Abiosis, by Billy Fromal

Abiosis.wad (abEOsis) Medical term defined as
"a nonviable condition or
 a situation that is incompatible with life".

Created for Doom2 by Billy Fromal using "Wadauthor" and "RMB".
All options of
 doom2 apply, including Deathmatch and Cooperative play.

This wad is made up of 3 maps of midium size.  Cheats should not be needed to
 finish any of the maps,  but thats up to you. I plan on developing a wad for
 maps 4, 5 & 6 to sequel this wad.

Please distribute freely, and send your thoughts or suggestions to
 wfromal@pinn.net
                      
                 ENJOY    >:/


======================================================================
The following text wasn't in the archive, surely forgotten by the uploader
on the Idgames Archive area made by Linguica at Doomworld.
I made it for doomwadstation.net and Doom Legacy Wads users
Jive, mars/21/2006

======================================================================
Title                  : Abiosis!   
Filename                : Abisos.wad
Author                  : Billy Fromal
Date                   : November 06, 1996
Email Address           : wfromal@pinn.net
Misc. Author Info       :

Description             : A three level wad combo for Doom2.
               
Additional Credits to   : created using WadAuthor
======================================================================

* Play Information *

Episode and Level #     : map 1, map 2 and map 3
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Yes
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          :

* Construction *

Base                   : New level from scratch
Editor(s) used          : WadAuthor
Known Bugs              : none


* Copyright / Permissions *

Author MAY use these levels as a base to build additional levels.



You may do whatever you want with this file.
But I'd like to know what you thought of it (please e-mail me)

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

Jive's review
°°°°°°°°°°°°°
This wad was made on November 06, 1996.
Very linear, and predictable. Thus, the pleasure to play was there, and I
enjoyed the very simple but efficient architecture and the lighting

effects, with those areas less bright, and those less dark.
What appears firstly is that the guy had surely pleasure to do it, but didn't
worry about details. Even his text file is very simple!
The idea of the icon of sin, in the seconde level, is very good, but I think
that the author wasn't really advised that the monsters will be stucked one
in the other. So, you hurry up, tremendously, until you discover that they
weren't free to move!!! LOL
The map03 was very buggy, but I enjoyed it too.
Finally, I give it a 3/5 stars.

=======================================================================
This document is best viewed with a fixed width font (as "Courier new")
=======================================================================

      Made on janv. 27, 2006 by Jean-Yves Delpech, aka "Jive"

- No fondamental modifications of the levels, but adaptation, when needed,
in order to obtain a full compatibility with OpenGl mode, and a debug for
remaining problems. At least, you should not find that I made anything on
it, and ALL the credit should be rewarded by the author.
I am only a supervisor, with the idea to let you think that the author
made a good job with this wad!!!

- Edition / Rectification / Missing textures research and addition with :
       "XODE Multimedia Doom Builder" ("The cornerstone of every map")
       by Pascal "Gherkin" vd Heiden, Version 1.67.
       http://www.doombuilder.com/

- PWAD examination with "Wintex" ver 5.0 (A WAD Editor Copyright (c) 1995-2002)
       Olivier Montanuy  montanuy@inf.enst.fr
       Javier Almenara   aojavierfdo@hotmail.com
                        jao2000@evangelion.com
              WEB Pages: http://doortohell.tripod.com
                        http://www.geocities.com/locusfocus

- Nodes, Blockmap and Reject Table rebuilt with :
       "Zennode.exe" (Ver 1.2.1, from Marc Rousseau)
            rousseaum@pictel.com
            http://www.mrousseau.org/programs/ZenNode/

- Screenshots
       Paint Shop Pro 7 (WinShare Killer Apps)
            http://www.wska.com

- ".dfl" file to use with KDX, the King Elvis Launcher:
        The King Doom Experience - Your Doom Frontend Experience.
        This toolset allows you to get the best out of your Doom installation.
        This is the best software available of this kind
        Available at http://kingdoom.tk/

#######################################################################
#  Author   : Jean-Yves Delpech aka "Jive" aka "The Freeman", 52      #
# Email    :dlw@doomwadstation.net                                 #
# Web site : "Doom Legacy Wads" akaDLW                             #
#            http://doomwadstation.net/dlw/                         #
#######################################################################
                   Where to get Doom Legacy :
#######################################################################
# Web site:http://legacy.newdoom.com/                              #
# e-mail  :doomlegacy@newdoom.com                                  #
#######################################################################
# Special thanks to Steven McGranahan, Robert Bäuml and Bell Kin for  #
#  their large contribution and to others Legacy Team members.        #
#######################################################################

Modifications:

- Map01:
    * added missing texture on linedefs 863 & 864
    * linedef 1495: flag impassible forgotten
- Map02:
    * removed "secret" tag from sector 54
- Map03:
    * I had to snap to grid all the vertices of the sector 11 (hole in wall)
    * I changed the texture of the linedef 156, which is a trigger: apart the
    author himself, nobody would care to try to push the wall there!!!
    * I had to tag the linedef 165 with the action 82, otherwise you can be
    teleported within a closed sector!!!
    * I removed the action of the linedef 156, unuseful and maker of bug.
    * Added missing textures sectors 2 & 46
    * Added missing texture linedef 1104
    * Deleted action "end level when hit" to linedefs sectors 67 to 70
    * Sector 143: removed action of the linedefs for the walls...
    * I managed completely differently the way to finish the level and to
      have access to the final room. I'm not sure why, but the sectors weren't
      lowered when they should have been. So, I explode my brain against this
      weird bug, and I found finally something pretty cool.