 
		  ----------------- 
    THE OFFICIAL  G O D - D I S C O  WAFFLE
		  ----------------- 
 
Theme from an imaginary disclaimer: This .WAD is not in any way 
intended to promote violence or unwanted killings.  If you see anyone 
killing someone else as a result of playing this .WAD, sic em up.  If 
you catch yourself killing anyone after playing this .WAD, this can 
often be prevented at an early stage by killing yourself.   
 
 
---------------- 
The Story so Far  
---------------- 
 
There you were, just sitting in the living room when suddenly an 
inter-dimensional gateway opens out from the screen of your TV.  Your 
excitement at the thought that you may be about to come face-to-face 
with Cilla Black is replaced by horror, fear and, shortly thereafter, 
a foul smell coming from within your underwear as you hear hideous 
grunts and groans accompanied by the piercing screams of some of TV's 
top variety performers.  Clutching a plastic pistol in front of you 
with both hands, you edge towards the TV screen as the frightening 
realisation hits you - only you can save Jimmy Tarbuck! Hang on.  Does 
anyone know what the hell I'm talking about? Thought not.  Pah! 
Stories so far ... who needs 'em?  
 
 
---------- 
Th' Basics  
---------- 
 
God-Disco is a .WAD file for use with DOOM.  .WAD stands for What A 
Dumb (name for a file). To make it work, copy GODDISCO.WAD to your 
Doom directory, and type DOOM -FILE GODDISCO.WAD.  Press Enter when 
those helpful people at iD software quite correctly inform you that 
this file has been modified, then when the game has loaded, start a 
new game on episode 1 (Knee-Deep in the Dead) at your preferred 
difficulty level, and you're away (unless something goes wrong, in 
which case you're still here, and probably quite upset.  Doom seems to 
need a little more memory than normal to run with a large patch .WAD 
file such as this, so if you have problems then try messing around 
with your CONFIG.SYS and AUTOEXEC.BAT files, or just re-start your 
computer and press f5 when it says "Primary boot-strap" or "Secondary 
sandal-thong" or "Tertiary footwear restraining device" or whatever it 
says.  This bypasses your CONFIG & AUTOEXEC files, leaving Doom with 
lots of lovely clean memory, and of course no mouse-driver, command-
line prompt, path or temp variables etc.  Can I get out of these 
brackets yet?) Phew!!!  
 
This file replaces E1M1 and E1M2, the first two levels of episode 1: 
KneeDeep in the Dead.  And a good thing too, if you ask me, as they 
can get somewhat tedious after the first 100,000 or so plays.  For a 
truly exceptional result, we recommend typing "DOOM -FILE 
GODDISCO.WAD" every time you play Doom.  However, should you find 
yourself waking up in a cold sweat with an urge to run along that zig- 
zag and shoot the imp on the shelf, just type DOOM without all the 
other stuff, and your two original levels will appear before you in 
all of their mind-numbing boringinity (or something).  All features 
are implemented on both levels.  This means that the difficulty levels 
work (easy is easy, hard is hard - duh!), with one to four players 
cooperatively or in deathmatch mode.   
 




------------------------------------------- 
Th' Basics in officially recommended format 
------------------------------------------- 
 
Title                   : The all singing, all dancing God-disco road show. 
Filename                : GODDISCO.WAD 
Author                  : Dan Sumption 
Email Address           : 100046.2413@Compuserve.com
Misc. Author Info       : Err... 
 
Description             : Somewhat deranged 
 
Additional Credits listed at end of document. 
 
* Play Information * 
 
Episode & Level #       : E1M1, E1M2 
Single Player           : Yes 
Cooperative 2-4 Player  : Yes 
Deathmatch 2-4 Player   : Yes 
Difficulty Settings     : Yes 
New Sounds              : Not yet! 
New Graphics            : Yes 
New Music               : Not yet! 
Demos Replaced          : None yet! 
 
* Construction *  
 
Base                    : New level from scratch 
Editors Used            : DEU 5.21, BSP1.1 
Known Bugs              : A couple of very small areas where there are 
			  too many lines visible.  See the description 
			  for details. 
 
