Re-Doomed: The remaking of DooM under the Quake2 engine.
Welcome to Inferno, the third episode.

Uses new sounds, including some DooM originals. Uses all the original DooM textures. Has 4 
different sky textures, including the original.

All levels are authentic duplications of the original levels. EXCEPTION: E3M6 ("Mt. Erebus") 
was modified to decrease the size and optimize r_speeds. E3M8 ("Dis") had some support walls 
added to provide some fire cover for the player.

Weapons and items were matched--as much as possible--to those of the original. Monsters 
were added based on my own experimentation.

Installing Inferno

1.	Create a dir under the Quake2 dir, naming it Inferno.
2.	Unzip the files into this dir.
3.	Turn off the lights and have your sound card output to some big speakers.
4.	Double-click on Inferno.bat to run the game.

CREDITS

iD Software, who owns all the rights to the elements that make-up this mod.
ACD Systems, and Innotech Inc, for ambient sound effects
David Hyde, creator of GenSurf and MapSpy
Tony "Mad Dog" Ferrara, co-creator of MapSpy
Tim Wright, creator of ArghRad
	
"Celest" Sky Prefab
Roger Ritenour ritenour@rlc.net
(The starry sky used in a couple of night levels)

Tree Prefabs
Michael Welter Michael_Welter@t-online.de

Pick-Up Truck Prefab
(Used in the End Level. I made it larger and gave it a custom paint job.)
Jeremy "Medicine-Man" Wise 1medicineman3@geocities.com
 
Software used:
QERadiant, GenSurf, Arghrad, MapSpy, Wally
DooM Editor (used for reference work): WadAuthor
Skies were made with SkyPaintGE, Paint Shop Pro, Adobe Photoshop, & Bryce3D

Playtesting
Joshua, my 3-year-old grandson 
(Looked good to him, but he kept wasting the ammo!)

Terry "Big D" DeLaney
www.homestead.com/ricebug		
