======================================================================
Advanced engine needed  : None. If you use a source port please disable (or do not use) jumping.
			  Deimos: Slight Return has not been extensively tested with source ports other than GZDooM (and Chocolate DooM for vanilla DooM compatibility).
			  Therefore, other source ports may or may not run these maps correctly.
			  These maps have been thoroughly checked with doom.exe & chocolate-doom.exe

Primary purpose         : Single play. Each map playable with pistol start.

======================================================================
Title                   : Deimos: Slight Return
Filename                : deimos-v.wad
                          deimos-v.txt
			  secrets.txt
Release date            : November 29, 2011; minor modification December 5, 2011
Author                  : ReX Claussen
Email Address           : gurkha_boy@yahoo.com
Other Files By Author   :

Wads requiring a source port to prevent VPO errors or for specific features of the port:

08/04/99	Pugilist.wad -- 3 levels for DooM2 [http://www.doomworld.com/idgames/index.php?id=10322]
09/06/99	Fear_Isl.wad -- 1 level for DooM2 [http://www.doomworld.com/idgames/index.php?id=10388]
09/29/99	Decimate.wad -- 1 level for DooM2 [http://www.doomworld.com/idgames/index.php?id=10413]
12/05/99	Complex.wad  -- 1 level for DooM2 [http://www.doomworld.com/idgames/index.php?id=10500]
06/13/03	Map18 of CCproj.wad, the Community Chest megawad [http://www.doomworld.com/idgames/index.php?id=12021]
10/09/03	Fear_Sta.wad -- 1 level for ZDooM [http://www.doomworld.com/idgames/index.php?id=12215]
07/06/05	Fear_Key.wad -- 1 level for DooM2 [http://www.doomworld.com/idgames/index.php?id=13697]
01/03/06	Fear_Sin.wad -- 1 level for DooM2 [http://www.doomworld.com/idgames/index.php?id=14097]
01/08/06	Maps 24 and 32 of NDCP.wad, the New DooM Community Project [http://www.doomworld.com/idgames/index.php?id=14102]
12/18/07	Fear_Ash.wad -- 3 levels for DooM2 [http://www.doomworld.com/idgames/index.php?id=15177]
07/31/11	SnowE2M8.wad -- 1 level for DooM Episode II [http://www.doomworld.com/idgames/?id=16540]

Conversions:

02/06/00	Hex_on_u.wad -- 3 levels using Hexen2 textures (source port required) [http://www.doomworld.com/idgames/index.php?id=10570]
04/11/00	Phoenix.wad  -- 5 levels using Quake2 textures (source port required) [http://www.doomworld.com/idgames/index.php?id=10671]
09/24/00	Paranoia.wad -- 5 levels using Half-Life textures/enemies/sounds, for ZDooM [http://www.doomworld.com/idgames/index.php?id=10888]
12/30/00	Temple2.wad  -- 5-level hub using Q3A textures & Q2 weapons, for ZDooM [http://www.doomworld.com/idgames/index.php?id=11029]
10/29/01	Darkhour.wad -- 7-level hub set in the Star Wars universe, for ZDooM [http://www.doomworld.com/idgames/index.php?id=11385]
04/18/03	Darkpack.wad -- 5-level 'prequel' to Darkhour.wad; for ZDooM [http://www.doomworld.com/idgames/index.php?id=11970]
01/11/08	Maps 8-10 of ED4_RFO1.wad, TeamTNT's Eternal DooM: Return From Oblivion [http://www.doomworld.com/idgames/index.php?id=15193]
03/31/10	Paranoid.wad -- 8 level Half-Life total conversion hub, for GZDooM; member The Persecution Complex [http://www.doomworld.com/idgames/index.php?id=16290]
11/22/11	Phobos-g.wad -- 9-level GZDooM hub for DooM Episode I; member The Persecution Complex [http://www.doomworld.com/idgames/?id=16650]

Wads requiring no source port:

