Title                   : "Behind the scenes" v3.0
Filename                : Dm.wad
Author                  : John Bytheway (DM, D2M, DV, D2V)
Email Address           : john.bytheway@btinternet.com
Misc. Author Info       : Behind the times.  Or - politely - a
			  traditionalist with too much time on
			  his hands
Description             : See dmdesc.txt
                          In brief: A wide variety of levels to
                          challenge the veteran player - but -
                          with a story line to boot :-)
Additional Credits to   : ID software
                          Whoever made DEU 5.21, DeeP and
			  Dm1toDm2 converter
			  My friends for being beta testers
			  sometimes under protest

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

* Play Information *

Level #                 : All of 'em, even the secrets
Single Player           : Yes (Designed for)
Cooperative 4 Player    : Yes (Marginally playtested)
Deathmatch 4 Player     : Yes (But probably no fun on most
			  levels and not playtested)
Difficulty Settings     : Of course - boring otherwise, this way
			  you get 5 levels for each one, see?
New Sounds              : No
New Graphics            : Used textures from (Ultimate) Doom not
			  normally in Doom II
New Music               : No
Demos Replaced          : Yes, all three, finally - now you can
			  see my wondrous dooming skills

** WARNING **
Because I replaced the demos, I had to record them in Doom 2 v1.9.
If you are using a different version, then you must either start a
new game / load your old game before the first demo begins OR begin
with the command line paramaters -warp or -loadgame as appropriate
OR upgrade your version of Doom 2 using the upgrades found at
www.idsoftware.com
*************

* Construction *

Base                    : About half new levels from scratch but some
			  based on levels from Doom II and Ultimate
			  Doom
Editor(s) used          : DEU 5.21, DeeP97 9.25, Dm1ToDm2 convertor,
                          WadAuthor 1.30, Paint Shop Pro 4.12,
                          dmgraph
Known Bugs              : I fixed most of the ones I found - but
			  if you find any others than those below
			  please report them back.  Here they are:
* Places with too many monsters where they dissapear and reappear
  all the time.  I know this seems like really bad design, but it
  can only happen a couple of times, and it's usually caused by
  either too many monsters being spawned by the big bad bloke or
  by the player shooting all the enemies at his favorite corner
  as they walk round and getting a huge pile o' corpses.
* Sometimes when arch-viles raise monsters the reanimated corpses
  become non-corporeal (they can walk through walls and cannot be shot).
  If anyone has any idea of how to stop this, please tell me.
  The easiest way to kill such monsters is with rocket area-of-effect.
* On level 18 there is a door which looks OK from a distance, but becomes
  see through when you get up close.  There is also a wall which is see
  through when seen from the correct angle and a HOM in the last little
  bit of the level.  I've found out this is due to a bad nodes-building
  but I daren't try to fix it. (Fixed this v3.0)
* On level 28, the game can crash with a visplane overflow if an
  arch-vile lifts you up so you can see over that which you
  normally cannot (but this is fairly specific - and unlikely).
* On level 30, there used to be a saved game buffer overflow problem.
  I think it is fixed, but it may still occur sometimes (especially if
  too many monsters are spawned by the big boss - but you probably don't
  want to save your game then anyway).
* On level 30, in the finale section, there can be so much going on that
  the game just shudders to an abrupt halt.  This doesn't happen to
  me very often, and may well be system-related.  It is recommended
  that you save often.  If you are insane enough to be recording a
  demo on level 30, then pray fervently.
* On v3.0 the demos go out of synch again because I rebuilt the reject
  map and the nodes.  I can't be bothered to rerecord them, noone watches
  them anyway.

This may look like a lot, but there _are_ 32 levels, and the bugs don't
usually occur unless you play in an unexpected way.

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

* Copyright / Permissions *

Authors MAY use these levels as a base to build additional
levels (but on their own they're not much good).  

You MAY distribute this WAD, provided you include this file, and
dmdesc.txt, with no modifications.  You may distribute this file
in any electronic format (BBS, Diskette, CD, etc) as long as you
include these files intact.

Some of the levels are a bit sad and levels 17-29 and 31-32 are
not scratch built.  If anyone has any other ideas/levels they
think would be better in their place then please send 'em in.