* Copyright / Permissions * 
 
Authors may do what the hell ever they want to with this level, so 
long as it involves only consenting adults and doesn't hurt anyone who 
doesn't want to be hurt.  If you do find a use for it, I'd love to see 
the results.  Please e-mail me or send stuff to the address at the end 
of the document.  Also, please please please send me your comments on 
this level, life, the universe and nothing in particular.  I'd love to 
hear from you.  (I won't reply, but I'd love to hear from you anyway). 
 
You MAY distribute this WAD, provided you include this file and the 
accompanying file PIGS.EAR.  If you really want to, you can modify 
this file as long as you don't delete any of it - just add your own 
pointless meanderings somewhere along the way.  You may, and indeed 
are welcomed to, distribute this file in any electronic format (BBS, 
Diskette, CD, Microwave, Kitchen Sink, etc.) as long as you include 
this file as near intact as you can manage it. 
 
* Where to get this WAD *  
 
What's your problem?  You lost the WAD, but you still have this pile 
of rancid dingo's offal sitting on a disk somewhere?  Or did you 
forget to back-up your hard disk, and lose it in a flurry of bad 
sectors?  I've warned you about that, haven't I. 
If you're experiencing real problems getting this file, try either: 
	The Power Station BBS   :0923 463372 
	Ask & Receive BBS       :0923 460213 
	Compuserve Gamers forum 
	A local rubbish tip 
or send a blank floppy to me at the address at the end of this 
document (well, don't just send a blank floppy, some sort of letter of 
introduction would be appreciated). 
 
 

----------------- 
Me & my Big Mouth  
-----------------  
 
This is my first attempt at a .WAD file - I hope you like it.  I wrote 
it during occasional fits of frantic activity over a period of about 
three weeks.  The hardest part was at the beginning - because I did 
not fully understand either the editor program or the .WAD format, 
many of my glorious plans came to nought and I had to re-start the 
whole things a couple of times before starting the present version.  
Most of the actual level design was fairly easy - for example, the 
maze part took about half-an-hour.  The hard bit was when I had it in 
a fully working version, but every time I played it I said to myself 
"that wall needs to be aligned slightly better" or "this room needs a 
change of wallpaper" or "I could really do with some more monsters 
around here on the harder levels" or "I don't think I've got enought 
secret doors on this level" or a million and one other things.  This 
process of constant minor revisions took about two of the three weeks.    
 
I wrote and tested the file mainly on my Tiny 486DX2-50, but also used 
an Olivetti DX2-66 and a Tiny DX-33.  Because it is quite large, it 
might get somewhat jerky on anything slower than this, particularly in 
network play.  Strangely enough, it usually ran fine on the DX-33, but 
on my DX2-50 it would occasionaly start jerking along for a short 
while.  Oh well, just another of the wierd and wonderful hidden sides 
to my machine.  On the Olivetti it ran like a dream at all times, 
despite a slower video bios, so anyone with a DX2-66 or better (which, 
let's face it, is everyone these days, isn't it?) should be in for a 
treat.  If you run Doom on a 386, you should know what to expect by 
now, and will therefore need no warning.  The two levels included are 
detailed below:  
 
