===========================================================================
Advanced engine needed  : Designed for vanilla executable
Primary purpose         : Single play
===========================================================================
Title                   : Credits
Filename                : cred.zip
Release date            : 28.06.2024
Author                  : Ludicrous_peridot
Email Address           : [redacted]
Other Files By Author   : LUDICROUS.WAD
                          and some others

Description             : Installation:
                          
                          Note: deusf.exe, dehacked.exe, dehacked.ini not
                          included 
                          
                            deusf.exe -main doom2.wad -append cred.wad
                            dehacked.exe -reload -load demo.deh
                            doomhack.exe -file cred.wad -warp 30
                          
                          The main bit here is the customized credits roll
                          that looks nothing like the conventional credits
                          roll. A (hypothetic) megawad should end with a
                          bang, images of devastated landmarks across the
                          globe shown to I AM's Times being a worthy choice,
                          but I ended up with something more in agreement
                          with Zeitgeist - plain transition of Cannon Fodder
                          2 opening credits. Credits roll takes over the
                          Zombieman thing, effectively replacing it and
                          steals frames from blue respawn fog (replaced with
                          green fog frames), and couple of other items (gore,
                          health and armor bonuses). D_EVIL is silenced so
                          that the proper ending tune can be heard at the
                          expense of music in MAP31. Credits screens are
                          limited to 2 + 12 frames in total, but I feel this
                          is sufficient for saying "Thank you" to the all
                          involved and the player.
                          
                          To test the credits roll, as well as the behavior
                          of the altered actors, I have set up a replacement
                          for MAP30. This got augmented with some notable and
                          less notable additions which I am listing below.
                          
                          
                          ==Starting inventory for the map
                          
                          A player pawn is on the map, that picks up armor,
                          weapons, ammo and keys, ensuring player starts with
                          the expected arsenal, or carries over inventory
                          from the previous map. This is triggered by a very
                          fast fully invisible monster in the semi-open
                          closet - call him a gremlin (well, similar to the
                          ones that keeps mechanical watches going).
                          
                          
                          ==Cannon towers
                          
                          Icon of Sin's skull box launchers have been
                          repurposed into periodically periodically artillery
                          (they still fire skull boxes, not, e.g., the
                          missiles player or Cyberdemon fire). Firing starts
                          the moment player is spotted which is normally when
                          player fires any weapon for the first time. Skull
                          boxes have been modified to clip against walls, and
                          targets for them have been set up behind a
                          non-passable wall to prevent any monsters from
                          spawning. Moving the targets around the map
                          controls where the boxes fly to.
                          
                          
                          ==Perpetual torture chamber
                          
                          A few low tier enemies are trapped under permanent
                          fire from the four cannon towers, so that their
                          walk, pain and dying frames can be examined. Their
                          respawn frames can also be examined thanks to
                          another gremlin (from the same species as the one
                          in the opening room) look and chase frames of which
                          are exactly those of an Arch-Vile. The monsters are
                          trapped behind a transparent wall and get alerted
                          to the player the moment they first fire their
                          weapon in the level.
                          
                           
                          ==The less notable additions:
                          
                          * skies flipped to city-scape from hell-scape
                          * alternatively named background patch for the
                          ending credits
                          * ominous entrance with a bunch of low tier enemies
                          to check the attacking frames (also some pick ups
                          to check their frames, and architecture sight to
                          entertain the player)
                          * extra flat used specifically for text
                          intermission at the end
                          * medusa and hall of mirrors glitches combined for
                          outlandish hellish vistas in the final room, that
                          also leaves player helpless in a E1M8-stlye ending
                          sector
                          
                          
                          Feel free to modify and use in any way fit for
                          learning or in your mods/wads.
                          
                          
                          

Additional Credits to   : The map uses a music track by Bobby Prince (not
                          from Doom) and (apparently) music and images from
                          Sensible Software's 1994 game Cannon Fodder II.
                          This WAD is not in any way endorsed by the ROYAL
                          BRITISH LEGION.
===========================================================================
* What is included *

New levels              : 1
Sounds                  : No
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : No
Other                   : No
Other files required    : None


* Play Information *

Game                    : Doom 2
Map #                   : 30
Single Player           : Designed for
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Other game styles       : None
Difficulty Settings     : Not implemented


* Construction *

Base                    : New from scratch
Build Time              : 1 week
Editor(s) used          : Slade
May Not Run With        : Anything but vanilla Doom 2
Tested With             : Vanilla Doom 2


* Copyright / Permissions *

This work is licensed under the Creative Commons Attribution-NonCommercial
4.0 International License. To view a copy of this license, visit
http://creativecommons.org/licenses/by-nc/4.0/

You are free to copy and redistribute the material in any medium or format;
and remix, transform, and build upon the material. If you do so, you must
give appropriate credit, provide a link to the license, and indicate if
changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use. You may not use the
material for commercial purposes.

* Where to get the file that this text file describes *

The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors