================================================================
Title                   : floor
Filename                : floor.wad
Author                  : Alexander Prack
Email Address           : Alexander.Prack@aachen.netsurf.de
Additional Credits to   : iD Soft as always
================================================================

* Description *

This WAD is "living" proof that two commonly believed 'facts'
about flats and sounds are just not true.

- flats don't or at least don't always need merging. The
  unofficial Doom Specs claim that "replacement and/or new-name flats don't
  work right from pwad files unless they are all in the same wad."
  The WinTex help file has to say the following about flats:
    "You can request to use F_END instead of FF_END. Click on menu 
     Guru | Use F_END. Do this only if you don't redefine any flat. If 
     you use a name that already exist in the main WAD and use F_END, 
     the game will not start. This is because of a bug in DOOM2."
  Obviously, there has to be some basis for these statements but
  at least in this form they're not true.
  This WAD contains one new flat and three flats that have
  different graphics but the same name as some of Doom's original
  floors. The included level uses all four of these flats as well
  as one of the entries in the DOOM2.WAD, thereby proving that
  both of the above statetments are wrong.

- Concerning sound entries, V 1.666 of Matt Fell's Unofficial Doom Specs
  explains:
    "Each sample is a single byte, since they are 8-bit samples. The
     maximum number of samples is 65535, so at 11 KHz, a little less than
     6 seconds is the longest possible sound effect."
  This WAD contains a sound entry that is exactly 95327 bytes
  big and 8.65 seconds long. Doom will play it without any
  problems. I made it the DSNOWAY sound, so to hear it, stand in
  front of a wall and press space. In fact, the only thing
  limiting the length of sounds in Doom I ever encountered was
  that every object can produce only one sound at a time. I. e.
  if you fire your gun while the sound is playing it will stop.
  There is even an interesting trick using this fact about the
  Doom Engine: When firing the BFG, stand in front of the wall
  and hit space immediately after your firing button. The
  starting sound from the BFG will be interrupted by your "OOF".
  If you're fast enough, you won't hear the BFG's sound at all.
  Neither will your enemy and since that "OOF" is a very
  inconspicuous sound, your chances of surprising him will
  greatly increase.

* Usage *
I hope that it is clear that you mustn't in any way 'merge' this
WAD to prove anything. Just type "DOOM2 -file floor.wad".

* Play Information *

Episode and Level #     : Level 01 on DOOM II
Single Player           : Yes
Cooperative 2-4 Player  : no
Deathmatch 2-4 Player   : no
Difficulty Settings     : Not implemented
New Sounds              : Yes
New Graphics            : Yes
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : New level from scratch
Editor(s) used          : WinTex,DETH
Known bugs              : None, I mean, that's the whole point!?!