E1M1 - The cloak-rooms of hell  
------------------------------ 
In this episode you play a disgruntled lavatory attendant trying to 
win back the affections of a mass of hideously evil, yet at the same 
time cute and loveable, cholera viruses (virii?).  No, I lie (again).  
I consider this level to be the 'main' part of this little escapade, 
in that it's fairly playable and has a nice smattering of variety.  In 
creating this level I tried to make it comparable in many aspects to 
the original iD levels, for example by having a number of switches, 
trigger wires and keys preventing you from entering one area until 
you'd been somewhere else.  I also tried to make it comparable in 
difficulty, although it isn't intended to be on a par with the 
original E1M1 - closer perhaps to E2M2 or E2M3 (I made it run as E1M1 
because I like being able to just run Doom, hit the return key several 
times with a mallet I keep beside my computer for just this purpose, 
and suddenly find myself dumped in the middle of my new level with 
only a mallet for protection, as I've just broken my keyboard).  On 
this point, does anyone else get as niggled as I do when trying out 
.WAD files which are replacements for E3M5 or somesuch.  I know that 
you can use DOOM -WARP whatever to go straight to this level, but half 
of the time I lose or forget to read the accompanying text file, and 
end up trying all the different episodes to see if I can find which 
one has been changed.  If anyone was really desperate to use the level 
as a replacement for E3M5 (remember folks, this is just an example for 
the sake of argument.  It could just as well have been E2M7) then they 
could quite easily use DEU or another Doom utility to save the map as 
a different level.  OK, gripe over, the rest of this document will be 
reserved exclusively for outpourings of unbridled joy.  Oh God, I've 
lost my thread again (that's not all I've lost, I hear you say).  So, 
yeah, cloak-rooms of hell.  Although I tried to emulate the complexity 
of some of the original Doom levels, I also wanted a bit of a 
different feel.  I hope I've managed to create this with the use of 
excessively garish textures and rooms which may present severe 
problems for epileptics.  And before anyone writes to ask if my 
outdoor areas are suffering from some sort of "abnormal flashing" 
effect, perhaps related to the "hall of mirrors" effect - it's 
intentional; that stuff is lighting, or malfunctioning disco lighting, 
or whatever.  You might not like it, but your mind cannot approach 
mine in terms of its warped nature.  There are a couple of bits where 
very minor bugs occur - in particular, the "23" creates a very small 
"hall of mirrors" line sometimes when viewed from the south-east.  I 
think this is because of Doom's inability to display more than a 
certain number of lines on the screen at once (if anyone knows 
differently, please tell me).  I have read that from version 1.4 
onwards more lines may be viewed, so theoretically at least it should 
be OK on later versions, but I haven't tried it so can't verify this.   
 
E1M2 - Fiddler on the roof  
-------------------------- 
 
After you've escaped from the cloak-rooms of hell, what do you do 
next?  You climb on the roof to have a fiddle of course.  This is 
another one of those pointless monster overkill levels, derived from 
the previous level but very different in terms of both the scenery and 
the playing.  It's not very complex, as by this time I was getting a 
little tired of continual level-editing, but it's far from being easy, 
mainly because you can soon find yourself fighting almost every 
monster on the level simultaneously.  This level started out as an 
idea I had when going to sleep but, as with all ideas I have when 
going to sleep, the realisation pales into insignificance beside the 
original concept.  I can feel this leading me into another long-winded 
ramble.  Anyone not interested in closely inspecting the detritus of 
my mind, please proceed to page 83.  My original idea was this: a 
large roof area (play the level, you'll see the area I mean) almost 
entirely split up into a grid, something like this:  
 
		+---+---+---+---+---+---+---+  
		|   |   |   |   |   |   |   |      
		+---+---+---+---+---+---+---+  
		|   |   |   |   |   |   |   |  
		+---+---+---+---+---+---+---+  
		|   |   |   |   |   |   |   |  
		+---+---+---+---+---+---+---+  
 
