==============================================================================
Title :			Italian DooM - Episodio 1

File Name :		ItalianDooM.wad

Release Date : 		XX/09/2005

Author : 		"The Italian Team":
			Ismaele		(sposito.lag@tin.it)
			Toranaga	(toranaga@email.it)
			Buzzbomber	(buzzbomber@tiscali.it)


Web Site : Ismaele's "Outpost of Doom 2": http://www.webalice.it/sposito.lag
	   Toranaga: djb.doomwadstation.com
	
Other Files by Author :	Ismaele: Alien.wad (Alien Invasion);
			 	 Alien2.wad (Alien 2 - The Revenge);
			 	 Alien3.wad (Alien 3 - The last challenge);
				 Outposth.wad (Outpost of Hell),
				 Outpost2.wad (Outpost of Hell 2 -
					       The fortress);
				 Redeye.wad (Red Eye - The Mars File);
				 Runkill.wad (Run & Kill);
				 Blitz.wad and Blitz2.wad;
				 Ghosts.wad and some other WADs.

			Toranaga: djb.wad (Death Is Just The Beginning)

			Buzzbomber: uacnukrf.wad (UAC Nukage Refinery)

Misc Author Info : 	Ismaele: Nineteen years old Italian student from
				 Palermo, who enjoys playing and making new
				 "Doom (2)" maps!

		   	Toranaga: FPS player since Wolf 3D

		   	Buzzbomber: I'm a 23 years old guy who play Doom
				    since '94. My prefered style is the
				    classic E1 techno theme.	 
	
Additional Credits : - Id Software, for making "Doom", its sequels and
		       "Quake";
		     - Raven Software, for making "Heretic" and "Hexen"
		       (METALGH texture was taken from the Hexen IWAD and
		       some MIDIs were taken from the Heretic IWAD:);
		     - 3D Realms, for making "Duke Nukem 3D", where VENTx,
		       MONITx, VETRO, MONIT1 and MONIT2 textures were taken;
		     - Valve Software for making "Half-Life", where DUCT_WAL,
		       LABWALL and MATT3 were taken from;
		     - Apogee for "Rise of the Triad", where "Chant" (MAP03)
		       and "Suck this!" (MAP04) MIDIs by Lee Jackson were 
		       taken from;
		     - LucasArts for making "Dark Forces", where ZWEXT01 and
		       ZWEXT04 textures were taken from;
		     - Pawel Zarczynski aka NMN for some of his graphic
		       resources (COMPAN, COMPSTO1, COMPSTO2, DCOMP2, DCOMP3
		       textures and HAZARD flat from NMNcorp1.zip);
		     - Nick Baker for some of his graphic resources (CIEL_1,
		       PANEL_1, PANEL_2, PANEL_3, PANEL_4, PANEL_5 textures
		       and TECH_12 flat from mlcetex.zip);
		     - the "Alien Vendetta" team for the LAVx & BFx textures;
		     - Stephen Clark for one of the skies (quake1.bmp from
		       q2skys-2.zip);
		     - Dan Ireland for one of the skies (nr.bmp from
		       gse10.zip);
		     - pinder2@griffin.emba.uvm.edu for one of the skies
		       (space.bmp from stars2.zip);
		     - Tolwyn for his MIDIs (ada-ds02, mm2ds08, mm2ds02b,
		       got_ds08);
		     - Nanami for the "CyberMasterMind", taken from the
		       "Monster Resource .WAD" by various authors (please
		       note that the monster has been strengthened a little:
		       it has got 7000 hit points now, the sum of CyberDemon's
		       and Spider MasterMind's hit points; the monster was
		       not modified in other ways!);
		     - Quasar for the "Arachnophyte", taken from the "Monster
		       Resource .WAD" by various author (its DECORATE code
		       has been modified just with a SpawnId);
		     - You, for downloading this .WAD. Thank you!

Description :	Why the name "Italian DooM"?! Because it was made by three
		Italian Doomers, grouped in the so-called "Italian Team".
		But there's more: in the .WAD there are some new nice features
		too, such as messages in Italian... with the literal
		translation in English below, of  course!
		This .WAD is ZDoom-oriented, so it works just with ZDoom,
		particularly with versions higher than 2.0.63a, since the .WAD
		contains new features, like DECORATE and DECALDEF lumps, which
		are supported only by the last versions of this source port.
		The .WAD contains 8 maps, one of which is a secret map (see
		"Levels Information" below for further info about the sequence
		of levels, its authors and more).
		Other features of this .WAD are:
		- two new monsters: a strengthened "CyberMasterMind" and the
		  "Arachnophyte"!
		- new graphics (textures, flats, sprites, pictures, etc.);
		- new background musics.
		"Italian DooM" is a .WAD for Single Player mode (SP), although
		there are Cooperative and Deathmatch starts in some maps.
		Levels can be beated in sequence or from scratch. Playing the
		levels in sequence means following the story, of course.
		Play it and discover the new "Italian DooM": the first episode,
		of course!

