
ZanZan TC for ZDoomGL

INTRODUCTION:
	You are the ZanZan, creature who reached immortality. You are master of all the land... or at least you were.
	 An ancient being -Avedusa- somehow entered your chamber during your sleep. When you violently wake up, you notice you are weak, hurt and mortal. What will you do now?

SOME GAMEPLAY INSTRUCTIONS:
	You can speak with some characters by pressing the use-open key in front of them.
	New weapon numbers are 1, 4, 6 & 7.
	
FEATURES:
	- 3 new levels with ACS and GL features.
	- Mostly new textures.
	- All new 3D enemies, objects and weapons.
	- New music by Kniggit.
	- Dehacked modifications.
	- New sounds.
	- Single Player

Where to Get this wad:
http://www.doomworld.com/zanzan/main.shtml

CREDITS:
-ZanZan TC made by:	Edmundo Bordeu
			mail: ebordeu@rdc.cl

-Music by:		Kniggit

-Special Thanks to:		Michaël Ryssen  for making the great ZDoomGL port.
			Michael Niggel   for answering my endless mapmaking questions.

WHAT YOU NEED AND INSTALLATION:
-To install ZanZan you need:
	Doom2
	Zdoom 1.22 (you can get the Zdoom source port at http://zdoom.notgod.com/)
	ZDoomGL (the latest version, you can get the ZdoomGL source port at http://www.doomworld.com/doomgl/)
	A 3D video card

The Doom2.WAD, Zdoom and Zdoom GL should be in the same folder.
Make sure you have ZdoomGL working before installing ZanZan TC.

Along with this text file you should have got:
	zan.WAD
	zanzan folder, which contains 37 md2 models and 33 PCX images (skins).
	Md2.INI
	lights.INI
	levels.INI
	ZanZanVoodoo1.BAT
	ZanZanVoodoo2.BAT
	ZanZanAGP.BAT

	Put the Zanzan.WAD, ZanZanVoodoo1.BAT, ZanZanVoodoo2.BAT and ZanZanAGP.BAT in ZdoomGL's folder.
You may have noticed the ZdoomGL folder already has an Md2.INI, lights.INI and levels.INI. These are set to play regular Doom2, the ones that came with ZanZan are set to play with this TC. I recommend to backup or change the name of these files instead of overwriting them, so that you can use the original INI's when you want to play Doom2 again.
	To start run ZanZan Voodoo1, Voodoo2 or AGP depending on your video card (more information in the ZdoomGL documents).

Recommended options in ZdoomGL: (**= these are necessary for the TC to work correctly)
	Gameplay options:
		allow jump: yes**
	Display options:
		rocket trails: off
		blood type: sprites
		bullet puff type: sprites**
			OpenGL options:
				use coronas: on
				md2 support: normal (faster) or interpolated (better)**
				dynamic lighting: lightmap or lightmap2 (better)
				md2 lighting: vertices or positional

TOOLS I USED TO CREATE IT:
-For MD2 models:
	Building and animating: 3D Studio Max
	Exporting from 3DS to MD2: Quake 2 Modeler (or Mdl)
	UVW mapping: N'Phernos skinning tool (skins made with Photoshop)
-For maps & related stuff:
	Wadauthor, ACC, NWT.
-For everything else:
	WinTex, Sound Forge, Dehacked

COPYRIGHT / PERMISSIONS:

- Authors may not use the graphics or models without my permission.
- You may distrubute this TC only if you include all files (this text file included) 
- You may not try to sell any of it.

___________________________________________________________________

MANUAL FOR MAKING MAPS:
(If you haven't played the game this might spoil all the suspense, so stop reading!)
If you want to make add-on levels for the ZanZan TC here are the descrption and corresponding thing for each new ZanZan object.
 
Cattle Monster / Demon

Cattle Monster2 / Spectre: a bit weaker, dies in a different way.

Cattle corpse / Pool of brains

Zester / Imp

Zester Priest / Arachnotron:
IMPORTANT: Teleport Flashes are now Zester Priests, so only zesters should be allowed to teleport with flash, this makes them look as if normal Zesters bacame Priests. For anything else always use Teleport_NoFlash.

Zester 'Zidivist' / Cyberdemon: takes very long to wake up, is immune to explosions and disappears when killed.

Zester 'Touriaam' / SpiderMastermind: like Zester Priests but stronger.

Zester Kneeling / Super Shotgun

Zester Statue / Radiation Suit

Senorgen1 / Cacodemon: Bows when he sees you.

Senorgen2 / Pain Elemental: Claps when he sees you.

Living Vase / Trooper: Activates 'commander keen pointer' when killed.

Living Vase (Object) / Box of bullets

Enemy Red Orbs / Lost soul: The red effect that happens when you kill them is activated by a script. These are always placed in rooms with tagged sectors affected by the script.

Koocayam1 / Archvile: Hits and revives objects.

Koocayam2 / Sargeant: Shoots and revives objects, when you kill him he drops a 'shotgun' which now is Koocayam3.

Koocayam3 / Shotgun: Does 'snake attack', when you kill him the level ends after a few seconds.

Flying Pillar / Shells*

Flying Block / Box of shells*

Flying Bull head / Baron of hell*
*= These have to be killed before if you want koocayam to be able to revive them.

Bull Body / SS nazi

Spider / Hell Knight

Moth / Mancubus

Avedusa Dying / Boss shooter

Heart of Gulag / Medikit

Fire orbs / Chaingun

SledgeHammer / BFG9000

Holy Blade / Plasma Rifle

Council Key / Red Keycard

Breakable Vase / Barrel

Roots / Big tree

ZanZan Statue / Tree

Fountain / Evil Eye

Water for fountain / small energy cell: Should only be used over the fountain.

Radius explosion / Rocket launcher: This invisible object produces a radius explosion at sight, and then dissapears.

Projectiles:
Vile attack:	 Zester Priest attack
Revenant Fireball:    Light blue small sphere
Caco Fireball:	 Yellow  Zester Priest attack shot
Rocket in air:	 Your fist (invisible)
Player Plasma bullet: Holy blade (when it hits, it shoots an arachnotron bullet)
Player BFG Shot:      Your  Hammer hit (invisible)
Arachnotron bullet:   Holy Blade (does no harm)
Imp Fireball:	 Snake attack (Invisible, but it produces Baron Fireballs)
Baron Fireball:	 Snake model for the snake attack (only visible, is not really a projectile)
Mancubus Shot:	 Koocayam2 attack, shoots Revenant fireballs.

Bullet puff: 	 Fire orb that explodes, every enemy but Koocayam puffs instead of bleeding.
Blood splat:	 If you shoot somewone who bleeds with the fire orb weapon, the fire orb won't appear.(like koocayam)

Lightmaps (none of these were used in the game):
Red Skullkey:	Red Light
Armor helmet:	Green Light.
Blue Skullkey:	Big Red Light.

Ambient sound 01:  Lava boiling sound.
Ambient sound 02:  Wind sound.