	The starting area would then be surrounded by a circle of "trip-
wires", each of which would cause a different wall or walls in the 
grid to start rising and falling.  As more of the trip-wires were 
triggered, more walls would start moving until eventually the whole 
area would be rising and falling in a semi-random manner determined by 
when the trip-wires had been crossed.  The monsters would all be 
within the "cells" of the grid, so that they would start off trapped, 
but once the movement had started they would be able to move in 
certain directions depending on which adjacent wall(s) were at ground 
level.  There would also be trip-wires which stopped the rising and 
falling process, allowing a cunning player to trap certain monsters 
and deal with them a few at a time.  Unfortunately, after spending 
hours (well, quite long minutes anyway) creating my grid, I tested it 
out and Doom dumped me back into DOS, telling me that it had run out 
of platforms or D-Plats or something like that.  Obviously, the 
program only allocates enought memory for a very limited number of 
platforms to be rising or falling at any one time.  If anyone knows of 
a way around this, I would dearly love to hear from them, and would 
indeed be most likely to present them with a small trophy in honour of 
our having communicated (as well as bestowing the by-now meaningless 
title of "friend for life").  This was by no means the first of the 
limitations I have encountered with Doom.  In fact, I can exclusively 
reveal here for the first time in print (well, nice-looking text 
anyway) that DOOM IS CRAP.  Yes folks, its official. Well, no 
actually.  When I started writing my .WAD, almost every idea that I 
had ran up against a brick wall for one reason or another, and 
initially I blamed these problems on the editor program.  Now I know 
better though; every one of my heroic failures was due to a shortfall 
in the Doom engine.  I don't mean to sound this cruel and heartless, 
and I do love Doom really, it's just that ...  well, why couldn't they 
have designed it exactly to my specifications.  "Limitations of the 
hardware" I hear you cry.  "I feel the need, the need for speed", 
someone over in the left corner is shouting.  Yes, this is all true, 
Doom probably wouldn't have worked very well if it was made any more 
complex, but that doesn't stop me wanting it to be more complex.  
maybe we need another hardware upgrade - the Doomblaster Pro or 
something, just to speed things up when your PC is trying to calculate 
what you've killed recently.  Back to limitations with Doom, my main 
gripe is that I would like it to be a true 3-D.  Yes, I know it says 
"a Hellish 3-D Game" but it's actually 2-D with elevations for all of 
the 2-D objects to create the illusion of 3-D.  What's the difference, 
I hear you ask.  The difference is that there is actually only one 
level in the "third" dimension, but it can be at different heights 
depending on whereabouts you are in the other two dimensions.  No, I 
know that you still don't understand me, but what you can't comprehend 
is the feeling of power that this gives me.  To simplify it some more, 
it means that any space on the (2-D) map can have only one floor, one 
ceiling, and one object in it.  This rules out virtually every 
structure that appears in the real world (at least I think they appear 
in the real world, but if I started dragging David Hume into this then 
things really would get long-winded).  Some of the features I had 
wanted to implement but couldn't as a result of this shortfalling are 
bridges, multi-level buildings, large open-air arenas on the roofs of 
buildings which also have rooms inside, cupboards-under-the-stairs (or 
in particular a passageway which leads into a circular room with a 
spiral staircase all the way around, so that the passage has to pass 
under the stairs) and representations of 3-D objects with space under 
them, such as stools.   
 
Moan over.  This is page 83.   
To go back to describing my version of E1M2 (yes, that was what I was 
doing all thos pages ago) it's hard - very hard.  I haven't even tried 
completing it yet without at least a bit of cheating.  If you're 
having trouble, I would suggest that you try one of the following:  
	- Try a cheat - type "IDKFA" for some very happy ammo.   
	- If you still can't do it, type "IDDQD" to become a god (and 
	  get on the guest list for the disco).   
	- Best of all, play the network version in which dead monsters 
	  stay dead, so you can use up as many lives as you want in 
	  wiping them out.   
If you still can't do it, give up and try flower-arranging instead.   
 





--------------------------------------------------- 
Without whom it would not have been possible ......   
--------------------------------------------------- 
 
Thanks to the following people / objects / abstract philosophical 
concepts, without whom .... oh, you know what I'm on about:  
 
The Software:  
------------- 
DEU by Raphal Quinet (quinet@montefiore.ulg.ac.be) and Brendon J 
Wyber (b.wyber@csc.canterbury.ac.nz)  
File name: DEU521GCC.ZIP 
The Grand-daddy of Doom level editors, very confusing to work with at 
first but extremely fast and easy to use once you get used to its 
various features and hot-keys.  I used version 5.0 for about the first 
two sectors, then downloaded version 5.21, which has a whole host of 
new features making it infinitely more useable.  I now use the 
DJGPP/GO32 port of DEU 5.21 by Per Allansson (c91peral@und.ida.liu.se) 
and Per Kofod (per@ollie.dnk.hp.com).  This is exactly the same in 
terms of features, but make better use of memory on 386s and above, 
allowing for bigger levels and faster operation. If anyone is 
considering making their own Doom level, I would suggest that you give 
DEU 5.21 a try.  It doesn't feature some of the whistles and bells 
that some other editors have, but it can do pretty much everything 
required, is fast, and is very well documented (see below).  Also, the 
latest version includes lots of handy features which speed up tasks 
such as making doors and stairs, and aligning wall textures, with even 
more features promised for version 6.  I can't wait, can you?  
 