Story :		Demons on Hell have nearly been defeated: there are just some
		interdimensional pockets of resistance. The Terrestrial
		Government decides to send a Cargo StarShip towards a far
		colony, that we lost contact with since the monsters'
		invasion. Unfortunately monster suddenly attack the Space
		Center and the Cargo Spaceship at the same time!
		Now you need to clear out the Space Center ("UAC Rocket Base"),
		the Spacecraft ("Cargo StarShip") and pilot the latter to the
		colony, where you find an invaded UAC facility ("They Reign
		Again"), after being attacked from enemy artillery and a
		disastrous landing. Monsters came out from the bowels of the
		planet and attacked the base from inside! You need to cover
		the monster's route in the opposite direction, to find other
		infested UAC bases ("Dictorobitary" and "Tech Temple"), where
		marines were making awful experiments of interdimensional
		trips and whence the monster started their attack, exploiting
		the big central gate! Then you use it too, in order to stop
		the invasion from the other dimension, but the alien outpost
		you reach is possessed by hellish deities ("Infernal Deities"),
		who want to stop your journey. After defeating last guardians,
		you get the MegaSphere, whose mysterious powers lead you to the
		last rampart of monsters ("Arachnophobia")... but is it really
		the last one?

Instructions :	Just unzip the .WAD into your ZDoom directory and launch it
		with the DooM 2 IWAD: zdoom -file itdoom1.WAD


==============================================================================
* Play Information *

Game : DOOM II
Maps : 				map01-08
Single Player : 		Yes: designed for!
Cooperative 2-4 Player : 	Yes and no (see Levels Information for further
				information about which levels support it)
Deathmatch 2-4 Player : 	Yes and no (see Levels Information for further
				information about which levels support it)
Difficulty Settings : 		Yes
New Sounds : 			No
New Graphics : 			Yes (see Additional Credits);
				some new textures and flats by Ismaele and
				BuzzBomber;
				new screens (title, titlepic, interpic,
				credit, bossback) by Ismaele and Buzzbomber;
				new sprites (screwdriver and energy) by
				Buzzbomber.
New Music :			Yes (see Additional Credits)
Demos Replaced : 		None
DOOM Port Support : 		Zdoom required (2.0.63a or higher)
Other Enhancements :		DECORATE (screwdriver, energy and boss
				monsters), DECALDEF (boss monsters), MAPINFO,
				SNDINFO, DEHACKED and ANIMDEFS lumps

* Construction *

Base : 				New levels from scratch
Build Time :			One summer (from the beginning of June to the
				ending of September)
Editor(s) used : 		WinDeu, WadAuthor, Doom Builder, XWE
Other Utilities used : 		Tcount, MS Paint, MS Photo Editor
Known Bugs :			Some little HOM effects or "slime trails"
				near small polygonal sectors.
				Maybe some texture misalignments, that escape
				our several hours of testing! Should you find
				some other bugs, please e-mail us.

==============================================================================
* Levels Information *

Level: map01
Title: UAC Rocket Base
Author: Ismaele
Music: ada-ds02
Game Mode Supported: SP and DM (just in the "Rocket Arena")
Comments: The map can be divided into six sections:
	  1) Warehouse, that is the main floor (1st floor);
	  2) Power Plant, that is the lowest floor;
	  3) Control Tower, that is the highest floor (3rd floor);
	  4) Refueling Area, that is the second floor;
	  5) Rocket Compound;
	  6) Teleport Area, that is northern part of the base.
	  I tried to make a non-linear map, although you must do some things
	  in a certain order; but you are quite free to explore the map,
	  apart from some limits. I warn you that there are some tricks and
	  traps: don't be greedy and beware of doors, that are not totally
	  open and need more power... since you could be stuck in a room, if
	  you unluckily tried to open totally a door, that you can pass
	  through easily, without having restored power! Having said this,
	  don't complain with me with this "problem"! The map is quite
	  detailed and this may slow down old computers a little, especially
	  while loading the .WAD, in the main corridors and near the Rocket
	  Compound.
	  The map was originally designed for vanilla Doom... although I
	  don't know if it would have worked with it. Then it was converted
	  for ZDoom and ZDoom features and ACS Scripts has been added, to
	  make the gameplay more interesting and funnier!

