================================================================
Title                   : Kill   
Filename                : killdv20.zip
Author                  : Team Kill, original concept by Andrew Hunt (see credits below)
Email Address           : Ike654@yahoo.com
Misc. Author Info       : First megawad ever put into production by us.  I (Andrew) started
			  it back in 1996 (?), and after numerous losses of data, it's
			  finally ended up as this.

System Requirements     : -The DOS version of The Ultimate Doom v1.9 installed
                           and running.                          
                          -A 386 that can run Doom, and probably 8 megs of
                           memory for the larger levels to run somewhat smoothly.
                          -I recommend a 486 DX4 100 (The computer I made most of Kill
                           on).  It runs the levels nicely.

                          -I HIGHLY recommend using an external MIDI instrament
                           for your music (A WK-1630 to be exact).  The music
                           is a major part of the game.  Using a 16-bit MIDI
                           card isn't recommended.  I don't even recommend
                           an AWE64!  Or a Yamaha!  Or much of anything else,
                           for that matter

                          -Oh yeah, about 4 megs free hard-drive space.

Description             : You play as Lance Young, a pretty, young female in the marine corps.
			  
			  You awake one morning to the sound of your vid-phone ringing.  Upon
			  answering it, you learn some terrible news...

			  "We're sorry for waking you so early, Major Young, but it's about
			   Seargent Flynn Taggert, your fiancee.  As you know, he was called
			   out of leave on an assignment that he was forced to keep quiet
			   about."
			   
			   As Col. Artimus said the next line, shivers run up and down your
			   spine, "The assignment Fly went on has met some difficulty, and
			   ever since, we haven't been able to make contact with him."  It
			   seems your fiancee is dead.

			   Not less than 15 mintues later, you're suited up, and standing
			   in the Col.'s office, awaiting your next mission.  His voice is
                           somewhat calm, "First of all Lance, I'm going to be honest with
                           you.  I'm not sure if Flynn is alive right now or not.  And that
                           is where you come in.

                           "You see, about a month ago, trouble started to rise on Saturn's
                           moon, Titan.  We weren't sure what was happening.  Walls were
                           appearing out of nowhere, some made of pure fire.  Other areas
                           became dressed in marble.  Scientists were completly puzzeled.
                           Then, our answer appeared.  Reports of hidious brown humanoids
                           throwing fire at the workers at the UAC base there surfaced.  It
                           seemed that Hell was going to try for another invasion, and Titan
                           was their going to be their stratigic outpost.  This explained
                           our base.  It was being merged with Hell, caught in a rip between
                           dimensions.  The demons, it seems, were going to make it a more
                           suitable place to live.

                           "That was only a week ago.  At that time, a group of Colonals
                           was put together, I included, to find a solution.  We decided
                           that we needed to hit with the best we had.  Our best was Flynn,
                           already a veteran of our previous war with Hell two years ago.
                           The next day, we called him in.

                           "An hour ago, we lost transmission with him.  We don't know what
                           has become of him, or if he's even alive.  It may just be a
                           broken radio, but we're not sure.  This is where you come in.
                           We want you to-"

                           "Go out and find him.  And since I'm to be marrying him in a
                           month, I'll have a natural urge to find him, thereby giving the
                           mission a higher chance of success, right?"

                           "That is correct."

                           You let out a single chuckle, pound your hand on his desk, and
                           grab him by the throat with your other, "You son of a b****!
                           If I come back, and he doesn't, you're going to wish humans
                           never evolved after seeing what I can do to you!"
================================================================
Additional Credits to   : Id Software for Doom, Apogee for Rott (and it's awesome music!),
  			  and my friends for putting up with it's horridly long production
                          time.  The creators of CakeWalk (for the music I wrote in E2) and
                          the dudes who made GoldWave (for some new SFX).  And for everyone
                          else out there putting up with it as well.

Team Kill Credits       : (New Credits)
                          Project Lead: Andrew Hunt
                          Level Designer: Andrew Hunt
                          DeHackEd: Andrew Hunt
                          Music: Various (some by Andrew Hunt.  See at end)
                          Beta Testing: MTM33, TekFreak9, Mikazo
                          Batch File Programming - Andrew Hunt
                          Sound FX: Cybgrat1/Andrew Hunt
                          Sprite Art: Cybgrat1
                          Textures: Andrew Hunt
                          Website: Andrew Hunt (I know it sucks).