BSP by Colin Reed (colin@argonaut.com)  
File name: BSP11X.ZIP 
version 1.1x, ported to GO32 by Dylan Cuthbert 
(dyl@cix.compulink.co.uk), again allowing for larger levels. OK, so 
you get you idea for a radical new Doom level, you start creating it 
using DEU, but every time you run it, the room in the shape of a 
kangaroo's intestines throws up all sorts of wierd bits, floor-to-
ceiling lines where other bits of the room, the monsters, your weapon 
or even the Doom title screen float in and out of view as you turn 
around.  This phenomenon, known to Doom junkies as the "hall of 
mirrors effect" usually occurs when you've got your nodes in a twist 
(it can also occur if you've forgotten to define a wall's texture, or 
if you define a two-sided line as impassible, but as you've read this 
far I'll assume you're not that stupid.  Either that, or you're 
reading this because it is one of your GCSE English set texts).  I 
believe that this problem can be solved using DEU 5.21, but that 
requires some work, and as you're probably as lazy as I am I'd 
recommend that after editing your map in DEU, you run it through BSP 
which will magically wipe away your node problems and make your walls 
appear as walls should (if the walls still appear strange, check that 
you haven't been abusing any psychedelic substances before moaning to 
iD or the writers of DEU or BSP).   
 
REJECT by L M Witek (lee@trousers.demon.co.uk) 
File Name: REJECT10.ZIP 
Version 1.0.  A very small program, into which you feed your WAD file 
once it's been Deu'd and BSP'd.  The resulting WAD runs slightly 
quicker, as it tells the Doom engine not to check whether monsters in 
distant sectors can see you.  Personally, I don't like being seen by 
monsters in distant sectors, do you? 
 
DMGRAPH by Bill Neisius (bill@solaria.hac.com) 
File name: DMGRAP11.ZIP 
Version 1.1.  Bored of the same old moldy bodies hanging from the same 
old marble walls? This nifty little program lets you do all manner of 
things with the graphics used in Doom, so that instead of just staring 
at all of those hardcore porn pictures which you downloaded, at great 
expense, from the Secret Smut Unlimited BBS in a remote corner of the 
USA, you can plaster them all over the walls of your devilishly 
cunning maze and spend the day bouncing bullets off breasts or other 
appendages.  Alternatively, if you're mad, why not use scanner or 
similar digito-visual input device thingy to faithfully reproduce all 
the walls of your house/office/school/cave.  This adds a whole new 
angle to games of Doom, as you think up any number of 'real-life' 
scenarios.  Here's one we dreamed up in the three seconds it took to 
type this sentence: Get completely plastered and see if you can fit 
your yellow key in the front door in order to enter the next section 
of this level ("the hallway").  Then try to stagger up the stairs 
without losing any health points, and see if you can wipe-out the 
toilet demon with the wide firing range provided by your double-
barrell vomit-gun.  Sorry, I got carried away again.  To get back to 
DMGRAPH, you can use the program to view and export any of the Doom 
graphics (except the floors & ceilings - sorry, you'll have to do a 
bit more fancy work if you want your HOUSE.WAD to include that thick-
pile Axminster 60's left-over or the rococco ceiling in your outside 
shed).  You can then build a Patch .WAD file which includes 
replacements for any of this graphics.  As well as re-papering Doom's 
walls, this allows you to replace any of the map screens between 
levels, and also the big red messages (like "Nightmare" or "The Shores 
of Hell") so for example you could rename the difficulty levels "Hurt 
me big-boy" or "I'm too sad to party".  This assumes that you have 
some sort of drawing program and that you are something of a dab-hand 
with it, which is a pretty large assumption of course.  By the way, 
the graphics formats supported by DMGRAPH are .GIF and something else, 
the name of which escapes me, and the full screen size (used by the 
maps and the final screen) is 320x200 with 256 colours, so you can 
forget those stunning high-res graphics.  Also available are DMAUD and 
DMMUSIC for changing the sound-effects and music respectively, but by 
the time I'd got round to changing the graphics, I was too knackered 
to consider going the full whack (plus it can make your .WAD files 
huge, particularly with the inclusion of sound effects).   
 
