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LET THEM DIE II by Berserker[79] - berserker79@ngi.it -
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1.  INTRODUCTION
2.  REQUIREMENTS
3.  INSTALLATION AND USAGE
4.  STORY 
5.  LEVEL DESCRIPTION
6.  PWAD FILE RESOURCES
7.  EDITORS USED
8.  TROUBLESHOOTING
9.  ACKNOWLEDGEMENTS
10. CONTACT ME!
11. REVISION HYSTORY
12. SECRETS

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** 1. INTRODUCTION **

Hello and welcome to my "Let Them Die II" PWAD file. This map is a sort of follow up to an old
PWAD of mine called LET_DIE.WAD. My aim was to build an Episode 2 style map and at the same 
time to give the map itself almost the same layout of its "ancestor". The file you're reading 
now contains extra info which is not completely available in the LETDIE2.TXT file that comes
with the PWAD; read on if you're interested...

** 2. REQUIREMENTS **

The first things you'll need are a copy of the DOOM IWAD file v1.9 (doom.wad) and a version of
ZDoom (1.23 beta33 or higher). If you have earlier versions of ZDoom go to the ZDoom site 
(http://zdoom.notgod.com) and download the new one because older versions will not run with 
this PWAD. I think this PWAD should work also with the DOOM v1.666 IWAD, but it would be
better to run it with the Ultimate DOOM IWAD (v1.9); LETDIE2.WAD will not run with 
the DOOM2 or any of the Final DOOM IWADs (doom2.wad, TNT.wad or plutonia.wad).

As for system requirements I suspect you'll need a fairly fast machine. This map is rather
large moreover the slowest system I tested the file on was a PIII 500, so I don't know how it
will perform on the slower systems; you may get slowdowns on old computers (e.g. old Pentium CPUs
like P60 or P75 or even older stuff like 486DX2/DX4 CPUs). The map works fine on my 
Celeron600@900 both at 800x600 and 640x480.
No 3D card is required since the current version of ZDoomGL will not be able to run this file.
(Still waiting for the release of the new ZDoomGL version based on ZDoom 1.23! :-) )

** 3. INSTALLATION AND USAGE **

Installing "Let Them Die II" is as easy as unzipping the LETDIE2.ZIP file in your ZDoom 
directory. The zip file should contain the following files; if one or more of the files is 
missing you have a corrupt version:

+ LETDIE2.WAD : The PWAD file
+ LETDIE2.TXT : The usual TXT file that comes with PWADs 
+ README.TXT  : The file you're reading now

Usage of the PWAD is a bit more difficult unless you already have some practice. If you know 
what I mean you just have to launch ZDoom loading LETDIE2.WAD and warp to E2M5 to start 
playing. I think there should be one or more Launchers for ZDoom out there, so you can also 
start the game by using one of these programs (untested).

If you don't have any idea on how to start the PWAD then do the following
(I'm assuming you're using the Windows version of ZDoom):
Click on your WIN9x/2K/ME "Start" button and then choose "Run". In the box type this:

C:\PATH_TO_ZDOOM\zdoom.exe -file letdie2.wad -skill # -warp 2 5

This will start the game and load my map. Obviously you must put the path to your ZDoom 
executable instead of "PATH_TO_ZDOOM"; put a number from 1 to 5 instead of # after the skill 
parameter (1 or 2 easy, 3 normal, 4 Ultra-Violence, 5 Nightmare) to select the skill level; 3 
is  a good choice, while I reccomend not to use skill 5: the level wasn't created with the 
aim of having the player complete it on Nightmare skill. :)

If you have set up ZDoom to run with the DOOM2/TNT/PLUTONIA IWAD file make sure you select the
DOOM.WAD file before starting my PWAD. You can use the -iwad parameter to specify an IWAD file 
to use;

C:\PATH_TO_ZDOOM\zdoom.exe -iwad c:\PATH_TO_IWAD\*****.wad -file letdie2.wad -skill # -warp 2 5

Change PATH_TO_IWAD and *****.wad to your IWAD path and IWAD name respectively.
(e.g. C:\games\doom\doom.wad)

Once you've done this you should be in the game.
Refer to the ZDoom docs if you have trouble starting up the game.

** 4. STORY **

Well, the only story FOR this WAD could be the usual 'You're stuck in this place haunted by 
dozens of deadly monsters and you have to find the exit and get out alive'. However there is a 
story OF this WAD that actually dates back to a few years ago. Infact LETDIE2.WAD is more a 
remake than a follow up of its "ancestor" called LET_DIE.WAD (which I created about a year after
the release of DOOM II). The original file was even more "squareish" than the new one, not much
challenging, well... it was quite ugly. I worked on it later again in different times and the 
last version was placed only on the alt.binaries.games.doom newsgroup. When my hard-disk crashed
the original file was lost; now I decided it was time to "resurrect" it, creating a new "Let 
Them Die" PWad that is (hopefully) more good looking and fun to play than the first. By the way,
if by chance anyone has got the original LET_DIE.WAD, please contact me (see email below).

