==============================================================================
		     007: Licence to Spell DooM - The Story so Far
==============================================================================

Russell.

Jody Russell.

Top secret agent, recruited from the Sladen space marine garrison in 2100.

The year is 2102, and things have been pretty good of late.  After your heroics 
in the city of Fragport six years ago, and the success of Operation: Lightning
three years later, you were recruited into the Special Secret Service (the SSS)
and were soon undertaking covert operations into more traditional, non-hellish
areas of concern (drug lords, terrorists, criminal organisations etc).  
Your new call sign is '007' (named after the famous 20th century super-spy, of
whom you are now a huge fan) and you certainly aspire to his success rate.

Now, three months after your previous assignment (which was to investigate and
eventually shut down a terrorist group trying to open an entryway to Hell in your
home city of Sladen) you learn that a large criminal organisation known as 
MISSILE (Master Implicators of Sinister SWAT and International Level Espionage) 
have been trying the same thing, but are rumoured to have had more success!

SSS spies were placed in MISSILE's legitimate operations (including
research, logistics and renewable power) who reported back that MISSILE had 
two demons in its research labs, and were developing an enhanced version, which 
was green-skinned, faster and stronger than its pink cousin.  But soon, all contact 
was lost with the spies, and the leader of MISSILE has recently broadcasted to HQ, 
threatening to nuke various cities unless a load of money is handed over! So without 
further ado, it was decided that someone should investigate and shut them down 
before it's too late!

Which is where you come in.  A full military strike is out of the question, so a
solo effort is called for.  You will be dropped in the mountains near a remote 
outpost that is the tip of the complex of MISSILE's operations.  You will have to 
travel light, so you will take only your pistol, light armour instead of heavy, 
and your suit cannot contain all the usual storage spaces that it has.
(which means you cannot carry as much as usual)

Once you arrive, you will be on your own, as their hi-tech communications facility 
will be able to pick up any transmissions.  However, the military will be on standby
to carry out airstrikes if needed, but only if absolutely neccessary.  
(if you need to destroy anything, you will have to find the means or the necessary 
ordnance yourself)

And one more thing, you were told about the leader, a criminal mastermind who 
dresses all in black and calls himself 'The Black Knight' - and if you find him, 
you are to terminate him with extreme prejudice!

And of course, you were told to come back alive....

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Title                   : 007: Licence to Spell DooM

Filename                : 007LTSD.WAD

Author                  : Stephen Clark  (The Ultimate DooMer!)

Email Address           : theultimatedoomer@hotmail.com

Other WAD's by me       : Operation: Lightning (OP-LITE2.WAD) - 11 DooM 2 levels
			  
			  Fragport (FRAGPORT.WAD) - 32 innovative DooM 2 levels

			  Shadowcaster (SHADOW.WAD) - 9 Heretic levels

			  (Also the Quake 2 skys, Q2SKY*.WAD where * is 1-8)

Completion Date         : December 15th 2002 (Just in time for Crimbo...)

Release Date            : December 15th 2002

Misc. Author Info       : A hardcore DooMer who loves all it's similar
			  games (esp. Quake 2 and Half-Life) but still
			  thinks DooM is best.

Description             : An Ultimate ZDoom episode!
			  Yes, I decided to go all modern and build a source
			  port only episode.  Having seen the ZDoom features for 
			  the first time shortly after the release of Shadowcaster,
			  I decided to build for ZDoom, as it's features are REALLY
			  cool, and I have lots of cool ideas for them!

			  Also, for the first time I decided to include new sprites
			  and sounds, to take advantage of the ambient feature and
			  to create an atmosphere like that of Quake 2 and Sin.

			  And finally, I have decided to experiment with modified
			  game settings, in an attempt to create more interesting
			  and harder gameplay.  I have reduced the amount of ammo 
			  you can carry at the start (a backpack will double it as usual) 
			  and have made two creature enhancements.

			  The episode has an industrial/hi-tech theme, influenced by
			  Quake 2, Half-Life, Sin and of course, James Bond!

Additional Credits To:    The makers of DooM, ZDoom, it's editors and all those levels.
			  Nick Baker for a few textures (from nb_gray.wad and nb_silv.wad).
			  Also to everyone on the Doomworld and ZDoom forums that helped
			  me out when I asked questions on how to do various things.

==============================================================================
*Playing Instructions*	  (really simple this time!)

This zip should contain the following files:

  007LTSD.WAD - The episode.
  007LTSD.BAT - Batch file for playing the episode.
  007LTSD.TXT - This file.
  SMASH6.ACS  - File containing some scripts.  (not needed to play the wad)
  SMASH8.ACS  - Ditto.			       (included for reference only)

To play :  Click on 007ltsd.bat

You will need 17 megs of hard drive space to play Licence to Spell DooM.
==============================================================================
* Play Information *

Game Version Required  : The Ultimate DooM, running with ZDoom (1.23 beta 33 and up)

Episode and Level #    : E4M1-E4M9  (to avoid the intermission map)

Single Player          : Yes   (Built for it!)

Cooperative            : No    (some of the features don't go with coop)

Deathmatch             : No    (Levels are too complex)

Difficulty Settings    : Yes   (of course)

New Sounds             : Yes - normal (weapons etc.) and ambient sounds from
			       a wide variety of sources.