ADOBE PHOTOSHOP (please imagine relevant copyright and trademark 
symbols here) hasn't really got much to do with Doom and is far too 
expensive to consider buying yourself unless you happen to be a 
reasonably sized country.  However, I found it useful for scanning in 
and tidying up pictures to be imported via DMGRAPH.  You will probably 
also need a scanner to do this, although there have been reported 
sightings of a rare race of humans who have serial ports behind their 
left ears and parallel ports behind the right.  It is believed that 
under the correct circumstances, these humans can feed input directly 
from their visual cortex to a PC.  It is also believed that pigs fly 
(although their manouverability leaves something to be desired, and 
personally I'd rather die in an Aeroflot operated plane).   
 
PAINT SHOP PRO (PSP) by JASC inc. is shareware, and much, much, much, 
much cheaper than Photoshop.  Although it lacks many of the features, 
I found it very handy for chopping rectangles of the required size 
(64x64, 64x128, 128x128, 256x128 etc.) from my pictures, as well as 
converting images to 256 colour.   
To order, in England ring The Thompson Partnership on 0889-564601.  In 
the USA contact JASC Inc on 612-934 7117 
 
Last but not least, a small program named DOOM from a virtually 
unheard of software house called iD proved to be extremely useful in 
testing the completed levels.  If you have any desire whatsoever to 
create your own .WAD files, then I'd strongly recommend that you buy 
this program.  If you do create .WAD files but don't own a copy of 
DOOM, then I'd strongly recommend that you be incarcerated for a 
minimum period of the rest of your lifetime (it's for your own good 
you know).  Do yourself a favour, lighten your wallet, and make some 
very good programmers very happy - buy a registered version of DOOM 
from iD, and once you've done that, buy DOOM II (not long now, you 
know). I used mainly version 1.1 of DOOM to test the .WAD, mainly for 
peculiar personal reasons (I also have version 1.2 on my PC but have 
messed around with it a lot, and now get imps which morph into pac-
men, monsters which swear at me from every angle and a shot-gun and 
rocket-launcher which fire at the same rate as the chain-gun.  As I 
would find any one of these things slightly unsettling on its own, I 
tend to break down crying when confronted by all three).  This reminds 
me, if anyone can tell me why version 1.1 runs fine on my network 
(which is a very basic set-up of two 486s loading up LSL.COM, 
3C509.COM and IPXODI.COM before booting straight into Doom) but 
version 1.2 drops back to DOS without even looking for another player, 
then I would be grateful for an explanation.   
 
The Documents  
------------- 
 
The Official DOOM FAQ version 5.7 by Hank Leukart 
(ap641@cleveland.freenet.edu) 
File Name: DMFAQ57.ZIP 
Everything you ever wanted to know about Doom, and a little bit more, 
including a comrehensive listing of "how to"s and troubleshooting 
tips, including what to do if you get motion sickness from playing 
Doom, plus Doom command line options, cheats, secret room details, 
networking information and a touch of insanity.  A very good read. 
 
The Unofficial DOOM Specs version 1.3 by Matt Fell 
(matt.burnett@ecebbs.com) & Hank Leukart (ap641@cleveland.freenet.edu) 
File Name: DMSPEC13.ZIP 
This explains thoroughly the internal workings of a WAD file.  Great 
for those tortured souls who love fiddling around with disk editors, 
but I would also recommend it to anyone who wants to write a WAD for 
Doom.  Although the various WAD editors give you all you need, they 
don't explain WHY things work the way they do.  After struggling for 
hours trying to get certain things to work, this document explained to 
me instantly why they still didn't.  Also good on explaining how Doom
deals with non-level related patch WADs, eg. those updating graphics
and sound.  Save yourself hours and read it before you start! 
 
The Doom Design FAQ version 1.1 by Tom Neff (tneff@panix.com) 
File Name: DESIGN11.ZIP 
Like the above document, but dealing with the less technical aspects.  
Virtually every problem I encountered was fully explained in here, 
including the "Hall of mirrors" effect, the "Medusa" effect, the 
"Tutti Frutti" effect and the "Moire" effect.  Again, read it before 
you start. 
 