** 5. LEVEL DESCRIPTION **

The aim of the game is to clear a path through an horde of demons from Hell, find the exit and
escape the place in one piece. There are some secret areas scattered around the map where you'll
find equipment, ammo or bonus stuff; there is also a secret exit switch that will take you to the
Episode 2 secret level (E2M9). 

** 6. PWAD FILE RESOURCES **

MAPS: there is one map in this file, E2M5. Please do not use it as a base for additional levels.

TEXTURES: I put together the SW1ELUP/SW2ELUP and the SW1ELDN/SW2ELDN textures using the WALL02_2 
patch from DOOM and the SEU0, SEU1, SED0 and SED1 patches included in Jim Flynn's BOOM demo 
level BOOMEDIT.WAD. MGRATE1 was created using as a base the DOOR12_1 patch from the DOOM IWAD
and MGRATE2 using the patch RW45_1 from DOOM2. GRAYWALL was created with PSP using the WALL78_1
patch from DOOM as a base. The MOUNTAIN texture used in the skybox is a modified Episode 2 sky
texture with the portion of sky colored to be trasparent. The BLOODY1-2-3-4 textures are a 
modified resource based on the originals ripped from Duke3D (or so I'm told :) ).

FLATS: two new flat are included; the first called MRBFLAT was part of the Gothictx.wad file 
uder the name of ADEL_J15. The required disclaimer for use of select textures/flats from the
above said PWAD is included in the LETDIE2.TXT file. The flat RCLOUD, used as sky texture for
the skybox, is based on the CLOUDS flat included in the skybox demo WAD by Randy Heit and was
modified using Ulead iPhoto Express.

COLORMAPS: the file contains 3 new colormaps. REDMAP was included in the BOOM editing tools 
package. NUKEMAP and LAVAMAP were created using the CMAPTOOL.EXE utility in the BOOM editing 
package from an input file based on the doomclr.BMP file contained in the same package which i
modified with PSP. The colormaps are used for the "deep water" areas in the map; while ZDoom 
Hexen format levels can use also palette blends for this purpose, i had already done these 
colormaps, so i used them in place of the palette blends. :)

LUMPS: The ANIMDEFS, MAPINFO, SNDINFO and SNDSEQ lumps were all written with Notepad.

SOUNDS: I've included a few new sounds to be used with the polyobjects and as ambient sounds.

** 7. EDITORS USED **

ZETH 4.05: all of the editing has been carried on with ZETH. It's the only editor I know well
enough to create a map and, so far, the only one I feel confortable using. I sure would like
to see a ZETH version that runs under Win2k with enhanced support for all of the features of
ZDoom 1.23.

BSP 2.3x: used the version supplied with ZETH to rebuild the maps. Does its work fine. 
Enough said.

Patcher: I used this set of tools to build the PWAD with all the resources. It doesn't
accept Hexen format maps as input unfortunately. Not very easy to use the first times, 
but the txt files are quite helpful. Other than building a PWAD you can also extract 
all the resources from a file in easy editable formats (e.g. textures => BMP, 
sounds => WAV). 

WinTex 4.3: this tool was used to insert the scripts in the maps. It can do almost anything
Patcher can do too and helped me solve some of the problems I run into while editing...

** 8. TROUBLESHOOTING **

Here is a brief guide to problems and possible solutions related to playing
my map. Check carefully the requirements and installation sections above to
make sure you have everything required to play and that you have installed
the files correctly.

a)"The map doesn't seem to run: the game crashes or I get some error".

If the game simply crashes without any particular error, first of all check if ZDoom 
works without loading letdie2.wad, maybe it wasn't setup correctly. If ZDoom was 
set up in the correct fashion, then check the version you're running: if it isn't at 
least 1.23 beta17 you may not be able to run my map. I reccomend to play using beta33
which is at the moment the most recently released.

If you receive some kind of error read it carefully, it may be a ZDoom problem. :)
Save your game once in a while if ZDoom crashes at odd moments...

If you get an error dealing with textures then you probably aren't running the map
with ZDoom: the original doom.exe file DOES NOT work with this map. Also, since
the maps are in the Hexen ZDoom format no other source port other than ZDoom
will run this PWAD. Also check out if you're running ZDoom with the DOOM IWAD; 
letdie2.wad cannot be played with the DOOM2/TNT/PLUTONIA IWADs.

If you are using an old DOOM IWAD upgrade it to version 1.9. I've developed the map
using the Ultimate DOOM IWAD and didn't have the chance to test it with the plain DOOM
IWAD; all versions newer than 1.666 (included) should work anyway.

b)"I can't get some objects in the map" or "I can't reach a certain point, it's too
high for the player to reach".

Remember you can jump in ZDoom; some objects and locations can be reached only by
jumping. If a jump doesn't solve your problem then you have probably to activate a
switch or something else in order to reach the object/location.

c)"I'm running your map with the OpenGL version of ZDoom and it doesn't work".

