
RE-DOOMed: The Making of Doom Under the Quake 2 Engine
(Herein lie the second 9 levels of DooM)
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Note: The original maps are included here for those who wish to modify them
for DM, LAN parties, or some other use. I'd appreciate a credit if you do.

Note: There are 9 levels in the Shores of Hell. Level 5 takes you to a secret
level, in case you forgot the original DooM game.

Installing "The Shores of Hell"

1.  Create a directory under the Q2 directory. Call it SOH
2.  Unzip the PAK file and soh.bat to that directory
3.  Double-click on the bat file to launch the game
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Credits:

Beta Testing: James Pack & my grandson, Joshua.

Special thanks to David Hyde, whose GenSurf program created some of the
outdoor landscapes, and for MapSpy, which saved my ass.

Thanks to all the guys on the Quake2 Mapping List for giving me their advice,
criticism, snide remarks, and for putting up with my crap.
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Technical Notes:

1.  In maintaining the exact dimensions of the DooM world, I found that the
Quake 2 player was a little taller. Occasionally, you'll find yourself having
to crouch to get under a doorway.  In most cases, I modified these low spots.
You'll still find a few here and there though.

2.  Doors and keys: Q2 only has blue and red keys, so the yellow doors in this
DooM use Q2's other keys and passes. I took liberties with door movement.  Some
doors go down, some so sideways, and so on. Since keys are "used up" in the Q2
engine, all keyed doors remain open once unlocked.

3.  Placement of health items, weapons, etc:  I carefully duplicated DooM's
placement of these items, although the two games differ. Since Q2 allows the
player to maintain item inventory when changing levels (DooM started you at the
bottom each time you moved to the next level), savvy players will find there 
may be too many health bonuses or weapons.

4.  I used my own judgment on which monsters to use and where they were placed.
None of the monsters re-spawn in these levels.

5. Steve Rhodes pointed out the problem with Deathmatch spawning points where
players could find themselves "sealed off" without a key. The maps are included
if anyone wants to modify them for DM or LAN parties. Just mention my name, if 
you'd be so kind.

6.  Any Quake mapper will tell you, "Don't make large, open areas!" since
they slow down game play. Unfortunately, e2m8 (The End Game Level) is one of 
these large areas. I kept monsters to a minimum here.

7. Strategy: The Quake2 player can jump, whereas the DooM grunt could not.
I've modified some of these areas to avoid trapping the player or making it too
easy to get a key.
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Editor: QERadiant

Graphics: Wally, PhotoShop, Paint Shop Pro, and SkyPaint_GE

Other: GenSurf, ArghRad, MapSpy, and WADAuthor (for referencing the DooM maps)

Author: Terry J. DeLaney (www.homestead.com/ricebug)
