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HOUSE OF PAIN II by Berserker[79] - berserker79@ngi.it - 
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1.  INTRODUCTION
2.  REQUIREMENTS
3.  INSTALLATION AND USAGE
4.  STORY 
5.  MISSIONS BRIEFINGS
6.  PWAD FILE RESOURCES
7.  EDITORS USED
8.  TROUBLESHOOTING
9.  ACKNOWLEDGEMENTS
10. CONTACT ME!
11. REVISION HYSTORY

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** 1. INTRODUCTION **

Hello and welcome to my "House Of Pain II" PWAD file. This file contains 10 levels which were
first released some years ago as a standard Doom2 PWAD. This new release contains bug-fixes
(mostly misaligned textures) and improvements over the level design. Also the levels are now 
in the ZDoom Hexen-like format, infact I've added a few new rooms and special effects in the 
maps to do some practice with the new features available in ZDoom (slopes, deep water, polyobj,
ACS scripting, etc...).
This file contains extra info which is not completely available in the B79HPAIN2.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 Doom2 IWAD file (doom2.wad) and a copy of
ZDoom 1.23 beta20. If you have earlier versions of ZDoom go to the ZDoom site 
(http://zdoom.notgod.com) and download the new one because older versions may not run with 
this PWAD. If you don't have DOOM2, but own a copy of Final Doom you can also play B79HPAIN2.WAD 
with the TNT.WAD or PLUTONIA.WAD file as well; B79HPAIN2.WAD will not run with the Doom or 
Ultimate Doom IWAD file (doom.wad).

As for system requirements there's no need of a particular fast machine unless you wish to run 
the game with the highest resolution possible. Being developed for DOOM2 a few years ago 
these levels do not require particularly fast CPUs and should run smoothly even on some outdated
hardware. I had no problems on my Celeron600@900 both under Win2k and Win95OSR2. 

** 3. INSTALLATION AND USAGE **

Installing "House Of Pain II" is as easy as unzipping the B79HP2.ZIP file in your ZDoom 
folder. The zip file should contain the following files; if one or more of the files is missing 
you have a corrupt version:

+ B79HPAIN2.WAD  : The PWAD file
+ B79HPAIN2.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 B79HPAIN2.WAD and warp to map 01 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 Win9x/ME/2K version of ZDoom):
Click on your WIN9x/ME/2K "Start" button and then choose "Run". In the box type this:

C:\PATH_TO_ZDOOM\zdoom.exe -file b79hpain2.wad -skill # -warp 01

This will start the game and load my PWAD. 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 DOOM.WAD IWAD file make sure you select the DOOM2.WAD 
or TNT.WAD or PLUTONIA.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 b79hpain2.wad -skill # -warp 01

Change PATH_TO_IWAD and *****.wad to your IWAD path and IWAD name 
(e.g. C:\games\doom2\doom2.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 **

In spite of your brave acts on Mars' two moons and Earth itself, HQ decided to send you
once again in some out-of-the-way corner of the galaxy. Your assignment takes you to another
UAC base as part of the Marine contingent statione there. The place is damn boring, but you
like it, because asking for action in a UAC base working on the dimensional gates means
asking to find yourself face to face once again with Imps, zombified humans and other horrors.
Today you've just gotten off duty and are on your way to the Rec-Room when two drunk guys decide
you're the right one to use for practicing some hand-to-hand combat... looks like someone want 
their ass kicked after all... you aren't much inclined to solve things in a diplomatic way, so 
you don't think twice about slamming your fist on the idiot's face. The noise of the brawl 
draws two more guys wearing the base personnel suit: they attack you at once... Maybe the 
Marines aren't very welcome here? Suddenly the brawl ends as one of the assailants succeds 
in hitting you, knocking you unconscious. The last thing you think you hear is the base red 
alert alarm, then nothing...

You wake up later and look your watch: 3 hours passed since the brawl. Those guys sure hit you
hard. You look around and see you're trapped in the room where the brawl took place. You shout
for someone to open the doors, but no one answers... Well, looks like you need to contact 
someone: you pull out the comm-unit and call the Marines HQ. You wait an answer for your call, 
but hear only static. You try all the base frequencies to no avail. Your last chance seems to 
try with the long range frequencies: this will deplete the comm-unit batteries quickly, but you 
have a bad feeling about what might have happened to the base.
You keep trying while guessing how to exit... there's a switch over there... maybe... suddenly
a human voice answers your call: after a brief exchange of words you realize you're in contact 
with a starship. It takes just a few moments to learn the truth: the base was attacked a few 
hours ago by unknown forces. The starship Erazer was pulled out of its scheduled patrol duty 
to investigate what happened to the UAC base. You explain what has probably happened and receive
orders to check out for survivors then escape as soon as the Erazer reaches the base.

** 5. MISSION BRIEFINGS **

MAP01: "Trapped In The Rec-Room"
First of all get out of this room, then move to the Marines HQ. If someone is still alive is
probably hiding there. You've been notified that the long range teleport system has been put
offline by the base personnel since the attackers were using it to invade the base. To reach 
the HQ and the other areas of the base you'll have to use the standard teleport pads. The 
fastest way to reach the HQ is through the Storage Area. To reach that part of the base from
the Rec-Room area you'll have to go to the Reactor Control Station nearby. You'll have to be
cautios anyway: just before the assault there have been some leaks from the reactor and the
RCS has been contaminated... it's unlikely the demons have decontaminated the section.
 
