* File Information *

Title     : Legions of Hell 2
Filename  : loh2.wad
Author    : John Gaughan
Date      : 11 January 2004
Email     : john@johngaughan.net
Web Page  : http://doom.johngaughan.net/
            http://www.johngaughan.net/


* Play Information *

Episode and Level #     : MAP01 - MAP11
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Yes
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : Yes
New Music               : No
Demos Replaced          : None
Source Port Required    : Yes. Any port should do as long as it removes
                          visplane overflows and works with BEX patches.
Tested With Ports       : ZDoom, PrBoom, Legacy, JDoom


* Construction *

Base          : New levels from scratch
GL Nodes      : Compiled into WAD
Editors used  : Yadex 1.7.0 (Linux) -- map editor
                BSP 5.0 (Linux) -- node builder
                glBSP 2.0 (Linux) -- OpenGL node builder
                Wintex 5.0 (Win32) -- texture editor
                DeuTex 4.4.0 (Linux) -- for working around WinTex's bugs


* Story *

There is no story. Go forth, kill, and have fun.


* Notes *

This map pack continues the orginal Legions of Hell pack. The original maps all
received a facelift with new areas, increased detail and lighting, more
monsters, etc. My focus is great gameplay, not awesome detail. While they are
not bland, they should be halfway pretty to look at. I know the maps are heavy
on ammunition, I balanced them that way on purpose. I like lots of ammo.

GL nodes are compiled into the wad already. I put a BEX patch inside the wad,
but in case you cannot get it to work, I included it separately as well. I
recommend using the BEX patch. It changes map names and par times, and allows
you to carry almost twice the ammunition. I hear that the map number is not
always displayed in the automap with the BEX patch, but I am unable to
reproduce it in the latest versions ZDoom, PrBoom, or Legacy.

Source port features such as jumping and mouselook should not break these maps.
You never need to use jumping or mouselook, but it won't hurt. In fact it may
make some areas slightly easier or more convenient to navigate. You can get
100% kills, secrets and items without either feature.

These maps WILL NOT WORK WITH DOOM2.EXE! There are too many two-sided linedefs
in certain areas and doom2.exe WILL crash with a visplane overflow error.
Thanks to the fine folks at rec.games.comp.doom.editing for pointing this out
since I cannot get doom2.exe to run anymore.


* Copyright / Permissions *

You are allowed to distribute these maps however you want as long as you do not
charge money or alter the distribution archive or contents.

I prefer that you do not use them as a base for new maps, but since I really
cannot stop you, I do not forbid it. If you must change them, at least have the
decency to call them something else and don't make them suck too badly :-)


* Where to Get this File *

John's Official Web/FTP Sites:

http://doom.johngaughan.net/
http://www.johngaughan.net/
ftp://ftp.johngaughan.net/pub/doom/


idgames Archives:

http://www.doomworld.com/idgames/
ftp://archives.3dgamers.com/
ftp://3darchives.in-span.net/pub/idgames/
