REGULUS 2

by Eric Harnisch (gargoyle@msn.fullfeed.com)

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Crikey!  Malfunctioning transporters, cyborged aliens, and biologically altered human killing machines...when you ran through the station's self-destruct sequence you were ready to go home and sleep for about a week, then wreak some havoc on the Admiralty Court for dropping you into that mess.  Still, you've just beamed out, and you've stuffed a few terabytes of data
into your Newton, so maybe it's not a complete loss...have to see if you can make any sense of that transdimensional gate theory...

Ah, materialization...but this isn't the bridge!  In fact, it looks a lot like those places to which you were beamed from the station.    A thought occurs, and despite your mind's best efforts at self-deception, you realize that those aliens had to come from somewhere...
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Regulus 2 is a descent into an alien underworld hive, a reflex developer, a bit of a puzzle, and a whole lotta rock and metal textures.  The layout has little symmetry, but I think you'll find that the WAD looks much better/more realistic than Regulus 1, due in large part to DEMON's stable extrusions feature.  Should you find yourself stumped, futz with objects that you might otherwise ignore, and be sure to check your map (as noted before, you did download a good chunk of data before you blew the station); rest assured that the level can be completed.

Upon playing, you'll note that the map is quite large; this can make for lame deathmatching (spending most of your time looking for someone to kill), but I've tried to avoid that by using a terminal setup.  All but one of the blue doors open onto teleporters that lead to one room, which in turn has teleporters leading to various areas in the WAD, so people should run into each other here, if nothing else.  Or so I hope.  Actually, I'd appreciate any and all feedback on this WAD's suitability for DM (really, I'm truly desperate for any feedback at all...let me know what you like, what you despise, what you would do differently...).

In any case, I think you'll enjoy the all-new, all-different DEATH-O-MAT 9000!  Be the first on your block!  Order now!  (Don't worry, you'll know it when you see it...)
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Serious kudos go to: James Knight!  Yow!  I love having DEMON...

Ron Midthun, for making the WADenizer and being a constant source of intellectual stimulation.

Ripper and Two Gun Mojo, my ever-faithful slave beta testers.  Thank them for the health and armor in many areas, blame me for the rest.

David Rotramel and Chris Berger, authors of DOOMSDAY.WAD, the gem from which I grabbed the sounds included in the patch wad.  If you think the sounds are good, you won't believe the rest of the WAD!

The kind gent (whose name I have, alas, forgotten) who provided me with feedback on the original Regulus.  If not for you, I probably wouldn't have finished this.

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* Play Information *

Episode and Level #     : Map02 for DOOM II 
Single Player           : Yes indeedy.
Cooperative 2-4 Player  : Enabled but not tested.  Try it with Respawn.
Deathmatch 2-4 Player   : Yes, but probably three or more needed.  I'd recommend 
  AltDeathmatch.
Difficulty Settings     : Yeah.
New Sounds              : Yes...simply load in the included DDAYSNDS.WAD, a sound-only patch.
New Graphics            : No (but I like to use a sprites-only patch I made from SNAKE.WAD)
New Music               : No
Demos Replaced          : Soon, we hope.

* Construction *

Time                      : Scads and scads...estimated 40-50 hours over many, many weeks.

Tools used              : DEMON and MacBSP.  Yes, Macintosh: not only can I build WADs on the Mac, but I then get to play them at FOUR TIMES the resolution of a BIM!  (I apologize to those IBM users who don't make uninformed, infantile jibes at Mac owners, but a person really can get sick of hearing undeservedly-smug idiots prate on about what lower life forms we are for daring to buy a machine that comes with an unkludged GUI and has superior capabilities in certain areas.  Your patience and understanding while I vent is appreciated.)

Base                       : From scratch (click vertex, shift-click 2nd vertex, insert linedef, shift-tab back to vertex mode, repeat until demented, can you say "Hallelujah?!").  I did take a page from a Hexen WAD for one room...

Known Bugs              : Well, there are two or three misaligned textures and a few skinny sectors that wouldn't clothe themselves (and, believe you me, I slapped texture on them 'til the cows came home).  So sue me...I think you'll find they don't completely spoil the WAD for you.  If I'm wrong, let me know.  If anything else happens, it's because I pushed the engine on a few rooms.  Get more RAM (and I take absolutely no responsibility if your computer, memory, or hard drive is damaged, explodes, is possessed, etc.).

* Copyright / Permissions *

  Authors may use this wad as a base to create new levels.  As if I could stop you.  As if I 
  would even want to stop you.  Maybe I would feel differently if I did this for a living, but I 
  don't.  Go for it!  Just mention my name, if you please.  

  You MAY distribute this WAD, provided you include this file, with
  no modifications.  You may distribute this file in any electronic
  format except CD-ROM as long as you include this file intact.  I
  give permission to distribute this wad on CD only if I receive a copy
  of the disk.