New Graphics           : Yes - Lots, including my alphabet texture and a 
			       sky from Quake 2 (not found in q2skys-*.zip)

New Sprites	       : Yes - Green key and skull, gas lamps from DooM 2, a
			       naked lightbulb plus a few 'puzzle items'

New Game Text	       : Yes   (since when do I not use it?)

New Music              : No  - it ruins the atmosphere (like music does in Quake 2,
							Half-Life and Sin)

Demos Replaced         : None
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* Construction *

Base                   : My creative mind (And lots of inspiration from a wide
			 		   variety of sources)

Editor(s) used         : WadAuthor, WinTex, DeHackEd, DeePsea, Paint, PSP.

Build Time	       : 6 months.

Known Bugs             : If you smash more than one console with a single shot
			 (or two get smashed at the same instant), this will 
			 screw up any level/secret mechanisms attached to them.
			 This can be avoided by not shooting over the top of 
			 consoles that stand on the ground (ie. ones that are
			 not in the wall) and by not using a shotgun if two 
			 consoles are close together.  (this doesn't affect E4M2)
			 
			 E4M6 and E4M8 may crash occasionally in certain areas 
			 with v1.23 beta 33, so a newer version is recommended.
			 (found at http://zdoom.notgod.com/lars)
			 If you want (or have) to use v1.23, the affected areas
			 are the big door room (if you open it) and the satellite
			 room in E4M6, and on leaving the conveyor belt and the 
			 blue pipe room in E4M8. The crashes might be avoided if 
			 you add -heapsize ** (** is 16 and up) to the command line.

==============================================================================
		     007: Licence to Spell DooM - Special Features
==============================================================================

Missions		: In each level you will get a series of Quake 2-style
			  mission objectives, displayed using ACS script messages.
			  You will also get Malice-style comments and Unreal-style
			  diaries/log entries.
			  Note: In some maps, there are areas that won't be accessible 
			  and switches that won't work until all prior missions are 
			  completed.  (so you can't go out of sequence)

Timed Sections		: Some sections of the levels have timers attached to them.
			  When entering a timed section, a message will tell you how long
			  you have got, and will update you regularly with the time left.
			  Beware, if the time runs out you WILL die! (even if you cheat!)

Puzzle Items		: Some missions use puzzle items, which I have included as new 
			  sprites.  Just treat them as normal items, and they will 
			  disappear when you reach them.

Breakable Consoles	: Many of the consoles, computers, monitors, displays etc.
			  can be smashed with one shot.  Just for fun. (well, most of the time)
			  (this also applies to the detailed wall lights found in some maps)

Security Cameras	: These are banks of small monitors on the walls.  To operate them, 
			  simply walk up to them and press 'use'. To stop viewing, simply 
			  move away from them.  Unlike consoles, cameras are unbreakable.

Bridges			: There are plenty of 3D bridges here (not just single ones either) 
			  There are also lots of gantries/walkways and some 2 storey rooms!

New Dehacked Features	: Reduced ammo capacity  (150, 35, 25, 200)
			  Backpack doubles it to (300, 70, 50, 400)
			  And lost souls now count as kills!

Enhanced Creatures	: Due to the lack of stronger creatures in Ultimate DooM, I decided 
			  to make an 'enhanced demon', which is faster and stronger than 
			  the original one! (as well as a green skin). I have also made 
			  the lost soul a bit tougher as well. (so it becomes a threat)

ZDoom Features		: Swimmable water, slopes, ambient sounds, wind, current,
			  scrolling, coloured lighting, fog, ACS scripts and more!
			  
			  (don't worry, there are no extravagant Hexen-type features
			   like hubs, polyobjects and complex fireball sequences here.
			   Maybe next time....)

Manikins	        : These are life-sized statues of yourself, and are 
			  present in one level of the episode.
			  When a manikin is hit (by a projectile, explosion or
			  a shot from your own weapons), you take the damage! 
			  So be very careful whenever you see one!  
			  (unless you cheat or get an invincibility powerup)

			  If you are killed by a hit on a manikin, but the manikin
			  itself doesn't die, then you won't die, but your weapon
			  will disappear and you won't be able to fire or cheat!

			  The same thing works in reverse.  If a nearly-dead manikin
			  takes a hit that kills it, then you will die also, regardless
			  of the amount of health you have.
			  (they start with 100% health and their armour matches yours)

			  Of course you can move them around by hitting them (unless you're 
			  invincible, in which case they won't move), but just remember that 
			  you can only hit them so many times....

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* Copyright / Permissions *
  
Authors may NOT use any of these levels as a base for other levels. 
There's no point in doing that anyway, 'cos you can't improve on perfection.
Be inspired by them, but don't copy them.

You may distribute this wad as long as you include this text file and the 
other files intact.

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* Where to get this WAD *

ftp://3darchives.in-span.net/pub/idgames/levels/doom/Ports/0-9/ (and mirrors)

My DooM 2 wads are at:  /pub/idgames/levels/doom2/Ports/m-o/op-lite2.zip
		  and:    "     "      "      "     "  /megawads/fragport.zip
My Heretic wad is at:     "     "      "   /heretic/s-u/shadow.zip
and Quake 2 skys at:      "     "   /graphics/q2skys-1.zip and q2skys-2.zip

ZDoom is available at:   http://zdoom.notgod.com
Newer versions of ZDoom are available at:   http://zdoom.notgod.com/lars
=============================================================================

Next, a 30-level DooM 2 megawad for ZDoom, influenced by an old megadrive classic.
But I don't know when I'll start or finish it.