures from
scratch, In the mean time had started working on the sprites and Dehacked,
Got more skilled, Had started to write scripts for ZDoom, ditto...
Made this pack ready for scriptful ZDoom levels, Hope you like them. ;)

Actually this is far from complete, I want a total conversion of doom items
and monsters, a lot more textures and decals, Lots of ready written texts
on the textures, more and  better sound effects... but for now it is ready
for you, and a lot better than the previous release!

Look at it as a beta, but it has the original doom monsters almost intact,
for the ones who love them (including myself:), but the final release will
have more of Strife and DarkForces and Duke in it. A totally interactive
environment, I hope. (i.e. you can shoot lamps off, or knock fences down)

===========================================================================
* Sights and Sounds *======================================================
===========================================================================

The textures are made in a way so that the textures of the same theme can
be combined seamlessly together, experience with them and I hope you will
like them, (Send those suggestions!) Some of them are made to be tore apart
for instance you would not like to place a wall with a Poison and Radiation
and Danger sign together! Also use the Y-shifting for best effects.

There are some new monsters and Items:

* SSNazi is now "Storm trooper", this guy is a beeffed up shotgun soldier.
* Keen is a "Defence turret", far more useful and "fearsome".
* Hanging body "HDB5" is a "nosey officer", script him around a lot.
* Hanging body "HDB6" is an "overseer officer", ditto .
  These two officers may change their uniforms with Thing_SetTranslation.
* Hanging arms out 2 is now a landmine, watch out or your legs are toast.
* Dead Skull is a "Damage detector" useful for those walls that break
  with explosions like duke3d, script their specials for some good effects.
* Barrels can now be pushed around, hint, hint!
* Imp fireballs act a bit different ;)
* Pole with skull looks a bit different.
* Bullet puffs make ricochet sounds.

* Hanging torso 2 and Hanging One-legged Body 2 are two different types of
  pickable bonus items. One bobs and other drops on the ground.

  Currently in ZDoom 1.23 beta 33 they can not be picked up, so you can
  only use them for visual effects, where players can not reach them, but
  if in future versions of ZDoom they become pickable then you can use
  their special to perform some action when a player picks them up!

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

There are also some ambient sound effects:

* Pointed continuous sounds:

   0: Computer beep 2
   1: Computer beep 3
   2: Computer hum 1
   3: Computer hum 2
   4: Computer hum 15
   5: Computer scan
   6: Conveyor
   7: Engine hum
   8: Fan
   9: Flies
  10: Force field 1
  11: Force field 2
  12: Laser hum 1
  13: Laser hum 2
  14: Machinery 1
  15: Machinery 2
  16: Machinery 3
  17: Neon lamps?
  18: Radio
  19: Rocks fall
  20: Siren 1
  21: Siren 2
  22: Steam hiss
  23: Train
  24: Turbine
  25: Water fall
  26: Water pump

* Pointed random sounds:

  30: Aquarium bubbles
  31: Drips
  32: Splashes
  33: Gloops
  34: Steam hiss
  35: Ambient voice
  36: Lava hiss 1
  37: Lava hiss 2
  38: Lava hiss 3
  39: Lava hiss 4

* Global random sounds:

  51-56: Battle sounds
  57: Scuba bubbles

Place 35 somwhere behand the walls, she will anounce somthing vague.

Scatter objects 36-39 through your lava pits, you will like them!

If you place the all of the 51-56 anywhere in a level you will have
perfect bombarding sounds around you through out the level.

If you place a 57 somewhere in the level you will hear random
bubble sounds anywhere in the level, good for underwater themes.

