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README: Reword intro section
The previous wording ("but Freedoom by itself is just...") read like we were putting the project down a bit. Let's not do ourselves a disservice. A second paragraph further down was framing us in terms of being a "free alternative" to Doom. Let's ditch that; we are our own game. We can also leave out the technical jargon about IWADs etc.
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README.adoc
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README.adoc
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= Freedoom
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The Freedoom project aims to create a complete, free content first
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person shooter game, but _Freedoom_ by itself is just the raw material
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for a game. It must be paired with a compatible _Doom_ engine to be
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played.
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person shooter game, based on the _Doom_ engine.
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_Freedoom_ is not a program - rather, it consists of the levels,
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artwork, sound effects and music that make up the game. To play
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_Freedoom_, <<How-to-play,it must be paired with an engine>> that
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can play it.
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_Freedoom_ is actually three games in one, consisting of two
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single-player oriented campaigns and one set of levels designed
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@ -19,15 +21,6 @@ monsters and a double-barrelled shotgun. This project aims for
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compatibility with _Doom II_ mods.
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*FreeDM*:: A 32-level game designed for competitive deathmatch play.
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The engine uses a single file, such as +freedoom2.wad+, that contains
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all the game data such as graphics, sound effects, music, and so on.
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This file is often called an “IWAD” by those in the _Doom_ and
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_Freedoom_ communities. While the _Doom_ engine source code is free,
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you would normally still need one of the proprietary data files from
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https://www.idsoftware.com/[id Software] to play _Doom_. _Freedoom_
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aims to create a free alternative: combined with the GPL-licensed
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_Doom_ source code, this results in a completely free game.
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For more information, see https://freedoom.github.io/.
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== How to play
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