MAP02: "Storage Area"
The Storage Area is the only way to reach the Marines' HQ. Probably it's completely overrun
by the demons, but there's also a bright side: you may find more weapons and equipment here.
Move quickly and collect everything you may find useful.

MAP03: "Marines HQ"
The Space Marines defending the complex were stationed here. If anyone is still alive this
is the place where you might find him, otherwise there's no chance anyone has escaped the
demons' claws... Your orders are to find the survivors; if no survivors are found then proceed
to the Command Control area. Sensors indicate that there's a force field blocking the access
to the HQ; to enter the HQ building you'll have to find a way to shut down the force field.
Once inside check for any survivors and wait for the Erazer. Otherwise take the lift to Command
Control and proceed with the next mission.

MAP04: "Command Control"
When the invasion started the Marines acted quickly: in spite of the heavy losses taken they
were able to deactivate the base mainframe, thus stopping all the base activities as well as
the long range teleport system the demons were using to invade faster the base. Your objective
is to reach the mainframe & make sure it's impossible to reactivate it. Infact the Marines
only deactivated the mainframe: there's a restart switch that will reactivate all the systems
including the teleporters. If the demons use it by chance, they'll be able to send in more
creatures and it will be only a matter of hours before they can invade another planet.

Find the mainframe and make sure you destroy the restart system which is located in upper right
area of the mainframe station. After you have accomplished your mission proceed to the demons' 
dimensional gate through the Nukage processing area.

MAP05: "Nuakge Processing"
With the long range teleporters offline the only way to the section of the base UAC was using
for reasearch on the dimensional gates takes you through the Nukage Processing facility. Avoid
the radioactive wastes and reach the next area as quickly as possible.

MAP06: "Gate To Hell"
Among the last transmissions received by the Erazer was a report from the base commander.
Apparently the demons have started to change the base structures to better suit their needs
or maybe their aesthetic preferences. The Marines were able during a bloody struggle to steal
a strange skull shaped artifact from the demons. The object seems to be a sort of key that
will let you enter the dimensional gate test lab now unrecognizable. The Skull artifact has
been locked by the commander near the control building of this area with a security keycard.
Find the keycard and retrieve the skull key, then move to the lab. Destroy the creatures' entry
by any mean possible.

MAP07: "House Of Pain II"
Since it was impossible to block the creatures' entry from our side you crossed the gate and
reached the demons' dimension. Search for a way to destroy their access and stop the invasion.
Good luck!

MAP08: "Isle Of Fear"
No data available.

MAP09: "Fortress Of Gloom"
No data available.

Map10: "Point Of No Return"
No data available.

** 6. PWAD FILE RESOURCES **

MAPS: there are 10 maps in this file, MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP07, MAP08,
MAP09 and MAP10. Please do not use them as a base for additional levels.

TEXTURES: there are 2 sky textures; one is the sky from Doom Episode 1, the second is the same
texture modified by me. The 4 computer screens COMPHP21, COMPHP22, COMPHP23 and COMPHP24 were
done by me using Paint Shop Pro as well as the PLATES and PLATE2 textures. The WFALL1, WFALL2, 
WFALL3 and WFALL4 textures were done with PSP using the SFALL1-2-3-4 textures from the doom2.wad
as a base. The FFIELD1-2-3-4 textures were extracted from Rick Clark's force field demo PWAD
(included in his "ZDoom Knowledge Base") and have been used with his permission.

COLORMAPS: the file contains 3 new colormaps. REDMAP was included in the BOOM editing tools 
package. LAVAMAP and NUKEMAP were created using the CMAPTOOL.EXE utility in the BOOM editing 
package from input files 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-like 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 MAPINFO, SNDSEQ, SNDINFO and ANIMDEFS lumps were all created with Notepad. 

FLATS: the NUKE01 flat was modified by me with Paint Shop Pro from the LIQUID flat included
in the ZDoom Demo level. This flat uses the WARP effect.

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

MUSICS: 2 "new" musics. On MAP07 Doom E3M4 tune, on MAP08 TNT: Evilution MAP06 tune.

** 7. EDITORS USED **

DoomEd: used to create the maps in their original form.

WinDEU 5.99b1: used to create the maps in their original form.

ZETH 4.05: the original HPAIN2 levels were converted with ZWADCONV.EXE then modified using this
editor.

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.

** 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 b79hpain2.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 beta20 you may not be able to run my map.

If you receive some kind of error read it carefully, it may be a ZDoom problem. :)
Try running the game again, sometimes while I was playing, ZDoom crashed at odd
moments reporting an error. Save your game once in a while...

If you get an error dealing with textures then you probably aren't running the map
with ZDoom: the original doom2.exe file DOES NOT work with this map. Also, since
the maps are in the Hexen-like ZDoom format no other source port other than ZDoom
will run this PWAD.

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 requires ZDoom 1.22 to run; I haven't tested it with
this PWAD so it may not run.

** 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 answering my boring questions.
Rick Clark for the force field textures.
Everyone who has been kind enough to answer my questions on the alt.games.doom and
rec.games.computer.doom.editing newsgroups and on the ZDoom editing forum.

** 10. CONTACT ME! **

If you have comments on my levels 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 *

** END OF FILE **