Doom Texture References by Matt Crownover (mattdc@bangate.compaq.com or
70440.13@compuserve.com)
File Name: TEXPATCH.ZIP 
If you want to change any of the wall textures, get this file and save 
yourself a very big headache trying to work out which texture patches 
make up each wall section. 
 
Managing Textures and the "Unpegged" Attribute by Scott Amspoker 
(scott@basis.com) 
This will help you to get your walls lined up vertically (always a 
useful thing to be able to do) and gives the only decent description 
of the "lower texture unpegged" and "upper texture unpegged" 
attributes which level editors allow you to allocate to a line.
 
Deu for Idiots by Greg Cymbalist and Beginners Guide to Deu by Rich 
Dersheimer (72123.1521@compuserve.com) also give some good hints for 
people designing with this program. 
 
The Naughy Bits (shhhh.... don't tell)  
-------------------------------------- 
 
OK so I stole some pictures.  If anyone owns any copyrights on the 
below, please don't hurt me, I'm too young to die, plus I don't have 
the trillions of pounds/dollars/intergalactic credits you'd probably 
like to sue off me.  Anyway, I'd advise anyone playing this .WAD to go 
out and buy both of these books, as they're truly excellent and most 
scanworthy (ouch!).   
 
Many thanks to my old buddy Hieronymous Bosch for providing me with a 
suitable apocalyptic skyline.  Cheers Hiero.  (stolen from "The Garden 
of Earthly Delights", John Rowlands, Phaidon Press Ltd 1979) 
 
Respect to the folks who produced Decorattivo 1, a textile design book 
which features page after page of amazing patterns, mainly close-ups 
of textile designs, but also featuring brilliant photos of the 
inspirations behind these designs, from beaches full of pebbles, via 
scenes from an electron microscope, to industrial machnery.  I would 
dearly have used this book to re-texture every wall in the level, but 
the tedium of slicing out suitable 64x64 chunks and then cleaning up 
the edges so that they were at least vaguely neat at the joins got to 
be too much for me.  Any graphic artist out there want to take on the 
task? (Stolen from Decorattivo 1 from The Design Centre of Montefibre, 
Studio Vista, copyright Idea e, Milan 1976) 
 
Thanx & Plugz  
------------- 
 
Thanks to Phil, Gill, Ed, Scott, Aaron, Richard, Steven & everyone 
else who helped me to test this .WAD (and you thought you were just 
playing it, but oh no! Actually, you were guinea-pigs involved in my 
highly dangerous testing program).   
 
Thanks to CAN Ltd of Witley, Surrey for letting me use all of their 
expensive equipment and software, especially the HP Scanjet Iicx which 
is a beautiful monstrosity and I want to have its children.  Remember 
folks, for all your hardware and software needs, ring Dave or Simon at 
CAN on 0428-685874 (plug, plug, plug...).   
 
A big thank you to The Power Station BBS (0923-463372) and Ask & 
Receive BBS (0923-460213), both in Watford (Watford? Why Watford? 
Don't ask me, probably some sort of cyber-ley-line or something).  
Both of these bulletin boards have fairly good Doom sections featuring 
most of the above programs and documents, and will be the first 
recipients of this level once completed.  All the stuff I couldn't 
find on either of these two, I had to pay through the nose to get off 
Compuserve, where it takes about half an hour just to scroll through 
the list of Doom-related stuff available for download.   
 
One more plug ... buy PC Format magazine, if you don't already.  
Although it's games coverage isn't quite as comprehensive as
magazines covering solely games, it has the best all-round PC 
coverage, loads of information interrupted by only a few adverts, and 
is written by people who have a sense of humour and actually know a 
small amount about PCs (I am constantly appaled by the number of 
computer magazines who hand out information which is either plain 
wrong, or so incomplete that it is worse than useless to the novice 
PC-users at whom it is aimed.  But then, I'm just easily appaled).

I lied.  I couldn't finish this waffle without also plugging my band 
Gulch.  If ever we're in your neighbourhood, go & see us (I'm the one
with the mutant bodies writhing around my Rickenbacker bass, in case 
you wondered).  If we're not in your neighbourhood, contact your local
emergency gig provision centre & book us to play.  Try it, surprise
yourself.  You never know, you may like us.  The music is somewhere
in between a brick and a lawnmower, or maybe a roofing tile.  
Don't forget, we're desperate.  Get us a gig.  Now.
----------------------------------------------------------------------

Th-th-th....That's all folks!  Now that I've almost equalled the 
length of the Doom FAQ with my own inanities I'm happy (for a while).