                          (Old, E1 Credits)
                          Level Designer - Andrew Hunt
			  DeHackEd - Andrew Hunt
			  Music - Some songs composed by Andrew, most by various, E2 from Rott.
			  Beta Testing - MTM33, Kamero, Djeks, my friends.
			  BAT file programming - Andrew Hunt
			  Sounds - Andrew Hunt
			  TXT file - Andrew Hunt
			  Sprite Art - Cybgrat1
			  Textures - Andrew Hunt
================================================================

**************************************************************************
NOTE!!!
DO NOT START KILL FROM gokill.exe!!!!  YOU MUST START IT FROM kill.bat!!!!
KILL WILL NOT WORK LIKE IT SHOULD WORK OTHERWISE!!!!!
**************************************************************************

================================================================

* Play Information *

Episode and Level #     : E1M1 - E2M9
Single Player           : Yes
Cooperative 2-4 Player  : Yes (not supported on all levels)
Deathmatch 2-4 Player   : Yes (not supported on all levels)
Difficulty Settings     : Yes
New Sounds              : Yes
New Graphics            : Yes
New Music               : Yes
Demos Replaced          : None
Port Required		: Vanilla Doom v1.9 ONLY!

* Construction *

Base                    : New levels from scratch
Editor(s) used          : Too many to list.  Levels done in KillEd.
Known Bugs              : NEVER touch a cyberdemon physicaly in the game with the player.  Due
			  to a limit in DeHackEd, this cannot be fixed.  If you do, you get a
			  rather strange message (go ahead, try it!).
                          Oh, and the new SpecialFX (Water Waves) isn't
                          "perfekted".


* Copyright / Permissions *

Authors may NOT use these levels as a base to build additional
levels.  

You MAY distribute this WAD, provided you include this 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.  Please obtain my permission beforehand.


* Where to get this WAD *

www.doomcenter.com/teamkill

Overview of levels:
Note: Not all of them have many secret areas.

E1: Lance starts out on her mission to find her fiancee.  The UAC base on
    Titan is being merged with Hell.  As a result, some places are becoming
    more and more Hell-like.  Beware of traps.

E1M1: This is where it all starts.  This is one of the supply bays of Titan.
      It's a rather small one compared to the recently built one on the other
      side of the moon.  Pretty straight forward.

     -Maker's Note: This level was constructed before I knew how to align
        floor and ceiling textures.  Please take note of that.

E1M2: This used to be our indoor training facility for infantry.  After the
      place suffered heavily to the base being merged with Hell, the recruits
      were sent to nearby Dione's VR Training Facility.

     -Maker's Note: This level was constructed before I knew how to align
        floor and ceiling textures.  Please take note of that.
        Also, this is where you can see my new special FX (water waves).
        they're not perfect, but they work.  Also, remember this.  I have
	implemented individual difficult settings (paths).  You need to
	complete only one of these:
         East: Hard
         North: Medium
         West: Easy.
        The room to the east has an idea from Doom 64's secret level
        "Cat and Mouse".  It's meant more as a room to show-off your Dooming
        ability to your friends.

E1M3: This nukage refinery has had a giant maze merged into it, among other
      places.  WARNING: The pits here contain radioactive waste!  Do not
      fall into them, as the saftey doors and valves are no longer
      functioning!

     -Maker's Note: This level was constructed before I knew how to align
        floor and ceiling textures.  Please take note of that.

E1M4: The old science lab contains a recently discovered undergound cave.
      We think that this was the place the merging of dimensions started.
      It's reported that this area contains many foes and some floors may
      be unstable.

     -Maker's Note: This level was constructed before I knew how to align
        floor and ceiling textures.  Please take note of that.
        Also, if you're lucky enough to find it, check out the chess room.
        This took a LONG time to build.  I'm kinda proud of it.  Also, take
        note of the overhead projector in the main laboratory.

E1M5: Another building that has been abandoned.  This area has suffered the
      worst of the merging.  It was a small computer area that was being
      re-done to conform to the base's newer computer lab.

     -Maker's Note: This level was constructed before I knew how to align
        floor and ceiling textures.  Please take note of that.
        Also, this level is actually from an earlier version of Kill (like,
        from 1997 or '98).  I included it because I have always enjoyed it,
        and it fit nicely in the Kill you see today.  This is also the best
        level from the original.  I have kept it fairly true to the original,
        adding only a few things (lighting, pillers, ductwork).
        Originaly, it had music from MAP09 of Doom2, but now is has something
        different...

E1M6: This was our outdoor training facility, and the facility used for
      training people for vehicles such as tanks.  The merging here was
      quite strange.  Few places have been changed.  However, reports of
      dissapearing floors was reported, so take care in this area.     
      
     -Maker's Note: I finally learned to align floor textures here.  I am
        very proud of this level, especially the beginning.

E1M7: Our new main computer area, along with a small storage area.  Minor
      effects were noticed from the mergin.  We're guessing the demons did
      not want to damage the computers before the could scrounge up any
      strategicly usefull data.

     -Maker's Note: This is my best level in Ep1.  I am SOOO proud of it.
        The main area (the one with the big Poison Sign piller) is based off
        of a level in a game called "Codename: Tenka" for the PSX.  The
        warehouse contains the popular switch and run trick, along with many
        teleporting monsters.  It's pretty hard on "hard".