The current release of ZDoomGL (0.66) requires ZDoom 1.22 to run; since the map 
uses some features made available in version 1.23, ZDoomGL 0.66 will not run with
letdie2.wad

** 9. ACKNOWLEDGEMENTS **

Well, here's everyone I think I should thank (in no particular order):

id software for creating DooM and releasing the DOOM source code.
The people behind the DOOM ports developed: BOOM, Legacy, MBF, ZDoom, etc...
The authors of the editors and tools I used for this work.
Jim Flynn for help with Patcher and for allowing usage of his textures.
Everyone who has been kind enough to answer my questions on the ZDoom Editing forum
(Enjay, Destroyer, Randy Heit and all the others, thank you! :) ).
My apologies to anyone I may have forgot...

** 10. CONTACT ME! **

If you have comments on my level or if you have found a bug, you can send me
an email at: berserker79@ngi.it

or you can contact me through ICQ, my UIN is: 6969892

I don't use ICQ very often, so if you'd like to get in touch with me the best way would 
be to email me.

If you'd like to visit my homepage go to:

http://www.geocities.com/berserker79.geo

** 11. REVISION HYSTORY **

2.0 : the new final version called "Let Them Die II"; the map was entirely re-created from
      scratch and it's a ZDoom only PWAD.
1.4 : final restyling of the original map (let_die.wad) plus added the "unholy cathedral"
      in its  first form (completely different and smaller than the actual). 
      This file was placed only on the alt.binaries.doom newsgroup and was lost when my 
      hard-disk crashed a while back.
1.3 : conversion to DOOM to add the map to a compilation of levels called "Hell Raid" I put
      together. The access to E2M9 was added as well as the BROVINE textured building.
1.2 : first main restyling of the map; simply added some rooms and lots more of monsters. :)
1.0 : the very first version of let_die.wad. Original release was for DOOM2.

** 12. SECRETS **

Here's a list of all the secrets in this map if you just can't find them. Please do not read
this if you haven't already played the map because it will spoil you of the fun! :)

1- Just at the start turn to your left and press "use" against the marble column, the one
located in the upper-left corner. It should lower and reveal a Backpack.

2- Again in the start room look the wall on your right opposite the 4 doors; a secret door is
hidden behind the wall with the different stone texture. Contains a shotgun.

3- In the area with water and the brovine textured building there's a hidden corridor underwater.
Follow it to reach a room with a SoulSphere. Beware: this is a secret trap! :)

4- In the brovine textured building in the room with the switch that deactivates the force field
on the left there's a hidden door. Hit the switch inside to lower the lift on the other side of
this same room. Run to the lift before it rises again: in the room below there's a switch that
will let you access the secret exit.

5- After getting secret #4 go back to the staircase near the start area: there's a secret
teleporter that leads to the secret level.

6- Once you entered the blue door follow the hallway with the baphomet colums until you reach
the center where the pillar with the mega-armor is located; press the wall near the blood 
pools and a lift will activate; take the hidden teleporter to get a berserk pack.

7- The rocket launcher in the pipe textured room filled with nukage can be picked up by
lowering the bars: the switch you need is hidden in a hole below the nukage.

8- From the main room that connects to the rocket launcher room take the gray tech door
opposite the rocket launcher door. Now enter the rightmost room and press "use" against the 
wall in front of the computer. A secret door opens: the switch in there lowers a pillar near
the computer. In the niche behind the pillar are a box of shells, a cell pack and a green armor.

9 & 10 - After getting secret 8 move in the leftmost section of this area where the two
teleporter pads are located. To activate them press the switch hidden behind the computer
placed on the wall behind the teleporters. Each of the rooms you'll access with the teleporters
is a secret area with various items including ammo for your weapons and a blue armor.

11- Once you enter the room with the UAC symbol right of the rocket launcher room and enter the
room with the circular rising staircase press "use" against the blue textured scrolling column:
it will lower, revealing a switch that rises a platform to your right. Move up the stairs and
reach the section connected to the platform. In the corner there's a switch that will lower the
pillar with the blue armor located in the middle of the baphomet columns hallway.

12- In the yellow skull-key area take the wooden door to the left. You'll notice four metal
panels: shoot the lit one to lower a wall in the room behind you, the one with the marble
sarcophage. Contains some armor helmets, some blue bottles, a Partial Invisibility power-up
and a Light-Amp power-up.

13- Enter the wooden door opposite the one of secret 12. There a two fountains: dive into
the one placed in the middle of the two niches where the Imps are hidden. On the bottom
of the fountain there's a switch; hit it to lower one of the metal panels above the stairs.
The secret area contains ammo, some health and a green armor as well as one Baron Of Hell
and a couple of Imps.

14- After taking the teleporter to the area with the green stone switch in the middle of the
water pool check the lower right corner of the room where the blue torch is placed. Move
over it to lower a lift on the opposite side of the room and then run to collect the 
SoulSphere.

15- In the area with the reddish rock texture check the left side of the lava pit: there's a
Radiation suit placed on a protruding platform just below. Pick it up to get the last secret
and avoid taking damage from the lava.


** END OF FILE **
