The Land of Oz......or simply reasons for being different.
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  There are common questions or gripes that have been received, to some
effect. Read these through, as one or more similar comments you (may) have
about REoL TOUGH, and it's ways. Here they are, in order of memory:
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(Q) Why are your docs in .BAT format? Can't you do .TXT like everyone else?

(A) Today, with BooM and ZDooM having Win95/98/NT support, putting the docs
    in .BAT format does seem to be a bit annoying. To go off a little, some-
    one in Quake II land pointed that out. Being a WINDOWS-ONLY game Q2 is,
    the format of documentation was changed to HTML. Anyway, since there are
    DOS people out there, or rather it that way, it is not as fair to them as
    it is to Windows users to make an HTML or .TXT format. Granted, .TXT
    formats are readable under DOS (big duh there, huh?) it was easier to
    type "!!READ!!" than it was to type "EDIT !!READ!!.TXT". The same holds
    true for Windows users in a DOS box, it is way easier to simply enter
    "!!READ!!" than it is to load an editor then search and load a .TXT
    document. Simply put, it's easier to see the info. you want.
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(Q) You mention how long it takes for a compilation takes, but you NEVER
    mention WHAT you use. What DO you use?

(A) First off the editor, DETH. I always used DEU and their clones, so why
    change something I'm used to? I also use BSP to build the nodes.
    There are faster nodebuilders (ZenNode), but I found this one to produce
    the best results. For the REJECT table (yes, REJECT tables are in my maps
    starting with FUCT), I use WARM, recommended in one of DrCrypt's reviews
    towards a lack of a REJECT in older maps. Fianlly, to squeeze a little
    more power out of the slower PC's I use WADPTR WAD Compressor, to rid the
    map of redundant data. For graphics, I use IMPROCESS. It's easy to use,
    and NewWadTool to take out and insert graphics into their own separate
    PWADS. All PWADS are grouped together using DETH.
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(Q) Those "REoL Door" graphics are stupid! They suck! Get rid of them!

(A) You didn't get the joke, eh? There's a joke in those doors, other than
    lack of quality in the drawing (I never said I was an artist). Now, as
    well as early 1995, REoL TOUGH was a tiny blip in the DooM world. Making
    a door that put us as gods was funny. People thought it was a riot, and
    you should too, as it still applies, although we ARE one of the many big
    names in level design. If you don't like how crappy the artwork is, that
    is fine with me, otherwise, get a clue. :)
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(Q) "God", "Fans", "MetallicA of DooM". What's with that?

(A) GOD: A joke in older !!READ!!.BAT files in the E-mail Post Office. It
         states I'm the level designer, and "God". A joke. Funny. Ha-ha.

    FANS: The many people that like REoL TOUGH, and unlike others out there,
          we give our fans input on what's coming next, or what do do. For
          example, people thought FUCT was great, but needs to run faster,
          and have better gameplay. We listen, and design accordingly. Of
          course, any names they like to give us, we run with them, like
          "King REoL", instead of the olde "REoL".

    METALLICA OF DOOM: See above. Fans called us that, and again, we ran
                       with it. Oringinally an outcry on AOL against a couple
                       TeamTNT members calling their team "The Beatles of
                       DooM", so the REoL TOUGH fans fired back, with another
                       name for us, "The MetallicA of DooM".
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(Q) My P200 plays all DooM levels without any hickups or slowdowns, then I
    played FUCT. My frame rates were only (6, 10, 12)FPS. Can't you build
    levels like everyone else, enough to do the job?

(A) The detail in FUCT WAS enough to do the job. The idea was to HELP push
    the DooM engine up to the standards found in today's engines, to a point,
    an to leave out guesswork as to what something should look like. For
    example, if you have 3 sector arches, it leaves A LOT to the immagina-
    tion. It could be an arch, a peaked window or door, or a slanted opening
    with a flat center span. 5 and 7 sector arches (most used) gives you
    SOME idea as to how the arch is to look, some authors can pull that off
    better than others. Then there's the REoL TOUGH 21+ sector arch, where
    you KNOW what it's to look like, and almost look like the real thing. All
    the fancy tricks and textures just produce bad results. We also don't do
    smooth lighting (to an extent) due to this high level of detail. Think
    your PC runs bad now? Imagine with smooth lighting!
    Todays LOD standards are high, but those standards is pretty much passe'
    for REoL TOUGH quality. I've done that LOD, back in 1994-95. Still, great
    authors make great PWADS with that LOD (Prower, Kesler, to name a
    couple). At REoL TOUGH, we don't stick to mainstream ways. In fact, we
    flip the bird to mainstream ideas and concepts, and try to be DIFFERENT,
    which is the "REoL" key to our success. We're providing a different way
    to DooM, and with bigger and better PC's out there, these things we're
    doing now will become mainstream in a couple years. Our process has
    already been copied.
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(Q) REoL TOUGH is YOU, and only YOU. Why are you using WE? It's YOU!

(A) Mark Klem ain't a real person? Read the damn docs.
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(Q) I complain about you, and all you do is act childish. Why?

(A) Simple. I talk to your standards. If you're a person that has good points
    or critisism, I respond appropriately. If you're an asshole, I'll reply
    back to you under your standards, an asshole. It helps to say WHY some-
    thing sucks, or WHY something's good.
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(Q) Can't you spell?

(A) It's called U.S. Public Education. 'Nuff said. :)
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(Q) Why do your files begin with numbers? 6FIFFYx.ZIP? Okay....

(A) Originally, it was to push entries closer to the top of lists, to be
    visable, but come DooM II, the prefix (the number) dictates what game
    (or version) it represents. 1FIFFY*.ZIP are DooM series maps, 3FIFFY*.ZIP
    is HeXeN, 5FIFFY*.ZIP is for Quake II, and 6FIFFY*.ZIP is for DooM Source
    Ports. At the moment, the 7FIFFY*.ZIP series is slated for Quake 3:
    Arena.
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(Q) Why do you have such a huge ego? You look so lame.

(A) If anyone who PERSONALLY knows me can tell you, I actually LACK an ego,
    rather than having one. However, when I actually think I really am good
    at something, extremely rare as it is, I am not afraid to say it. Of
    course, the people that say I have an ego problem never once mentioned
    how I helped out new level authors out there, as well as the fact that I
    like a lot of peoples maps, so no, I don't think I'm the greatest, and
    everyone else sucks, like you might have heard.
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(Q) I hate your web site. Who brags like that?

(A) Many brag, yes, MANY brag. They might not be DooM pages, but if you look
    around, a lot of advertising shows how "Our product is the best!", or
    "we won the (fancy name here) Award...". REoL TOUGH ain't different. It
    is loud and not of typical designer's formats. There's that DIFFERENT
    thing again. :)
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   That sums up everything that is frequently asked about, or complained
about. If I missed any, I'm sure to pluck some out of memory soon. :)

Until then, this is King REoL saying "type in !!READ!!, it's so easy."  :)

