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levels: Delete unused levels
These are no longer used to build the main IWADs (exempting catoptromancy/fdtest.wad from this sweep), and are being moved to the attic repo.
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========================================================================
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Grosse.wad is a replacement MAP32 level for FreeDOOM.
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Created from scratch by Andrew Apted <ajapted@users.sourceforge.net>
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Made on April 21st 2002 in about 7 hours.
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========================================================================
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MAP05 version 3
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Patrick "Amarande" Kalinauskas - amarande@lunasanguine.com
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Freedoom Doom2 Map 10 beta 3
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Archvile46 (pudge@att.net)
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This map has come a long way since the last beta. Gameplay is implemented up until the blue door, then there are no more items and monsters after that but feel free to look around and check stuff out. The TEKGREN area after the underground monorail type thing is a mess, so don't bother with that.
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Let me know what you think, comments would be greatly appreciated.
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This is the final version of Map30 for Freedoom. Beware, because though
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this level is legalized, it is more tougher now, and I have set up some traps
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which can quickly kill you, so make sure you try to evade those traps somehow.
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I also added more secrets, with one which makes one part of the level easier,
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helps you find another secret as well. Two of the secrets are quite hard
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to reach, and require some thinking to find them. The third of the four
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secrets can and will help you get an item in the level.
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I've also made the Baphomet Room Much Tougher (And totally Different as well),
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and very hard to actually inflict damage to the Baphomet now.
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I have throughly tested it in Ultra-Violence, so the map can be completed
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without trouble. I'm not sure if the level can be completed on Nightmare
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Difficulty, though.
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You may want to save often, because there will be a lot of times on
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Ultra-Violence in which you may die.
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I have also added deathmatch support, but I haven't tested it yet.
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UPDATE: Oops. A few mistakes in the level involving near the end of the
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level. They are fixed now.
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Cacodemon Leader
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This is the final version of Map30 for Freedoom. Beware, because though
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this level is legalized, it is more tougher now, and I have set up some traps
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which can quickly kill you, so make sure you try to evade those traps somehow.
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I also added more secrets, with one which makes one part of the level easier,
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helps you find another secret as well. Two of the secrets are quite hard
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to reach, and require some thinking to find them. The third of the four
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secrets can and will help you get an item in the level.
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I've also made the Baphomet Room Much Tougher (And totally Different as well),
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and very hard to actually inflict damage to the Baphomet now.
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I have throughly tested it in Ultra-Violence, so the map can be completed
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without trouble. I'm not sure if the level can be completed on Nightmare
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Difficulty, though.
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You may want to save often, because there will be a lot of times on
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Ultra-Violence in which you may die.
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I have also added deathmatch support, but I haven't tested it yet.
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UPDATE: Oops. A few mistakes in the level involving near the end of the
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level. They are fixed now.
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Cacodemon Leader
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Freedoom Map 24
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made in doom2.cfg
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Catoptromancy@yahoo.com
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Everything works! Hopefully....
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Needs coop testing, and texture alignment
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Needs DM and coop tags
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Needs Skill tags, UV only for now
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Tested in prboom
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Fredoom map05 svn 445
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added 2 vertexes to line 1177,
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moved new vertexes slightly,
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realigned 2 textures
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player could get trapped behind the the pillar (sector 196).
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-Catoptromancy
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built nodes using bsp
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-Jon
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Freedoom MAP24
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Feb, 27 2008 version
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+NEW, less monsters, more ammo, no switch puzzle
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-skill 4, Needs much play testing, slight item/thing tweaks and more detail.
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Should be very playable(tested) in lower skills.
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boom format. tested in prboom-plus latest svn
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-Catoptromancy
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#"pickups.h"
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#"pipes.wl"
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main {
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slimeinit
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floor("SLIME16")
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-- curve out-of-sight
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turnaround
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move(-512)
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twice( slimecurve(0,0) )
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-- fade into colour
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set("itr",0)
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for(1,15,
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slimecorridor(16,0,mul(get("itr"),8))
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set("itr",add(1,get("itr")))
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)
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-- no entry!
