Doom 2 Version: 1.9 
================================================================
Title                   : Enigmatic Complex     Computer Lab version 2.0    
Filename                : COMPLEX2.WAD
Author                  : Grimm
Email Address           : grimmssac@yahoo.com 
Misc. Author Info       : 13 year-old trying to make a good WAD. Playing Doom
			  since about 6. 
Description             : About the same time Doom's hero was fighting the 
		aliens on Phobos . . .
			
			Corporal Jones emptied his rifle's barrel at the 
		guard.
			"Sir, there's something strange about this 
		corpse."
			"Ah, quit worrying. Alright, me and the others are 
		going in first. Johnson, O'Connor, and Jackson, you guys stay 
		behind and watch our backs. There's road leading to the base 
		and I don't want anyone sneaking up on us. Got it?"
			"Affirmative." 
			"Remember, radio silence. Let's go!"
			Jones and company stole into the darkness 
		enveloping the canyon. A few minutes later . . . 
			"What the Hell is that?! Take it do--"
			Jones's radio was interrupted by a ripping sound.
			"I don't know what, but something just attacked 
		us! What's that?! Kill it! Kill i--"
			Static.
			"They broke radio silence," Jackson said, "Something  
		must be seriously wrong. Johnson, stay behind and radio for 
		backup. O'Connor, come with me."
			Jackson and O'Connor disappeared into the darkness.
			Time slowly passed. Private First Class Timothy 
		Johnson slid a clip into his pistol.
			"Anything's better than just sitting here waiting to
		die," he said to himself. Johnson tried to remember what he 
		could from the briefing. "Lemme see . . . pressure activated 
		switches, guarded by the sentries . . . computer lab . . . 
		prison area . . . ooze reservoirs . . . ooze testing area . .
		. the hangar . . ." Colonel Jack's voice came into Johnson's 
		head.
			"The place is loaded with triggers, so if you do 
		something wrong, you're likely to send a security team after
		you or change the enviroment around. So pay attention to your 
		surroundings.
			"Each wing is on its own power grid. If the grid gets 
		damaged, things will start acting sporadically, so don't 
		screw around.
			"The auxilerary control room is in the east wing of 
		the base, near the ooze testing rooms. By screwing around in 
		the control room, you may change the level of the ooze in the
		nearby ooze reservoirs. You should be able to see and control everything in the base from 
		everything there. All the key cards should be present 
		also . . ."
			"If I can get to the control room, I should be able to 
		figure out what happened."
			Johnson slid into the darkness towards the strange 
		rebel base . . .

		(Epilouge at bottom, read when you finish the level [or not])

		Type complex2 to begin. 
			
		Enigmatic Complex is a large wad (it jams up BSP 1.2 
	and DEU 5.21), and is the first level of a new Doom. It takes me 
	around twenty minutes to complete with 100% on everything, so it will 
	probably take you a little longer. The dificulty varies from easy to 
	hard. In UV you should be able to make it through the fighting without 
	too much trouble, but there are some hairy moments that will probably 
	kill you when you first run across them. The "marble" area has 155 
	monsters. There was originally going to be a lot more to this level 
	(like bathrooms, a mess hall, and secruity cameras), but I ran out of 
	memory. 
		The first part is a little tricky. You have to hit the switch
	behind the guards. It can be done with the pistol, but it's a bit 
	of a trick. If you still have trouble, look at the bottom of this .TXT 
	file
		I tried to make this as bug-free as possible without 
	sacrificing parts of the level. I also tried to align every texture
	(manually). I didn't do one area with pentagon wall textures, because 
	they're too damn hard to align. Anyway, if you find any bugs,
	e-mail me. Also, feedback! Please give plenty of feedback! I'd enjoy
	seeing some demos of this level, too.
		Anyway, if you need a hint, just e-mail me. And don't cheat.
Additional Credits to   : id software for this great game
			  DEU 5.21 for getting me into this 
			  Wintex for teaching me how to make the cool 
			  wrap-around sky texture
			  Alberto Barsella (MNTFIRE.WAD) for the lighting and 
			  door ideas 
			  Tom Neff (MAVERICK.WAD) for the "wall-sky" idea 
			  (I realize id used it too, but that wad introduced 
			  it to me) 
			  Daniel Griffiths (XENO11.WAD) for the sky texture
			  Green Goblin (GGDEATH!.WAD) for the intermission
			  screen level name idea
			  EP4B.WAD for the music
			  Robert Fenske, Jr. (SPCHAUNT.WAD) for the glass
			  texture and the SOLARSYS texture and for bringing                         
			  to my attention the Doom 2 "fast doors"
			  The good folks at Doomworld (specificcaly, boris 
			  and Ultimate DooMer) for inadvertanely teaching 
			  me how to add new switch textures
================================================================

