===========================================================================
Archive Maintainer      : This is an new version of Bury My Heart Knee Deep
                          that includes a number of updates and bug-fixes.
Update to               : kneedeep.zip
Advanced engine needed  : none (except to avoid savegame buffer overloads)
Primary purpose         : Single Player and Co-op
===========================================================================
Title                   : Bury My Heart Knee Deep
Filename                : kneedeep.wad
Release date            : December 26, 2018 (updated December 9, 2019)
Author                  : Ryath/scwiba
Email Address           : [redacted]
Other Files By Author   : Absolutely Killed (killed.zip)
                          Return to Daro (rtd.zip)
                          Tower of Lies (lies.zip)
                          UnAligned (unalign.zip)
                          UnNecessary (unnecess.zip)
                          UnBeliever (unbeliev.zip)

Misc. Author Info       : Can never find pants that fit.

Description             : 			***
                          IMPORTANT: Saving in vanilla (or Chocolate) Doom
                          WILL crash the game due to the size of the map.
                          If you want to save, you'll need a limit-removing
                          port.
                          			***

                          Bury My Heart Knee Deep is a huge, vanilla, E1-
                          style map for Doom II that takes cues from
                          Metroidvania game progression. It's bursting with
                          optional areas, secrets, and potential sequence
                          breaks. You can follow the "intended" path or
                          make your own way through. You can even complete
                          the whole thing without picking up a single key.
                          If you like the map, I hope you'll play through
                          two or three times and look for different ways
                          you can beat it!

                          In true Metroid fashion, "upgrades" like the rad
                          suit and light amp goggles are "unlocked" at
                          certain points. There are also barriers scattered
                          throughout the map that can only be opened using
                          rockets. These are never required to progress,
                          but they usually provide valuable ammo, health,
                          and gear. Rockets are a precious commodity, so
                          it's up to you: Do you fire all your rockets off
                          to survive a tough fight, or save them to blast
                          open a cache of healing items later? 

                          Hurt Me Plenty is the recommended skill setting,
                          especially if you're playing in vanilla or
                          otherwise won't be saving. Ultra-Violence is
                          too tough even for me to make it without saves,
                          and ammo is very tight if you don't find many
                          secrets.
                          
Additional Credits to   : id Software
                          CodeImp, anotak, SlayeR, exl, Visual Vincent,
                          and zokum
                          -- creators of Doom Builder, DBX, SLADE,
	                           WhackEd 4, Doom Writer, and ZokumBSP
	                           respectively
                          TITLEPIC font, AmazDooM, created by Amazingmax
                          "Doom Textures for Doom II" pack by SargeBaldy
                          Playtesters:
                          anotak
                          Austinado
                          Bashe
                          DavidXNewton
                          HAK3180
                          kakhome1
                          Mr. Meanor
                          Obsidian
                          Salt-Man Z
                          ShadesMaster
                          Sparks
                          
===========================================================================
* What is included *

New levels              : 1
Sounds                  : No
Music                   : E1M2, Intermission, and Title Screen from Doom
Graphics                : Doom 1 textures and graphics
Dehacked/BEX Patch      : Included in WAD
Demos                   : Yes
Other                   : No
Other files required    : None


* Play Information *

Game                    : DOOM II
Map #                   : MAP01
Single Player           : Designed for
Cooperative 2-4 Player  : Designed for
Deathmatch 2-4 Player   : Starts only
Other game styles       : None
Difficulty Settings     : Yes


* Construction *

Base                    : None
Build Time              : Initial design between March and September 2017,
                          additional work May through August 2018, play-
                          testing and tweaks September to December 2018.
                          Version 1.1 developed over the course of 2019.
Editor(s) used          : Doom Builder X, SLADE3, and WhackEd 4
Known Bugs              : 1) Savegame buffer overloads are guaranteed in
                          vanilla and Chocolate Doom.
                          2) There are a number of special, destructible
                          barriers that rely on Doom's infinitely-tall
                          objects to work. A MAPINFO fix is included to
                          force infinitely-tall objects in many modern
                          source ports, but some others may allow you to
                          run over the barriers and easily access to a lot
                          of stuff you shouldn't be able to. ZDaemon is
                          the only specific port that I've confirmed
                          doesn't work correctly here.
                          3) The MAPINFO lump prevents you from moving
                          above or below any other object in ports that
                          would usually allow that. Apologies to anyone
                          who is used to being able to run over and under
                          enemies, but... it had to be done.
                          4) A (Boom) sky transfer is used in three areas.
                          In non-Boom-compatible ports, they'll just have
                          the normal sky.
                          5) At least two small HOMs can be seen in vanilla
                          due to drawseg overflows. They don't affect
                          gameplay and you'll only see them if you stand in
                          a certain spot and look in just the right
                          direction, so I decided not to agonize over them. 
Tested With             : Chocolate Doom v3.0.0, Crispy Doom v5.3,
                          Doom2.exe v1.9, Eternity v4.00.00, GZDoom v3.5.1,
                          PrBoom+ v2.5.1.4, Zandronum v3.0,
                          ZDaemon v1.10.05, ZDoom v2.8.1

* Copyright / Permissions *

Authors may NOT use the contents of this file as a base for
modification or reuse.  Permissions have been obtained from original 
authors for any of their resources modified or included in this file.

You MAY distribute this file, provided you include this text file, with
no modifications.  You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file 
intact.  I have received permission from the original authors of any
modified or included content in this file to allow further distribution.


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

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