12/21/99	Arena_01.wad -- 1 level for DooM2 [http://www.doomworld.com/idgames/index.php?id=10514]
01/24/02	Invictus.wad -- 1 level for DooM [http://www.doomworld.com/idgames/index.php?id=11469]
01/24/02	Wicked_1.wad -- 1 level for DooM2 [http://www.doomworld.com/idgames/index.php?id=11470]
02/05/02	Wicked_2.wad -- 1 level for DooM2 [http://www.doomworld.com/idgames/index.php?id=11487]
02/27/02	Wicked_3.wad -- 1 level for DooM2 [http://www.doomworld.com/idgames/index.php?id=11494]
05/17/02	Wicked_4.wad -- 1 level for DooM2 [http://www.doomworld.com/idgames/index.php?id=11563]
10/14/02	Wicked_5.wad -- 1 level for DooM2 [http://www.doomworld.com/idgames/index.php?id=11693]
06/11/03	Wicked_6.wad -- 1 level for DooM2 [http://www.doomworld.com/idgames/index.php?id=12018]
09/09/04	phobos_v.wad -- 9-level replacement for DooM Episode I [http://www.doomworld.com/idgames/index.php?id=12835]
02/03/05	Wicked_7.wad -- 1 level for DooM2 [http://www.doomworld.com/idgames/index.php?id=13191]
09/14/06	Wicked_8.wad -- 1 level for DooM2 [http://www.doomworld.com/idgames/index.php?id=14585]
06/29/11	Wicked_9.wad -- 1 level for DooM2 [http://www.doomworld.com/idgames/?id=16520]

Misc. Author Info       : Used car salesman, would be more than happy to sell you the Brooklyn Bridge.
Description             : Nine maps that attempt to capture the look and feel of the original Episode 2.
			  While the influence of the original E1 maps is unmistakable, the player will
			  note some significant differences. First, the gameplay is markedly different.
			  While using only the enemies in E2, Deimos: Slight Return is meant to be tougher and
			  more challenging -- more enemies in tighter situations; better balanced ammo,
			  health, & armor; and better use of the tougher enemies.

			  Second, the map layouts are often very different from the originals. The logical
			  progression has changed, as have many of the methods of accessing the secrets. I
			  have done this while trying to retain the appearance and scale of the original,
			  so that the player has a sense of deja vu. I emphasize that each map is built
			  from scratch, with the originals only used for reference.

			  Third, the architecture is updated to current standards while staying within the
			  limits of vanilla DooM. For, although players will undoubtedly use source ports,
			  these levels are ultimately meant to be enjoyed first with vanilla DooM.

			  Fourth, the original E2 did not use editing tricks that are not uncommon in today's
			  maps -- instantly lowering sectors, 3D bridges, etc. Phobos Revisited occasionally does.

Thanks to:		  id Software
			  Vermil for pointing out a potentially serious bug in E2M8, and several other minor bugs
			  Enjay, Blue Shadow, and NovaDragon for suggestions on gameplay

======================================================================
* What is included *

New levels              : Yes
Sounds                  : No
Music                   : No
Graphics                : No
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : No
Other files required    : None

* Play Information *

Game                    : Doom I v1.9
Map #                   : E2M1 to E2M9
Single Player           : Yes
Cooperative 2-4 Player  : Yes (but not tested)
Deathmatch 2-4 Player   : No
Difficulty Settings     : Yes

* Construction *

Base                    : Nine levels from scratch.

Build Time              : Four months, off and on.
Editor(s) used          : WadAuthor for map-building; XWE for merging the maps into a single wad
Known Bugs              : None. [However, there are occasional slime trails when using just doom.exe. I've tried a couple of different node builders, but no luck.]

May Not Run With...     : ...MS Paint, Windows 3.1, MS Outlook.


* Copyright / Permissions *

Authors may use the contents of this file as a base for modification or reuse.

You may distribute Deimos: Slight Return in any electronic format (BBS,Diskette, CD, etc) as long as you include this text file intact, and do not release it as part of a commercial product. (Who the heck would want to pay for this stuff, anyway?)