* Play Information *
		
Episode and Level #     : MAP01
Single Player           : Yes
Cooperative 2-4 Player  : Yes (not tested)
Deathmatch 2-4 Player   : No (maybe in a later version)
Difficulty Settings     : Fully implemented (even changes the position of some 
			  keys)
New Sounds              : No
New Graphics            : Yes, a cool wrap-around sky texture (modified from 
			  XENO11.WAD), a glass texture, the PLANET1-style 
			  SOLARSYS texture, plus twenty-one old Doom 1 
			  textures, three new switch textures,  fifteen of the 
			  menu pictures, and the end level screen and level 
			  name. 
New Music               : Yes, from EP4B.WAD, and the intermission screen 
			  music, taken from The Ultimate Doom.
Demos Replaced          : #2. It's me beating the level on UV. Note that this
			  reveals all of the level except for the "marble" 
			  area, and therefore should not be viewed until 
			  after you beat the level.

* Construction *

Base                    : Barely based on COMP_LAB.WAD (my first working wad;
			  availible upon request) 
Build Time              : 62.5 hours to build; 
			  5 hours to align textures and check over; 
			  2 hours to convert to Doom 2;
			  10+ hours to make the new textures;
			  79.5 hours total
Editor(s) used          : DEU 5.21, BSP 1.1x, DCK 2.2, WINTEX 3.41-4.7, RMB 2.2
			  DM2, Paintbrush
Known Bugs              : There's a slight HOM near the control room grates 
			  and in the hangar, and there could be a HOM in the 
			  "marble" area; in the "marble" area one of the 
			  creatures doesn't show until you get close, due to  
			  the amount of things onscreen


* Copyright / Permissions *

Authors MAY use this level as a base to build additional levels, as long as 
you give me credit. Authors MAY use the textures, sounds, and/or music 
presented in this level, as long as I and the people who made them are given 
credit.


You MAY distribute this WAD, provided you include this file, with
no modifications.  You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file 
intact.




* Where to get this WAD *

FTP sites: The place that Doomworld works off of . . .

BBS numbers: I don't even know what the Hell a BBS is.

Other:

THE BIG HINT, EPILOUGE (scroll down)




















As the level begins, there's a blood spattered rock to your left. It's a 
secret "door". I'm sure you can figure out the rest.

EPILOUGE (scroll down)




















	Johnson slid the key card into the slot, and the door opened. He began
to stagger through when he saw O'Connor standing in the brief hallway. 
	"Connor," Johnson began, "thank God you're alive. What's been going 
on?!"
	"Me and Jackson headed out to the second control room, but the 
elevator wouldn't work. So we headed into the hangar and went through the door 
there. We got separated somewhere beyond this hallway. I decided to go back 
and try and find you, but then I discovered that a platform had risen in front 
of the door. I've been hanging around in here since."
	"How long have you been here?" 
	"At least one or two hours."
	"Jackson might still be ali--"
	The sound of a fireball contacting with the back of O'Connor's head 
filled Johnson's ears.
	Behind O'Connor's falling body was one of the brown, fireball-heaving 
demons.

BE PREPARED FOR THE NEXT LEVEL IN ARMAGEDDON: BIOHAZARD

COMING AUTUMN/WINTER 2002
