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Title                   : PUEBLO OF PAIN
Filename                : PUEBLO.ZIP 
Author                  : Jim McFarland
Email Address           : mcfarlnd@princeton.edu
Misc. Author Info       :
     "Well, the deputy walks on hard nails, and the preacher rides a mount.
     But nothing really matters much; it's Doom alone that counts.
     And the one-eyed undertaker, he blows a futile horn:
     'Come in,' she said, 'I'll give you shelter from the storm.'"
				    -- Bob Dylan

	    I've never visited the pueblos of the South West,
	    but I think they look pretty cool, and it occurred
	    to me that they would be a good setting for DOOM.
	    Is this an original idea? I doubt it, but I haven't
	    seen it before, and I built it myself. The bridge I
	    stole whole hog from a beautiful bridge in an excellent
	    WAD called EntrNite.wad (map03), by Robert Berkowitz, 
	    and I encourage everyone to download and admire his work. 
	    I played around for weeks, but couldn't make a bridge 
	    I liked, and you really appreciate good WAD construction 
	    only when you see someone do something you tried to do 
	    and failed. 
	    
	    To make it clear: I deserve NO credit for the bridge!
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Single Player           : Yes (built for this)
Cooperative 2-4 Player  : Yes (untested)
Deathmatch 2-4 Player   : Yes (untested)
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : Yes. One or two here and there.
New Music               : No
Demos Replaced          : No (I'm including a separate demo in the ZIP file
			      in case anyone wants to watch me play the game
			      and reveal most of the secrets. It's
                              version 1.9, and can be run with the
                              [-playdemo pueblo] command-line perameter.)

* Play Information *

Level #                 : This replaces MAP01 for DOOMII
Play notes:               486/66 or better is recommended. I built in on a
			lap-top with 8Mgs of RAM.
			
	       The trick of the Red Column Room is to get the Cacodemons
	       up as high as you can, so that they'll help you kill the
	       folks in the cages. Keeping the red column between you and
	       them is one way, and you can also use the lifts on the side
	       of the room. In other words, if you're the one killing the 
	       Mancubus, you're probably in trouble. Remember: a stationary 
	       soldier is a dead soldier, and lava is hot. 
	       Also, I have a weakness for switches you shoot at (there 
	       are two on the level). I tried to make it pretty hard, 
	       but as the demo shows, I'm not the greatest player myself,
               so you experts out there will probably saunter on through it
               without a whole lot of difficulty. As you can probably tell,
	       I don't plan my WADs out in any sort of detail beforehand,
	       but just follow the concept where it leads. I don't like to
	       play what I think of as "obnoxious" WADs, where the secrets
	       are impossible to find, or you run out of ammo all the time.
	       Some people like 'em, I guess, but I'm a simple man, and if
	       you give me a shot-gun and a room full of demons, I'm happy
	       as a clam. Nonetheless, there are a couple of points in this
	       level that come pretty close to "obnoxious," I think. I put 
	       in all the weapons, but changed the Cyberdemon to a Spider
	       Boss at the last minute. I hope you enjoy this WAD. 
	       I have to admit that I kind of like it.
		       
		     This PWAD can be completed by the average
		     player without cheating.

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* Construction *

Base                    : New level from scratch.
Tools(s) used           : DCK v3.6 (An excellent level editor),
			DMapEdit v4.0 (Some nice features here, too)
			WARM Nodebuilder v1.6 (Saved my life 
					       when others wouldn't)
			Paint Shop Pro (shareware version)
			WinTex 4.3 (to make the new textures)

			All of these programs are tremendous, particularly
			DCK and WinTex, (though DMapEdit's pretty darn good. 
			But you get used to a program and just feel comfortable
			with it, which is why I now depend on DCK. As if anyone
			cares.) They make the technical aspects
			of level-construction a snap, and free folks like me, who
			aren't so good at math, to concentrate on environments
			and traps and nifty places to shoot from.

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* Known Bugs *

I haven't run into any. The level isn't that big, but it has a lot 
of sectors, because of ladders, etc. Every now and then it slows my
laptop down. But it hasn't crashed yet.

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* Copyright / Permissions *

Do whatever you want with it. The way I see it, WADs are like jokes;
you make 'em, you don't own 'em, and if they're any good, they'll get
repeated.
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* For New Players *

To play, unzip the PUEBLO.ZIP file in your DoomII directory, then at
the command-line enter      doom2 -file pueblo.wad
To play the demo, enter     doom2 -playdemo pueblo -file pueblo.wad
The demo will only work if you have DoomII version 1.9
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