* Where to get this WAD *
At http://www.geocities.com/jbtwuk/.

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

* Disclaimer *

I am responsible for nothing.  It's that simple.
I will say only that these levels are thoroughly tested and that
they have never done anything more nasty to me than crash Doom
and destroy one or two save game files.

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

Description
===========

See dmdesc.txt

================================================================
Version History

Why include a version history?
The only real purpose of the version history as far as you're
concerned is to make sure you don't lose save games if you upgrade.
The key is to check which levels have changed, because saved games
on those levels will no longer work.  v2.0 left no stone unturned,
and every level changed, so if you're changing past that, you'll
lose all saved games.

It also shows how much hard work I put into this.

v3.0
Finalized version - I am never going to work on this again
Well, not for a long time
Rebuilt all the nodes with BSP
Built all the reject maps
Couldn't be bothered to rerecord the demos

v2.8
Fixed secret bug on level 2
Split this file into two - dm.txt and dmdesc.txt

v2.7
Fixed secret anomalies on levels 29, 23, 18
Fixed getting trapped bug on level 19
Fixed HOM on level 17
Fixed imps-getting-stuck on level 6
Fixed texture alignment on level 4
Fixed impossible-to-save bug on level 30
Updated the spoilers section and some other bits of this file
I DIDN'T have to record any demos, hooray!

v2.6
Competely revamped the big finale.  Looks much more imposing now
Added the changed level name pics, can't change those on automap
Rerecorded two of the demos yet again
Did some other changes which I can't remember any more

v2.5
Fiddled with the secret levels and how to reach them on levels 15, 31 and 32
Fixed a few texture bugs on the same levels

v2.4
Made level 2 easier on co-op
Made level 3 more interesting
Changed level 8 fairly extensively
Fixed a couple of bugs on levels 9, 12, 13, 16, 17
Made level 31 yet harder
Rerecorded DEMO1

v2.3
Modified level 31 - the super secret was far too easy to find
Heavily appended level 17 - it is now the most secret-heavy level of the series
Fixed too-many-lost-souls bug on level 19
Changed some misleading textures on level 4

v2.2
Fixed many HOMs on level 16
Fixed texture alignments on level 20
Changed the secrets on level 22
Added the list of what items are on what level to this file

v2.1
Changed how the BFG is obtained on level 32 (It's easier now)
Changed how the first key is obtained on level 30 (This is easier too)
Fixed other miscellaneous bugs and texture errors/alignments on levels 1,3,7,8,10,14,29

v2.0
Improved continuity between levels 10-30
Fixed the too-many-lost-souls bug on levels 1, 3 & 4
Changed what's in what used to be the secret level access on level 20
Added weapons for coop play on many levels
Fixed a load of texture alignment problems on both floors and walls
Fixed a few HOM effects
Made many places secrets which weren't and should have been
Made many places normal which were secrets and shouldn't have been
Repaired numerous other miscellaneous bugs
Re-recorded the demos for levels 3 and 4 after the levels were changed
Fixed a few places where, on coop play, it was impossible to complete the level
Added the spoilers section to this file
This constituted the largest change since v0.8 - the levels finally mesh together nicely
and look professional (So I hope)

v1.5
Redid level 7 from scratch
Revamped level 9
Improved continuity between levels 6-9
Recorded two new demos for levels 3 and 7 after changing them

v1.4
Improved continuity between levels 1-4
Fixed texture alignment bugs here and there
Redid demo for new version of level 11
Fixed problems on level 12

v1.3
Improved continuity between levels 10-14

v1.2
Revamped level 14
Fixed bugs on levels 3, 15, 16, 30

v1.1
Added demos to prevent the long-running problem due to replacing the levels on which id
did their demos
Fiddled the story line so it all fitted together better, added all the disclaimers and
other such stuff up at the top of this file and the version history here

v1.0
Used other Doom / Doom II levels to fill in the remaining undesigned levels (17-29, 31-32)
Fixed numerous bugs on existing levels
The first completed version with a replacement for every level!

v0.9
Wrote level 30
Fixed numerous bugs
Wrote most of the story line

v0.8
Wrote levels 4-16

v0.6
Wrote levels 2-3

v0.5
Wrote level 1