Don't forget to send those comments, Doom levels, death-threats and 
marriage proposals to:

	Dan Sumption              E-Mail: 100046.2413@compuserve.com
	c/o 29 Teddington Park
	Teddington
	Middlesex
	TW11 8DB
	UK 
 
P.S - If anyone reads the Daily Mail, don't.

Late breaking info - Aaargh!  In my anal-retentive attempts to tidy up the
last few aspects of the wall-textures I accidentaly wiped out several of 
textures I was using - only the orange puke walls & the sky left now.  
Personally, I blame DEU - I don't know what it was doing with those WADs, 
but I'm sure it shouldn't have done it - it built a PWAD which it said
contained a texture patch, but then both DMGRAPH & DEU said that there was
no directory entry in the PWAD for that texture patch.  That's the technical
explanation anyway!  The end result is that you, the user, don't get to see
some of those beautiful Decorattive patterns appearing on the walls, and as
I deleted the original GIF files, and am in the process of moving house with
most computer equipment inaccessible, I can't replace them at the moment.
Oh well, you lose.

So long suckas.


FOOTNOTE BY A VISITING COMPUTER ENGINEER:-

BORED OUT OF MY BRAIN AND TRYING TO FILL SOME TIME SO THE GREAT WHITE GODS
CAN SEND ME TO ANOTHER POORLY COMPUTER I NOTE THAT THE AUTHOR OF THIS LITTLE 
DOCLETT IS AS DIMENTED AS YOU PROBABLY REALISE BY NOW.
 WHILST HE IS ON HOLIDAY, HIS COMPUTER HAS GONE WRONG, AND AS HAPPENS IT 
JUST HAPPENS TO BE THE PRINT SERVER FOR THE MAIN LASER HERE!
i WON'T TELL ANYONE THAT THE BORROWED PART OF A POWER CABLE INSIDE THE MACHINE 
THAT IS CAUSING A SHORT IS THE REASON FOR FAILURE AND THAT THIS HAS CAUSED 
THE SETUP TO EXTINGUISH ITSELF. SO IT WAS EASY TO FIX, I USED SOME SELLOTAPE 
TO INSULATE THE WIRES, FOUND MY WAY INTO SETUP AND EVALUATED THE NEED FOR 
A NEW HARD DISK. I HOPE THE AUTOR APPRECIATES THAT HIS ACTIVITIES COULD 
CHANGE THE COURSE OF HISTORY, TO CONSOLE MYSELF I WILL PROBABLY NEED 
RELIEF OF HIGH STRESS FACTOR AND WILL PROBABLY DERIVE STRANGE HALLUCINATIONS 
LATER ON AS A RESULT. IF I GET PAID FOR THIS WORK I COULD EVEN GO ON HOIDAY SOONER THAN
LATER AND THAT COULD CERTAINLY CHANGE THE COURSE OF HISTORY AS WE KNOW IT.
I AM SURE THAT I WONT BE PLAYING ANY COMPUTER GAMES. AS IT IS I NOW HAVE 
AN IMPENDING VISIT FROM JOE-90 TOMORROW AND TO HAGGLE OVER THE PITH WITH 
KOALA DAVE AND MUNCH THE MYTH OF THE ANCIENT, EXTINCT DODO LITTLE X CAN.

AS I SAID BEFORE I WONT BE PLAYING ANY COMPUTER GAMES EVER, MAYBE THE AUTHOR
COULD DESIGN ME SOMETHING THAT ALLOWS ME TO KILL TIME ON HIS COMPUTER 
WITH LESS THOUGHT THAN WRITING BRAWNEY NOTES IN HIS TXT FILES! BUT ANYWAY 
I HAVE AUTHORISATION AND APPROVAL NOW FOR THIS INCLUSION.


WHENEVER YOU FIND THIS NOTE I WILL BE WAITING. SJJ.