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slimebars(0,128,120,0)
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-- level starts properly
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pushpop(
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movestep(384,384) rotright
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slimechoke(0,120)
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)
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slimecurve_r(0,120)
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move(32)
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pushpop( move(640) slimechoke(0,120) )
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slimecorridor(64,0,120)
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slimeopening(512,0,120)
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slimecorridor(64,0,120)
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!entrancecorridor
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movestep(-512,256)
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box(32,128,136,384,128)
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pushpop( movestep(64,64) rotleft thing )
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movestep(0,-384)
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box(32,128,136,384,128)
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^entrancecorridor
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move(32) -- avoid choke
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slimeswitch(128,0,128,120,1)
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slimebars(0,128,120,1)
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slimecurve(0,120)
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slimecorridor(256,0,120)
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slimesecret(256,0,120, doublebarreled thing)
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slimecorridor(128,0,120)
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pushpop(movestep(384,384) rotright slimechoke(0,120) )
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slimesplit(0,120,
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-- left branch
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slimecorridor(1024,0,120)
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,
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-- inaccessible bit
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-- slimechoke(0,120)
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move(32)
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slimebars(0,128,120,0)
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-- fade into colour
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set("itr",0)
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for(1,15,
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slimecorridor(16,0,sub(mul(8,15),mul(get("itr"),8)))
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set("itr",add(1,get("itr")))
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)
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slimecurve_r(0,0)
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slimecurve_r(0,0)
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)
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}
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oldmain {
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slimeinit
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floor("SLIME16")
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set("frad",1)
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pushpop( movestep(64,64) thing )
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for(1,3,
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slimecorridor(256,0,120)
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scurve(0,128,120)
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slimeswitch(256,0,128,120,get("frad"))
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slimebars(0,128,120,get("frad"))
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set("frad",add(1,get("frad")))
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)
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/*
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set("frad",-8)
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for(1,8,
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slimecorridor(16,get("frad"),120)
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set("frad",sub(get("frad"),16))
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)*/
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slimesecret(256,get("frad"),120,
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doublebarreled thing
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)
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}
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My contribution to the 10sectors competition
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===========================================================================
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Title : Tricks and Traps:Freedoom Version
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Files : map08.wad
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Release date : July 14th, 2002
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Author : Maximillian Daley
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Advanced Source Port : BOOM!
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Email Address : pcclassix@the-any-key.com
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Misc. Author Info :
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Description : Freedoom Map08 prerelease. The level aint done yet.
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Additional Credits To : My homies at Doomworld for contributing to FREEDOOM!
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===========================================================================
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* What is included *
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New levels : Map08
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Sounds : No
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Music : No
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Graphics : No
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Dehacked/BEX Patch : No
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Demos : No
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Other : Nah
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Other files required : All updated freedoom wads!
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* Play Information *
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Game : DOOM2 with freedoom and boom.
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Map # : MAP08
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Single Player : Yes
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Cooperative 2-4 Player : Yes, but there is no point since i only made a few rooms!
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Deathmatch 2-4 Player : No, there are no starts for that.
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Difficulty Settings : Yes
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* Construction *
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Base : Levels built from scratch. Images came from resources.
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Build Time : Unknown. It ain't done yet!
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Editor(s) used : DeepSea, WinTEX, BSP.
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Known Bugs : Nope!
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* Copyright / Permissions *
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You MAY distribute this file, provided you include this text file, with
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no modifications. You may distribute this file in any electronic
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format (BBS, Diskette, CD, etc) as long as you include this file
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intact.
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HAPPY DOOMING!
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Nick: Zigmund
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e-mail: z_ozwell@hotmail.com
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Level 18 for FreeDoom
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no skill levels yet (accept medium), exit room sucks(not finished), and a handfull of textures still need to be alligned
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Nick: Zigmund
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e-mail: z_ozwell@hotmail.com
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Level 18 for FreeDoom
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tagged as level 18 this time not level 1 (heh...)
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Nick: Zigmund
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e-mail: z_ozwell@hotmail.com
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Level 18 for FreeDoom
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replaced WolfenDoom pic with a window + "windowbox" (Thanks Tarin!)
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