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DooM Wars v0.32 (win32)
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Title                : DooM Wars
Author               : Martin Collberg (Yoghurt)
Homepage             : www.doomworld.com/doombot (Same page as CajunBot currently).
Email Addresses      : comayog@swipnet.se

Description:
	Carefully you place the gunpowder from the shell at your poster,
	featuring one of those ugly demons. When mixed together with
	the fluid that resides in the plasma cells, entertaining sparkles
	flies from the mixture . With a smile on your lips, you chant the
	magic words while picking up your unholy tech priest shotgun.
	The trigger is pulled and a blue ball appears infront of you.
	It's lifetime is short but necessary. From it's inside the blood of
	and imp begins to flow, merging with the blue matter to create it's
	flesh. Only within a few second's the process is done, and an Imp
	raises, gurgling, squeaking, with mind to serve you.

	The Doom Wars is about creating monster hordes, battling with
	your friends, via network or splitscreen.

Additional Credits to : id Software-
	for being id Software and for releasing
	the DooM code.
	Fab & Boris-
	for making the Legacy port and then
	releasing the source
	You-
	for downloading my second big programming project.


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Getting started:
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Run the game like this:
dwars.exe -altdeath -nomonsters -warp x -splitscreen

this will set up a splitscreen deathmatch game at the mapnumber x.

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Maps:
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Every map is playable with DoomWars, but in order to spawn monsters
players need mana. A mana is placed just like an ordinary thing in a
Doom level editor, and the thingnumber is <111>.
(I placed them on the test level using Deu2).
Check at www.doomworld.com for good level editors.
Soon, hopefully, people will send in levels to the homepage.
join in the proccess of creating doomwars by sending in you own levels.
more info is aviable at: www.doomworld.com/doombot

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New keys:
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The DoomWars brings up a bunch of new commands.
these are configured via the options menu>setup keys:
Short explanations:

guard: Will set the monsters infront of you into guard mode, which means
that they will stay where they are, firing at enemies passing by.

follow: Look at a monster(s) and press this key.
When not having things to kill the monster(s) will follow you.

next monster/prev monster: cycles between different objects to spawn.

NOTE: If a monster is on guard and it receives a follow order, it discards
the guard order. Follow orders cannot be dismissed by giving a new follow order.
the movement via the automap automatically sets the monsters on guard
once the move is complete.
The deamons and spectors cannot be on guard.

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SPAWNING/NORMAL FIRE:
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Monster spawning are done with the fists.
Normal shooting are done with the other weapons.


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AUTOMAP:
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The old automap are now put to use. It serves as a 
tactical overhead view of the battle, where you can
select and move around your monsters.
Hit TAB (default key) and you'll soon get the hang of it.

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MANA:
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Mana is needed to spawn the objects/monsters. 
the mana is no longer pickupable/respawning, instead you can stand over a mana field
to collect mana until it's exhausted.
In future versions, the mana will spread.
Having control of the mana fields is the key to success.

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Barricades:
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Is a very necessary element in every good defense.
Own monsters can shoot over them but they block enemy fire
(until they are destroyed). You can create cheap but effective
defensive lines using these together with a couple of
monsters like shotgun/chaingun guys or Imps.

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Special monsters:
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As you might know there are very powerful creatures in the doom world.
things like Cyberdemons, Arch Viles and Pain Elementals are therefore
much more expensive than ordinary, lesser troops.
An arch vile can serve as a medic for your horde, raising fallen
warriors! (in 0.30 it does so more effective, it kinda rocks now).
The Cyberdemon is a powerful attacker on large levels where
it can roam free, but can be quite limited if
the battlefield is small.
use your tactical knowledge & outsmart your opponents.

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The Hud:
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There are some new values in the left side of the hud.
One that shows whether you're spawning/shooting.
Another that specifies which object that will be spawn & it's cost.
The current mana.

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Winning the game:
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A game is currently won if a player reaches the fraglimit
(if that is set). A frag is scored once a player kills another
player or a monster owned by a player kills another player.
If a player dies, his whole army is zapped away.

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Future plans:
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-static evolving armies, that can be upgraded (better weapons, movement boosts etc.)
-Clean all bugs (if there are any)
-Mana spreading (Like Tiberium in C&C)
-Maybe some new orders
-Gun towers (other buildings).
-Call the mana for something else (or?)..
-...

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What would be fun?:
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If people started to make levels for this mod =)
If there's a interest for "Doom Wars", I will be more
motivated to to improve it.
All suggestions are always welcome too.

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Progress:
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V 0.32
- Added Automap view.
- Cleared bugs.
- Spawning is done vith fists.

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Disclaimer:
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I take no responsibilities if any bad thing happen to you or your
computer due to this software. You use the program at your
own risk. However I can ensure you that I haven't made anything
"mean" with purpose (why should I?).