Level: map02
Title: Cargo StarShip
Author: Toranaga
Music: got_ds08
Game Mode Supported: Single Player
Comments: The UAC wanted to use this Starship to help the Lost Colony.
	  Unluckily the demons invaded it. You must free the Ship and
	  conquest the Bridge.

Level: map03
Title: They reign again
Author: Buzzbomer
Music: imus1 ("Chant")
Game Mode Supported: SP, Coop and DM
Comments: This is my first attempt to create a level with hellish theme.

Level: map04
Title: Dictorobitary
Author: Buzzbomber
Music:  ("Suck this!")
Game Mode Supported: SP and Coop
Comments:

Level: map05
Title: Tech Temple
Author: Toranaga
Music: mm2ds08
Game Mode Supported: SP
Comments: In this lab the UAC built an Interdimensional Gate; as usual, the
	  demons used the Gate to invade the lost colony. The lab is now
	  converted in a Temple.

Level: map06
Title: Infernal Deities
Author: Ismaele
Music: mus_e1m6 (from "Heretic")
Game Mode Supported: SP
Comments: It is set in a mysterious place, inhabited by monsters, who daily
	  offer sacrifices to strange hellish deities. Gothic and Medieval
	  styles are dominant... with touches of hellish themes.
	  Gameplay is enlivened by a lot of traps... so be careful and keep
	  your eyes open! Most traps are "marked" with different signs, whereas
	  other ones are quite intuitive. So, if you fall in them and die, it
	  is just because you haven't been cautious! Sometimes you must face
	  traps to go forth (for instance, trap related to keys), whereas other
	  traps protect interesting things...!
	  The map is non-linear and you can navigate it freely, apart from the
	  limits imposed by keys. The level can be divided into six areas: the
	  first three form the "upper" part of the map; the others form the
	  "lower" part of the map.
	  1) The Great Halls, in the North: the start area and the last
	     challenge are here; you need all six keys to enter the Dome;
	  2) Torture Chambers and Execution Place, which are in the West: you
	     must look for the Red Key Card here;
	  3) The Courtyard, in the East: the Blue Key Card is hidden here;
	  4) The Gargoyle's Altar (and Jail), in the West: here the Gargoyle
	     deity protects his Red Skull Key and detain prisoners;
	  5) The Lion's Realm, in the South: don't think that the Lion deity
	     will allow you to take his Yellow Skull Key without asking for
	     your blood in exchange for it;
	  6) The Satyr's Hell, in the East: a warm place, where to die, while
	     looking for the Satyr's Blue Skull Key.
	  Actually another area can be locate in the centre of the map: it is
	  made up of three little courtyards: the middle one contains the
	  Yellow Key Card (there's a nice trick here!) and you can enter it
	  with the Blue Key Card or the Red one. The Southern courtyard links
	  the three deities' realms and the rest of the level; whereas the
	  Northern one links the 2nd area, the 3rd one and the "lower" part
	  of the map. This is a hard level, because of traps and placement of
	  monsters, and requires experience, ability (in both manoeuvring and
	  fighting) and strategy.

Level: map07
Title: Arachnophobia
Author: Ismaele, Toranaga, Buzzbomber
Music: mus_e3m2, mus_e2m8, mus_e1m8 (from "Heretic")
Game Mode Supported: SP
Comments: This level was done by 3 different authors: all the members of the
	  "Italian Team". The first part was made by Ismaele, the second one
	  by Toranaga, the third one by Buzzbomber. Will you recognize the 3
	  different styles?!
	  The title of this map is due to the last part of map, populated by
	  Arachontrons, Arachnophytes and the CyberMasterMind... if you had
	  fear of spiders, then you'd better worry when you have to face the
	  final challenge!

Level: map08
Title: DooM MuseuM
Author: Toranaga
Music: mm2ds02b
Game Mode Supported: SP
Comments: This is not a normal Doom level. This is a Museum. Please visit it
	  and do not make any damage!


==============================================================================
* Revision History *


==============================================================================
* Copyright / Permissions *
This .WAD is Copyright @ 2004 by "The Italian Team": Ismaele, Toranaga,
BuzzBomber.
Authors MAY NOT use this level 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) for non-profit purposes, as long as
you include this file intact (for instance, you may include it on a
CD that comes free with a book or magazine).


===============================================================================
* Where to get this WAD *
FTP Sites : The usual FTP archives
WWW Sites : "Outpost of Doom 2": http://www.webalice.it/sposito.lag
AOL/MSN/Other Online :
BBS :
(This information form was originally provided as WADAUTHOR.TXT v1.4 with DEU
5.21.)