-------------------------------- Twice Risen ---------------------------------
                                    v0.2
                                 Pre-Release

Twice Risen        
A TC by Michael Niggel

Twice Risen...
        Twice Risen is a TC for DOOM II. It was designed with an empasis
on solid level design and architecture, good gameplay suited for all 
players, and will be complemented by a good storyline- with an added bonus of 
being aesthetically pleasing.

Contents:

1. Overview & Contents
2. System Requirements
3. Installation
4. Twice Risen Play Notes
5. Twice Risen Design Notes
6. The Twice Risen mission breifing
7. Credits

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2   System Requirements...
        A system that can run Twice Risen is required to have the following:

        A computer capable of running DOOM2
        A hard-drive based, fully rigistered copy of DOOM2 v1.9
        A full copy of Marine's Best Friend, by Lee Killough
                Available at www.doomworld.com/ports
        Enough space for the entire Twice Risen file archive. (~5MB)
        Sound and Music cards are highly recommended.        
        8MB(minimum) RAM highly recommended.
        To use MBF's high resolution mode, you must have a video card that
                supports a VESA2 linear framebuffer. Also recommended.

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3   Installation...
        Now that Twice Risen uses Marine's Best Friend, installation is
nearly zero. All you need do is run MBF with the -file parameter and the
Twice Risen Wadfile. Everything else is done for you. The most difficult
area of installation will be installing and configuring MBF.

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4    Twice Risen Play Notes...
        Players may find out quickly that this is NOT another DOOM 2 with a
few sound, level, and sprite changes. Textures from DOOM 2 have been used,
but DO NOT read them the same way. Test everything out as if it is a new game.
In fact, that is not far from the truth. One example: Try walking in nukeage-
You'll find that low-level nukeage is no longer harmful, because of the
advanced technology in your body armor. 
        Remember, the first time you play it is the best, so don't blow it by
using programmer's codes to cheat your way through. They have not been 
disabled, but using them is still not advised. Try to set aside time just 
to play it, and minimize all possible distractions. Don't use Gamma
Correction, unless you have a dark monitor - lighting in TR has a delicate
role.

WARNING: Due to MBF's enhanced behaviors, Mines have now become unstable in
some ways. They continue their normal behaviors unless given horizontal 
momentum, in which case they explode. Ways in which mines can be given 
momentum are by placing them too close to walls (they bounce whne you drop 
them) or when they are touched by another mine's explosion. Mines on lifts 
will no longer "hang" in mid-air, and dud mines have been completely removed.
They will also act "friendly" the the placer, and not explode on contact.
Note, though, that a respawned player loses placement status of all mines in
the level, but still retains ownership. I.E. you can't walk over them but
you're the one who gets the frag.

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5   Twice Risen Design Notes...
        This IS a TC, and not a totally new game, and there are a few things
that you just CAN'T do. Therefore, I have included a list of what stands as 
completely unimportant to your play experience.
        The Item and Secret ratios are fully attainable, but are not your main
goal. Don't lose sight of your mission.
        Difficulty levels are set as follows:
        1-2: Pretty easy for any seasoned player, unchanged from v0.1
          3: Good challenge for most players
        4-5: High level of difficulty, may still be esay for DOOM gods.

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6   The Twice Risen Mission Breifing:
        Twice Risen will come with a full mission breifing package. It will
features full color graphic inlays to the story, mission objectives, armament 
information, and tactical analysis. Mission-based levels and objectives are
also a possibility at this time.

----------
7   Credits
        I would just like to extend my thanks to the following people:

Chris Niggel: Web space, Beta testing
Kevin Boucher: Initial concept refinement
Rick Clark: Level 5
Nick Baker: Level 3
Joel Murdoch: Sounds, Beta testing
Aaron Elliott: Graphic editing, sounds, testing
Ross Elliott: Source hacking (not yet included)
Chris Perron: Sounds, testing
Doug Prevo: Multiplayer testing
Dave Dall: Multiplayer testing
Patrick Niggel: Testing
Kniggit: Musics
Lee Killough and MBF team: MBF source port

And just in case you wanted to know, here's what I did:
Levels 1, 2, 4, & 6, Graphics, Compilation, DHE work,
Beta testing, E-mail correspondence, and anything else that needed done.

.**.
* DISCLAIMER *
This project contains select texture(s) and flat(s) that can originally be found
in GothicDM or Gothic2. Credit and thanks go out to the artist(s) of said
flat(s) and texture(s) and also to the rest of the Gothic Crew (1997/98). The
ORIGINAL GothicDM(2).ZIP can be found at CDROM.COM. Each said PKZIP archive
contains thirty-two professional quality levels and music.
http://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothicdm.zip
http://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothic2.zip
.**.