==============================================================================
Title                   : The Gate 
Filename                : THEGATE.WAD
Authors 				:			"Die Sieben Maechtigen"  [7M]:	
							Philipp HAAG ( der RUSSE )
                            Mark Rossi  ( CosmoCop )
														both from Germany
Email Addresses         : Philipp.Haag@t-online.de
			 			  Mark.Rossi@t-online.de

Misc. Author Info       : Two hardened doomers since the time of shareware
						  version 1.2. It came the moment, this great 
				          game wasn't hard enough; so we started 
					      playing every PWAD we could reach for. 
						  But...not challenging enough. On the search 
						  for a good leveleditor we found that 
						  masterpiece of work made by Matt 
						  Tangliaferri:
					      DoomCad 4.3. 
						  ... So, look out for more pwad's of us.
						  Another 7M Wad will be out soon.
						  Again a CoOp wad, now for DooM][.

Description             :   THIS WAD IS FOR DooM  
						  This wad has been created only for 
						  CoOp-playing with at least 3 players, but 
						  feel free to try it otherwise.
						  This PWAD was designed with the original 
						  DooMstory in mind:
			    		     As calm is around you, you decide to get away.
						  But what's this...your troopships engine won't
						  do so. After two hours of sudorific 
						  troubleshooting it is clear: the only way to 
						  get out is get trough. And you remember:
						  You heard some of your bodies talking of a 
						  big gate they've seen in there. Some 
						  scientists thought this to be a 
						  dimensional gate. Your decision is clear: 
						  you have to get to and through it and 
						  show the bad guys that none has the 
						  ability to fear you.
			    		     As you fight your way you notice heavy 
						  combat-noise out of the two rooms in front 
						  of you... After a short time of intently 
						  waiting two fellows of you appear... ' Now, 
						  your chances will surely be better '; you 
						  thought and one of the guys pressed the 
						  button beneath you...
						  ...What the hell...no, not this..............
						  ....oh NOHHHHHHHHHHHHHHHHHHHH!!!.............


Additional Credits to   : the great guys of ID;
						  MARK: my fellows (especially Hendrik [ the 
						  best testplayer ever...he stumbles into every 
						  trap my sick mind emerged and the dogged 
						  fraghunter I know ...stuffed his rocket-
						  launcher into my ass and pulled the 
						  trigger...he's sooo sick..] and P.H. 
						  who always showed me the frontier a doomer 
						  can reach) 
						  ;MATT T. who created this great DoomCad
			      

						  P.H.: Mark of course, who was never satisfied 
						  with any sector I made; to Hendrik, who
						  fills our deathmatch levels with his blood,
						  giving us the opportunity to increase our 
						  knowledge of ways a doomer can die in 
						  deathmatch-mode. A special credit to our 
						  history/politics-teacher who always managed 
						  it to bring us in the right mood to create 
						  the hardest levels you can guess.  
								 
													
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* Play Information *

Episode and Level #     : E2M1 (Episode one has a much better SKY-texture,
						  but we thought of ID as we took E2)           
Single Player           : Yes, but only for harddoomers (this level has been
			       		  designed for three very ambitioned doomers 
			       		  knowing how to use their weapons AND their 
			       		  feet) 
Cooperative 2-4 Player  : Yessss!!!!  
Deathmatch 2-4 Player   : Aehhhh....it's a bit to big, isn't it?   
Difficulty Settings     : Not really, only the preset aggressiveness-changes 
New Sounds              : Yes, in the last minute I found the original
			       		  version of DMAUD
						  (we tried it before and so P.H.'s DooM-file 
						  died: greetings to the author of DoomIt 
						  [grumble])
New Graphics            : No, (not, after this experience...)
New Music               : Oh yes, of course. Bela Bartok. The right mood...
Demos Replaced          : Yes, the first one; multiplayer (only with P.H.
											  and me)
							   change between the player views with F12
							   don't watch that before you think it can't
							   be played alone


			  ----------------------------------
			* W A R N I N G !!! Read: known bugs *
			  ----------------------------------

==============================================================================
* Construction *

	 423 Sectors / 1611 Vertices / 2094 LineDefs / 2974 SideDefs / 816 Things

Base                    : New level from scratch. Based on an outline designed
						  meanwhile several boooooring hours in school 
						  (history and stuff)
Construction time       : About three weeks (it took much time to remove/fix 
						  the bugs grew out of the size! [especially 
						  the "SeeThroughWall"-effect] )
						  I think a PWAD created in 6 hours and less, 
						  definitly does not/is not able to challenge 
						  me...or is simply sloppy!
Editor(s) used          : DoomCad 4.3 and its nodebuilder (until we reached 
				 		  200kB). Sorry Matt, but we had to use 
						  BSP 1.2x now, which did the same job for us 
				 		  a little better.
				 		  (Also the time DoomCad needed for changing 
				 		  the mode, got longer and longer the bigger 
				 		  the level grew). And
						  DMAUD 1.1
						  REJECT 1.0.0    
Known Bugs              : None, indeed. (as I said it before...three weeks)
			    		  **   But do not -I say it again- do not try to **
			    		  **   make a savegame if you only own less than **
			    		  **   8megs of RAM, this would  -sometimes -    **
			    		  **   cause DooM to hang on.                    **
			    		  **   Even with 8megs, don't be scattered...    **
						  Due to its size this "bug" was unevitable, 
						  sorry dudes, just regard it positively: 
						   It makes DooM a bit more realistic
						  (if one of your budies lost his head, he has
						  to begin the level again, and he should try
						  to make it through a little faster 'cause
						  the remaining ones WILL have problems - 
						  always remember: this level has been designed 
						  for at least THREE ADVANCED PLAYERS)

						  One real bug: I was reported that this level
						  is more easier to play in single player mode
						  than in CoOp. Playtester Hendrik "Analog" Rossi
						  found that out. The reason is that we forgot to
						  declare most of the ammo as "multiplayer-only".
						   So when you think this level is to easy, play
						  it in 4 player CoOp...

Some hints              : To activate the dimensional gates (you know them
						  when you see them) search for a terminal in 
						  their nearer environment ( and push that wall)

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* Copyyright / Permissions *

You MAY distribute this WAD, provided you include these files:
* thegate.wad
* thegate.txt
* thegate.lmp
, with no modifications.  You may distribute this file in any 
electronic format (BBS, Diskette, CD, etc) as long as you 
include these files intact.

Please do not change anything in this PWAD!!!!
And don't use it as basis of an own PWAD.
It's a piece of us!!

Contact us for critics and interest via my e-mail
But always have in mind: that was our first co-production; that you find it
in here today, is only because a good friend, Ian Cunnings, said he would
upload it for us.
Later projects contain cool features: texture alignement in perfection, dummy
sectors and real difficulty modes AND amazing archiTexture. So watch out...