E1M8: An Inter-Dimensional Teleporter (IDT) is located here.  You MUST SHUT
      IT DOWN AT ALL COSTS!

     -Maker's Note: This level, I admit, was rushed.  Why, I don't know.
        It's still a good level, but I did rush some areas.  The beginning
        is good, though.

E1M9: No information available...
     -Maker's Note: Originaly, I had the first level from ROTT: DarkWar as
        E1M9.  But, I have since switched it to something of a joke (Have
        to have at least one in Kill).  This is originaly a Doom 2 level of
        mine called "Trouble in Shaft...9!".  This is from '96, when I first
        got interested in level editing.  At the time, I didn't even know
        how to connect sectors correctly!  The levels worked, but the
        textures on the ceiling were often messed up.  Even with those
        problems, at the time I thought this would be the next big thing (lol).
        I included it not only as a joke, but to show every one where I'm
        comming from (after all, I am self taught in level editing.  Never
        used a tutorial once.  Or read a TXT file on it).  Then
        again, all of Kill is like that, since it shows my progress over the
        years...
        Enjoy this, but don't bother me about it.  Any more, it's scary...
        BTW, I fixed any errors, and made it the way I meant it to be back
        then.  I also admit that this level stinks in almost every way.  No
        additions were made to the structure, but some things were changed
        for conversion purposes.

E2: Lance was knocked unconsious after going through the gate.  Now, she
    must go through the UAC base on Dione, the last place Flynn made contact
    from.

    This area is not being Merged with Hell.  We suspect that the reason
    for this is that the base is the only link we have in the Saturnian
    moon system to outside bases (one being Earth, and the other bein Mars),
    and a merging could damage the computers holding the data needed to
    teleport to Earth.  Titan is too far in the rings to support successful
    teleportation of that distance.  Only teleportation between our other
    Saturnian bases is possible.

E2M1: You've awoken in the medical bay in the base located on another
      Saturnian moon, Dione.  The exit was locked just before our personal
      there were massacred.  They may have hidden the key in the area.

      -Maker's Note: The idea of waking up in the medical bay on another
        planet has been in my head way too long.  Also, this level was
        made to supply plenty of action.  And, according to my testers,
        it does.  Think of "Die Hard 3", then add some adrenaline.

E2M2: Escaping through the exit of the medical area, you find yourself
        in the sub-terranian nukeage facility.

      -Maker's Note: The two areas with the bridge in the middle of the room
        were ideas taken from a PSX game called "Disruptor".  It actually
        much harder to get out of them in Kill than it is in the PSX game.

E2M3: This is the VR Training facility.  The area has been run-over with
      many demons, more than any previous area.  Be extreamly cautious.

      -Maker's Note: The idea of a VR place came from Metal Gear Solid on
        the PSX.  I also wanted to create a place much like the world in
        Tron.

E2M4: An old storage facility got overrun by demons.  It's somewhat small,
      but will still prove to be a challenge.

      -Maker's Note: This level ended up being somewhat small.  To make up
        for this, I added many more monsters.  Keep this in mind.  Oh, and
        it IS possible to jump across the boxes.  I've done it myself.

E2M5: Our old power facility has been partly shut-down by these monsters.
        Also, this place is pretty old, so watch for collapsing floors.

      -Maker's Note: An extremly hard level to beat.  Also, take notice of
        the lighting attempt at the start.  It was more detailed, but then
        I kept getting those stupid visplane overflows.  So, it's now like
        this.

E3  : You've gone through the base on Dione, and still no sign of Flynn.  The
      Col. has ordered you to continue searching for him, and to finish his
      old mission.

      You take the IDT on Dione, and end up in the heart of a place beyond
      your worst nightmares.  You are in Hell, but not just any Hell.  You
      have arrived in a place best described as Dante's Inferno.  You just
      hope Satan isn't frozen in the middle of it all.      

      -Maker's Note: All of E3 is meant to look like a frozen Hell.  Lots of
        organic textures are used as well, and the areas have many surprises. 

New Codes Implemented in Kill:
I'm not telling.

Codes that are the same:
idmus
idclip (not used in this game).
idclev.

Additional Music Credits:

Level: E2M4
Title: Bronze
Author: Andrew Hunt
Type: Electronic Rock (?)

Level: E2M7
Title: Map 07 of Hypomnesia
Author: Andrew Hunt
Type: Ambient/Video Game

Level: E2M8
Title: Requiem
Author: Akira Ifukube.  MIDI done by Andrew Hunt.
Type: Classical

Level: E2M9
Title: Level 1 of Raptor: Call Of The Shadows Remix
Author: Remix by Andrew Hunt
Type: Video Game

***End of File***
