THE FRAG FOR YOU EXPERIENCE
================================================================
Title                   : The Frag For You Experience 
Wads                    : frag4uex.wad
Author                  : Jerel Dye (a.k.a Inspector 24)
E-mail Address           : 76061,1430@compuserve.com
Misc. Author Info       : Most of the  deathmatch wads we run into 
 		          now a days are something like Deathmatch
			  environments, not to say that these are bad
			  certainly many of them are very good.
			  But they tend to lack a certain element of
			  realism. A realism that the original Doom			         
			  levels had. So I find it more enjoyable to
			  actually feel like your in a real place
		     	  while your fragging the shit out of your 
			  best friend, that's why I created the frag-4u 
			  levels. The most real and exciting levels
			  you can find.  I live in Bridgewater MA if you
			 want to play me drop me a line. (508) area code
			  
Description             : Eight of the best Deathmatch levels out there.
		Level 1: The processor
			This was my first creation in the series and you
			can tell. Its mostly symmetrical and in the original
			you kept going round and round in the circle. In
			This redubbed version, the general circular shape
			still exists, but with a few well placed teleporters
			the dizzying washer dryer feel was eliminated
			making this a fast paced intro to the series.
		Level 2: The Courtyard
			This one was actually completed after level three. 
			It took a while to get the bridge in the middle of
			the courtyard to work right, especially because I'd
			never tried any real complex tagging before. But the
			bridge I feel adds a lot to the action. This one is 
			generally pretty simple. Although there is plenty of
			good traps and hunting going on, it still could have
			used a few more options to get around on. The Exit
			On this level is co-op (hit the switch over on the 
			left the level on the catwalk. The thin doors will 
			open)
		Level 3: The Aquaduct
			This was a great Idea i had which didn't really work
			the way I had planned. I hoped there would be more 
			frags across the water way but as it turned out, the 
			thin hallways made for the majority of the frags. 
			Although this level isn't all that fast, it is very 
			very frightening The usage of lights and darks make 
			for a lot of silhouettes and surprise kills.
			co-op exit.
		Level 4: Area 101
			As you might know this level was not included in the
		        original uploading of the series. It was conduit 
			before. It was designed like a human heart. I had 
			hopes of it being really scary, but unfortunately it
			was just slow, and the kills went too quickly. 
			However this level (Area 101) came out of that 
			failure and blew it away. As well as some of the 
			other levels. This is my latest and you can tell 
			that I'm getting better at them. The gameplay was 
			the most important thing when I designed it. However
			in the middle of designing I had taken a long break 
			from it and lost the sheet of graph paper that I had
			for it. The whole back room and mining facility on 
			this one I did with no map reference, and it changed
			much due to this. For the better I hoped. There was
			to be a large central room originally with a huge 
			pit in the middle and an Island in the middle of
			that where the BFG would sit. I had some Idea's for 
			some tagging and what not for it but that all changed
			when I playtested the original version. I cut the 
			project short and it turned out great.
		Level 5: The Warehouse
			Much to your knowledge this is actually a very old 
			wad of mine. This was my first Doom2 wad and my 
			second deathmatch. I am really surprised that I 
			could ever build anything that good back then. Of 
			course then I didn't know a lot about texture 
			alignment and by looking around the level you can 
			tell. But the crates and things look fine, nothing 
			wrong there and that's what counts. All in all this
			is one of my better levels and a good addition to 
			the wad.
			Co-op exit....if you run you can make it.
		Level 6: Pipe Hell
			This one was hell to build. It took me forever, but
			it was worth it, and although it is rather large 
			this does nothing to the gameplay. Well placed 
			elevators and teleporters will always give you a 
			clue to where your opponent is by the sounds. There 
			are lots of traps to be laid because of this, but 
			camping remains to be difficult. This one had over 
			200 downloads in its original upload, and is by far
			my best level. I've played it 32 times with my 
			friends. This one has a Co-op exit....but you can 
			do it if you run.
		Level 7: Simply Dead
			Because this was the last on, I wanted something 
			simple and very fast This was the result. Roughly 
			based on the original level 7 in Doom2 This is a 
			round about, up and down fragfest. I built this one
			without any pre-drawn map as well. The exit on this
			one will bring you back to level one unless you find
			the secret. One of the supports on the opposite end 
			of the level from the exit door is thinner than the
			rest. It's actually a thin door, Pressing on it will
			reveal a little blue skull shoot this and the exit 
			switch back through the exit door will open as a 
			door itself. Revealing another skull which will take
			you to PieCrust.
		Level 8: Piecrust
			This is the secret level. I learned while trying to 
			set the exits on level seven that if you put a 
			secret door on any level but 15 it will take you 
			back to level 1. So I had to fiddle a bit with 
			exits. I figured out how to do it the way I wanted. 
			This level was originally a joke. One day I was out
			with my friends and we stopped by a convenience 
			store on our way to a party. We wanted to bring some
			food to the party so we tried to figure out the most
			useless thing to bring. A piecrust was the key 
			(which actually turns out to be 
			quite tasty with a little chocolate syrup) we took 
			it, and joked about it and somebody said "hey Jerel 
			you should make a doom level out of this" I am known
			to always be getting doom level idea's at the oddest 
			times and voicing them. So what did I do after 
			hearing this......
			I made the level! 
			(oh, the switch behind you when you enter is the exit
			Don't hit it unless your ready to leave.)
			
		  
Additional Credits to   : Derek 'Chops' Hambly, and Jeff Samuels for
			  playtesting and making demo's
			: GamerX for that cool rocket launcher sound, and 
			  playtesting although we never actually did get 
			  around to it.
			: Id software of course, for the best games on the 
			  planet.
			: Geoff Allan for DoomEd
			: Olivier Montanuy author of WinTex
			: Thanks to Mark Klem of the Momento
			  Mori-Team for his music. 
================================================================

* Play Information *
Episode and Level #     : Map 01- Map 08 
Single Player           : Actually yes. I put monsters on some of the levels.
			  Somepeople like to play with monsters, don't 
			  really know why but they do.
Co-operative		: Nope
Deathmatch 2-4 Player   : HELL YES!
Difficulty Settings     : Some of the levels have implemented skill levels.
New Music               : Every level!
New Sounds              : Yup
New Graphics            : Yes
Demos Replaced          : 1,2,3 I'm Indigo in all of them. Demo 1 & 3 vs. Jeff 
			  (poor guy) and 6 vs. Derek.

* Construction *

Base                    : Completely new levels from scratch.
Build Time              : Way too Long!
Editor's used           : DoomEd, WinTex, Midi2mus, Neopaint.
Known Bugs              : None.


* Copyright / Permissions *

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) as long as you include this file 
intact.

Authors may NOT use this level for base of additional levels. 
(It's MY series!)

* Where to Find this Wad *

CompuServe. Action Games forum, and Modem Games forum

--Oh and one more thing. If you happen to play any of the levels in this wad
with three or four players, make a demo and send it to me. I'm really 
curious to see how these levels would play with more than two players.
