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Title			: Pleiades
Filename		: Pleiade2.wad (pleiade2.zip);
			  Pleiade3.wad (pleiade3.zip)
			NOTE: pleiade3.wad corrects a bug that
			  prevents pleiade2.wad from running in
			  Doom2 versions 1.9 and later. For Doom2
			  versions earlier than 1.9, use
			  pleiade2.wad. Both files are the same
			  except for a slight difference in the
			  windows (see bugs report below).
Author			: Roger Ritenour
Emale Address		: ritenour@mail.comet.net

Story Line		: You are alone on the surface of a
			  desolate planet in some God-forsaken
			  star system. Your ride home is the 
			  Starship Pleiades, now enroute to 
			  retrieve you.  However, when the 
			  Pleiades arrives in system, you
			  realize something is terribly,
			  terribly wrong...  
Description		: Single level with more than a megabyte 
			  of new graphics. This level weighs in 
			  at more than 1.7 meg with level data at 
			  370 K. This is huge but the play area
			  is not overly large; a lot of sectors
			  and linedefs were used purely for 
			  visual effects and appearances. 
			  Views of outer space are created
			  using a non-repeating, verically
			  retilable sky texture. Views include view
			  of space both over and under structural
			  parts of the Starship Pleiades when
			  looking out some of the portholes. (F_SKY
			  is assigned to both floor and ceiling in
			  the same sector which I found a way to 
			  make it work without the hall-of-mirrors
			  that typically occurs when doing this.) 
			  Play action features random monster
			  placement which gives the action a
			  different twist each time it is
			  played. Finally, this level is a
			  standard patch wad that does not alter 
			  the main Doom wad and is playable
			  with the standard -file parameter.
Additional Credits	: Doug Ryerson, I borrowed a few of his
			  textures from his ANTARES.WAD. Dave
			  Swift, I borrowed his idea of shiny gold
			  surfaces for a door textures from
			  his H2HMUD01.WAD level. ID 
			  Software, I redefined their COMPSTA1 and
			  COMPTALL textures as animated textures
			  to produce "living" instrument panels.

* Play Information *

Episode and Level #	: Map01 of Doom II
Single Player		: Yes
Cooperative Player	: Yes (untested)
Deathmatch		: Yes (untested)
Difficulty Settings	: Yes, full range (all difficulty levels
			  a little tougher than standard Doom 
			  difficulties, suggest starting
			  at the easier levels until familiar
			  with the layout.
New Sounds		: No
New Graphics		: Many
New Music		: No
Demos Replaced		: None

*Construction *

Base			: New level from scratch
Editors used		: Wintex/Deutex
			  WinDEU32
			  Waded
			  Build, Robert Fenske
			  BSP Node Builder, Colin Reed (used on
				final version)	
			  RMB, Jens Hykkelbjerg	  
			  Corel Photopaint 6
			  CorelDraw 6
Known Bugs		: Pleiade2.wad encorperates a special 
			  linedef type that creates a see-through-
			  but-not-shoot-through barrier for the
			  windows facing outer space. This linedef 
			  type will not run under Doom2 versions
			  1.9 and later.  For versions 1.9 and
			  later, use pleiade3.wad.
			: Too many visplanes error encountered
			  around starship thrusters, not a problem
			  in normal play, position where crash
			  occurs can only be reached using cheat
			  code, IDCLIP.  Occasionally a Mancabus
			  gets stuck on the reactor catwalk, when
			  this happens, you get an easy kill (just
			  walk up to him, point blank, and blast
			  away).

* Copyright / Permissions *

You MAY use this level as a base to build additional levels
You MAY modify this level. If you do, please drop me a line, I 
would like to see what you come up with. You MAY distribute this
this WAD in any electronic format provided you include this
information file unmodified. If you use portions of this wad
in other wads, all I ask is that credit be given to the
originator, whether it is me or someone from whom I borrowed from.