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

Some sound sequences for Lifts and doors:

   Sound_Seq00     No sound
   Sound_Seq01     Machine
   Sound_Seq02     Hydro-door
   Sound_Seq03     Rotating shaft
   Sound_Seq04     Elevator, Big Door
   Sound_Seq05     Small lift
   Sound_Seq06     Heavy machine
   Sound_Seq07     Huge door
   Sound_Seq08     Sliding door
   Sound_Seq15     Stone

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

You can use these sound effects in the scripts:

* Ambient sounds :

  ambient/comp01
  ambient/comp02
  ambient/comp15
  ambient/compbeep2
  ambient/compbeep3
  ambient/compscan
  ambient/conveyor
  ambient/engine
  ambient/fan1
  ambient/flies
  ambient/force1
  ambient/force2
  ambient/laser1
  ambient/laser2
  ambient/machine1
  ambient/machine2
  ambient/machine3
  ambient/pump1
  ambient/radio1
  ambient/rocks1
  ambient/siren1
  ambient/siren2
  ambient/subway
  ambient/turbine
  ambient/waterfall

* World sounds

  world/battle1
  world/battle2
  world/battle3
  world/bubble1
  world/scuba

  world/drip1
  world/drip
  world/smallsplash
  world/watersplash
  world/sludgegloop
  world/slimesplash
  world/lavasizzle
  world/hotsizzle
  world/lava1
  world/lava2
  world/lava3
  world/lava4

  world/stonemove
  world/breakduct
  world/breakglass
  world/landmine
  world/mice

  world/fleshbody ( bullet hit sounds )
  world/metalbody

  world/rico

* Voices :

  voice/vague1
  voice/countdown

* Other sounds :

  misc/keytry
  misc/beep01
  misc/beep02
  misc/beep10
  misc/click
  misc/fuse_in
  misc/fuse_out
  misc/lite_on
  misc/lite_out
  misc/phone

* Landing sounds :

  land/dirt
  land/field
  land/flesh
  land/gibs
  land/grass
  land/hard
  land/metal1
  land/metal2
  land/metal3
  land/soft
  land/stone
  land/wood

* Floor hit sounds :

  hit/dirt
  hit/field
  hit/flesh
  hit/gibs
  hit/grass
  hit/hard
  hit/metal1
  hit/metal2
  hit/metal3
  hit/soft
  hit/stone
  hit/wood

* New enemy sounds:

  Defence turret:
    turret/sight
    turret/active
    turret/pain

  Storm troops:
    strooper/sight
    strooper/active
    strooper/pain
    strooper/death

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

P.S. just listen to the sounds around your levels!
     better to decrease the music volume first!

P.S. do you know the way to use "TOOL..." floor textures? I will show you
     in an example level (hopefully soon:), a combat training facility!

===========================================================================
* Suggestions *============================================================
===========================================================================

Randy, the instant you make support for footstep sounds on the terrains,
I will supply the sounds. For instance, if we run on a metal surface we
will hear Cling Clang Clongs...

We can also have different footstep sounds for faked floors deeper than the
player`s knees. i.e. Slash Slosh changes to Slurrps in deeper places.

This pack has lots of ready made decals and signs on the walls (Pheaw, what
long hours of decal placement! Almost made me regret I ever started this!)
But if ZDoom supports easy and precise placement of texture patches on the
walls as additional decals (Editors too!) I can compact this pack and start
working on more decals for endless difference in the environment!

Who talked about floor decals, me? Nooo! :)

And when ZDoom finally loses distinction between the wall patches and floor
textures (and sprites?) I can compact this pack a lot more and supply more
textures patches in the future!

By the way ZDoom is great as it is. Thanx to Randy for this peace of art!

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

Please send me those suggestions and resources, praises or criticisms, I
look forward to them to improve the final release! Thanx anyway :)

===========================================================================
* Copyright / Permissions *================================================
===========================================================================

Authors MAY 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.

But if you want to modify any part of it and distribute the modified version
please, distribute it by a different name from SPZDOOM* (*=any char) and also
please give credit where it is due, this pack has lots of original sounds
and graphics...

You can also send me the resources, so I can add them to the next version :)

*** Please read the disclaimer at the end ***

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.

===========================================================================
* DISCLAIMER *=============================================================
===========================================================================
This PWAD contains select texture(s) and flat(s) that can originally be found
in GothicDM or Gothic2. Credit and thanks go out to the artist(s) of said
flat(s) and texture(s) and also to the rest of the Gothic Crew (1997/98). The
ORIGINAL GothicDM(2).ZIP can be found at CDROM.COM. Each said PKZIP archive
contains thirty-two professional quality levels and music.
http://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothicdm.zip
http://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothic2.zip
===========================================================================
