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Title                   : Assault on the Demons
Filename                : CRASH.WAD
Author                  : Anthony Uzilov
Email Address           : corpeus@aol.com
Misc. Author Info       : Ab-so-lu-te-ly bored!

Description : The cargo compartment of your shuttle lands with a crack on the
roof of the Hellspawn's major refinement area for cooking demons.. just like 
the spawning vats. In your comlink, you hear screams, gunfire, and gurgling 
sounds.. the last to come from the UAC residents who still survived. You aren't
the least bit surprised. A glowing, blue circle is before you, and you step on
it. It is a lift, taking you down to the depths of hell's spawning grounds. 
You face three zombie-soldiers, luckily, they didn't hear you. You place your
10mm standard-issue Marine Corps pistol up against the lead zombie's head, and
tap off 3 rounds...

It feels strange to deliberately re-enter hell.

This is WAD file that I designed from scratch, using DeeP mainly (awesome 
editor, gonna register it soon..) and I'm pretty sure it has some gnarly 
effects such as the lighting. Even though this is my first distributed WAD, I'm
no newbie. I made several and they never really came out because of hard drive 
crashes and viruses. I do consider my self and expert, but in no way the best
WADster out there.. I wanted to bring out some of the thing id software made
in their own WAD files, things that set the players' nerves on edge. Hopefully
I did succeed in that area.



Additional Credits to   : 
Leo Martin Lim, Michael Kelsey, Bjorn Hermans, and Holger Nathrath, for 
Doomsday of UAC, Return to Phobos, and Serenity & Eternity, 
respectively. I learned some neat tricks from their WADs. Also to the creators
of DEEP, one of the definite best editors out there, and DEU, which I used when
I ran out of memory in DEEP. (I apologize to id for it being in E1). The music
in the background was just right to fit in with the gloomy, dark sort of level)
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* Play Information *

Episode and Level #     : E1M5 
Single Player           : Yes
Cooperative 2-4 Player  : Yes (Untested)
Deathmatch 2-4 Player   : Yes (IMHO I doubt it will be any good)
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : New level from scratch
Editor(s) used          : WinDEU, DEU, DeeP, DeePBSP
Build Time            	: Way too long. Most of it anxiously waiting for 
registered Deep to arrive in the mail.
Known Bugs              : None known; No misaligned or missing textures.
I've made it sure that it's impossible to get trapped anywhere. Do NOT, 
however, use the IDSPISPOPD no-clipping code anywhere around the major arenas
or you might get a "too many visplanes" error. There's no problem with any of 
the other cheat codes. I don't suggest you use the no-clipping code at all, 
though.


* Copyright / Permissions *

Authors MAY use this level as a base to build additional
levels, just as long as you give me some 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: ftp.cdrom.com

* Notes *
Highlights of this WAD : 
 - Special lighting effects a la Eternity
 - Marble face patterns and doors "stretched out" to look more 3-D
 - Creative use of SUPPORT textures. (Strips of metal & iron)
 - A river in the (second) courtyard with a special twist
 - Balcony in steel vault looking out to the sky
 - Realistic computer room
 - Lifts with pillars cutting into them (Like Return to Phobos)
 - Invisible staircase with pillars casting shadows, great effect 
 
* - This level is very big, over 2000 vertices.. it really hit the fan when I 
ran out of sectors & sidedefs. So any WADsters out there that load this WAD 
into your favorite editor might notice that there isn't as many sectors as you
would expect.. This is because I linked as many sectors toghether as possible.
Since sectors don't have to be contiguous, merely closed, I conserved over a 
100 sectors in this way. 

* - Sorry to all of you with slower machines - you might have some slowdown in 
the courtyard areas. I made everything as best as I could make it.