Updated August 2003 with: text file updates (notably regarding use of my textures)
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The storyline will be inserted later.
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Title                   : Super Sonic DooM - Playable Demo

Filename                : SONICDMO.WAD

Author                  : Stephen Clark  (The Ultimate DooMer!)

Email Address           : theultimatedoomer@hotmail.com

Other WAD's by me       : Operation: Lightning (OP-LITE2.WAD) - 11 DooM 2 levels
			  
			  Fragport (FRAGPORT.WAD) - 32 innovative DooM 2 levels

			  Shadowcaster (SHADOW.WAD) - 9 Heretic levels

			  Licence to Spell DooM (007LTSD.WAD) - 9 Ultimate ZDoom levels

Completion Date         : Sometime in May 2003

Release Date            : 29th May 2003

Updated			: 17th July 2003 with the following changes:

			- Bug fixes and improvements across all maps.
			- Rings replacing health potions.
			- Maps updated with new/moved rings to make springs more useful. 
			- Speed monitor added, health monitor updated and border 
			  colours swapped around a bit. (maps updated with new monitor)
			- Jump sound added.
			- New berserk, shotgun and super shotgun sounds.
			- Decaldef lump added.
			- Reduced ammo capacity to (150, 40, 20, 200) without backpack.
			- Removed some monsters in all maps except the first.
			- Eliminated red armour bug with an improved script.
			  (if you pick it up with 50% or more it respawns instantly now)

Misc. Author Info       : A hardcore DooMer who loves all it's similar
			  games (esp. Quake 2, Half-Life and Unreal) but still
			  thinks DooM is best.

Description             : This is a playable demo of it, with the first 2 zones (4 maps).
			  I decided to release a demo because a lot of the features are 
			  experimental in nature, so I decided that getting feedback would 
			  be important, as it could help improve the megamod, and iron out 
			  any potential problems, particularly in the gameplay.

Important Note		: To reduce the file size to a minimum, I have taken out all the 
			  resources that are not used in the first 2 zones.  I have also 
			  removed all the unused stuff from the data lumps, to avoid 
			  giving away any spoilers.  That's why the wad appears to be a 
			  little on the thin side.

Additional Credits To:    Russ Walsh (for the corrugated metal texture)
			  Espi (for the GRASS3,4,5 flats and the 2 larger green trees).
			  John Weeks, Paul Lapensee and MPS (for the midi music).
			  Everyone on the Doomworld and ZDoom forums that helped
			  me out when I asked questions on how to do various things.

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*Playing Instructions*

This zip should contain the following files:

  SONICDMO.WAD - The episode.
  SONICDMO.BAT - Batch file for playing the episode.
  SONICDMO.TXT - This file.
     ENEMY.TXT - Details of the new enemies (in the demo version).

To play :  Click on sonicdmo.bat

You will need 7.5 megs of hard drive space to play this demo.
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* Play Information *

Game Version Required  : DooM 2 (v1.9), running with ZDoom (v2.0 - latest beta 
			 recommended, available at http://zdoom.org/files/lars)

Episode and Level #    : Map 01-04 (will be 01-32 eventually!)

Single Player          : Yes   (Built for it!)

Cooperative            : No    (it's features are not co-op friendly)

Deathmatch             : No    (most of the layouts are not DM friendly)

Difficulty Settings    : No  - not yet (the full version will have them)

New Sounds             : Yes - Sonic sounds plus sounds from my other wads. 
			       Some of these are used as ambient sounds.

New Sprites	       : Yes - Green, purple and orange keycards, Sonic monitors, 
			       some trees, springs, flames, a golden health potion 
			       and a red armour suit. (in this demo)

New Graphics           : Yes - Lots, many from my other wads, some new ones also.

New Game Text	       : Yes - BEX patch and mapinfo lump are inside the wad.

