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Title                   : Coop Quickies - Episode 1
Filename                : COOPQ1.WAD
Date Finished           : August 5, 1999
Developer               : Dan L'Ecuyer
Email Address           : dlecuyer@tbase.com
Other Releases          : DOA1-1, DOA1-2, DOABETA
Misc. Developer Info    : computer programmer who loves Doom and Defender

Description             : Eleven maps built specially for cooperative
                        : mode but still a blast in single-player. Some
                        : of the maps are pretty easy and some will get
                        : your adrenalin pumping but all are guaranteed
                        : to be fun, fun, fun!

Additional Credits to   : Kurt Kesler for encouragement and a few graphics

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* Play Information *

Map #                   : MAP01-11 (Doom2, of course)
Single Player           : Yes
Cooperative             : Yes (2 to 4 players)
Deathmatch              : No
Difficulty Settings     : Yes (just for health)
New Sounds              : Yes
New Music               : Yes
New Graphics            : Yes
Demos Replaced          : None

* Construction *

Base                    : none
Build Time              : six weeks
Editor(s) used          : WadEd v1.88, WARM v1.6, RMB v2.1
                          Wintex v4.2, PhotoPaint v3.0

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   For those who still groove to the Doom music, you'll appreciate the
attention paid to matching the maps with the original music (crank it up
and enjoy!). I've changed the music for maps 1 and 11. The first one is
Fun, Fun, Fun by the Beach Boys and the other is Bad Moon Rising by
Creedence Clearwater Revival. These midis were modified specially for Doom
(I built my own editor for that; pretty cool). If you're running a source
port...tough luck 'cause all of the source ports suck for Doom music.

   These maps were made and tested on my 486/33 so you can bet your boots
that I did what I could to ensure good performance. However, I did NOT build
a reject table for maps 1 to 10. All of the maps are very wide-open (that is,
they are mostly outdoors) and a reject resource is virtually useless ('cause
most of the linedefs are two-sided). I did build a reject table for map 11
because it needed it (166 monsters). This was done entirely by hand with an
RMB option file.

   The difficulty settings only affect the health distribution. Each map has
the same amount of health. There's a soulsphere (two in coop) at each exit.
In skills 1&2, there are eight med kits. In skill 3, there are four med kits.
In skills 4&5, there is no extra health. Since monster count doesn't vary
with difficulty, there's not much point in going with skill 4 (unless you're
trying to prove your manhood).

   The exits are the same throughout. There are two teleports (one silver and
one red) to bring you to the exit switch and the soulspheres. Why did I put
two teleports instead of one? Well, that's a long story so let's just say
that it's for two players to exit at the same time.

   Lastly, map 11 has a trick exit. There are four switches that need to be
pressed in a certain sequence. Never mind, just press them all until the exit
opens. Just thought I'd mention that so you wouldn't think it's a bug. Hey,
I didn't want you to get away so easily, that's all. Oh, by the way, map 11
is the boss level. Prepare to die! Hehehe.

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