New Music              : Yes - Sonic tunes! - downloaded from www.vgmusic.com 
			 (game midi site) and www.espiokaos.com (John Week's site)

Demos Replaced         : None
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* Construction *

Base                   : My creative mind (And lots of inspiration from a wide
			 		   variety of sources)

Editor(s) used         : WadAuthor, WinTex, DeHackEd, DeePsea, Zennode 1.1.0, Paint, PSP, AudioRack.

Build Time	       : long.

Known Bugs             : Some parts of the game will not render correctly with
			 ZDoomGL ports due to the absence of GL nodes.
			 Users of ZDoomGL will need to build GL nodes for all
			 the maps before playing it.

Will Not Run With      : Anything other than ZDoom.

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		     Super Sonic DooM - Special Features (more to come later!)
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Zones			: There are 2 zones in this demo, each with 2 acts (maps) in them.
			  The full version will have 15 zones plus 2 hidden bonus stages!

Bosses			: In true Sonic fashion, each act has a boss at the end of it.
			  The act 1 bosses will be tough monster-based challenges, and 
			  the act 2 bosses will be more Sonic-like, and you will have 
			  to shoot a target 8 times to defeat them.

Springs			: Also in true Sonic fashion, there are springs in all the maps.
			  Just walk into them (wall-mounted) or onto them (floor-based) 
			  and fly through the air!  There are two types of spring - the
			  yellow ones are weaker, and the red ones are stronger.

Monitors		: These act like those in the Sonic games - jump on them and 
			  you'll get a reward.  There are seven types of monitor:
			  Health (10%), Armour (10%), Speed boots, Radiation suit, 
			  Invisibility, Extra Life (megasphere) and the good old Invincibility.

Health			: The health system is a little different here.  It is found in 
			  potions (1%), health monitors (10%), golden potions (50%), 
			  berserk packs (100%) and megaspheres (200%).
			  All can take it above 100% (except the berserk)

Armour			: The armour system is similar.  It is found in helmets (1%), 
			  armour monitors (10%), red armour suits (50%), green armour 
			  suits (100%) and megaspheres (200%).

New Weapons		: Not in this demo, sorry.

New Enemies		: There are over 50 different enemies in Super Sonic DooM - but 
			  only 3 of the new enemies are present in this demo.

Breakable Consoles	: Many of the consoles, computers, monitors, displays etc.
			  can be smashed with one shot.  Just for fun.

Security Cameras	: These are banks of small monitors on the walls.  To operate them, 
			  simply walk up to them and press 'use'. To stop viewing, simply 
			  move away from them.  Unlike consoles, cameras are unbreakable.

Dehacked/BEX Features	: Six different coloured keycards instead of three.
			  And of course, a whole load of new enemies! (only 3 in the demo)

ZDoom Features		: Swimmable water, slopes, ambient sounds, current, mud, ACS scripts 
			  (more features to come in the full version!).

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* Copyright / Permissions *
  
Authors may NOT use any of these levels as a base for modification or re-use.
Be inspired by them, but don't copy them.

You MAY use the graphics and sounds in your own wads as long as you give 
me credit in your text file and include a link to this wad.  If you include 
your own credit sequence in your wad I would like to be mentioned there, too.
For graphics listed in the credit section of this file, give credit to the 
respective author(s) instead of myself. (this also applies to the music)

You may distribute this wad as long as you include this text file and the 
other files intact.

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* Where to get this WAD *

ftp://3darchives.in-span.net/pub/idgames/levels/doom2/Ports/s-u/ (and mirrors)

My DooM 2 wads are at:  /pub/idgames/levels/doom2/Ports/m-o/op-lite2.zip
		  and:    "     "      "      "     "  /megawads/fragport.zip
My Heretic wad is at:     "     "      "   /heretic/s-u/shadow.zip
and Quake 2 skys at:      "     "   /graphics/q2skys-1.zip and q2skys-2.zip

Licence to Spell DooM is at: /pub/idgames/levels/doom/Ports/0-9/007ltsd.zip

Latest ZDoom 2.0 beta is available at:   http://zdoom.org/files/lars (the .cab files)
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