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   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~  Rand and Steven Phares are the authors of "dshrink"   ~~
   ~~     whose goal is to reduce sidedef info in wads.      ~~
   ~~                  20 november 1995                      ~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

		Revised on 25 january 2001 by JYD, aka "Jive"

(No fondamental modification of the levels!)

(Mistakes rectification, Missing textures research and addition with :
       "WinDEU32" version 5.99b1 BCC by the "DEU team":
Renaud Paquay, Raphael Quinet, Brendon Wyber, Ted Vessenes and others.)

	Map06 : Added missing lower texture on linedef 911, second sidedef.
	Map13 : Added missing lower texture on linedef sectors 88 to 91 :
	        corrected cheat with editor rules (--> changed sector
	        membership and added wanted textures --> great effect !)
	Map14 : Added missing lower texture on linedefs 846 to 848, first sidedef.
	Map32 : Added missing lower texture on linedef 583, second sidedef.
	Map17 : Sectors 140 to 145 : changed linedef's sector membership
	        and added wanted textures.
	        For the rest (suspended platforms), 3D floors need to be used!
	Map22 : Correction of the desigh of tomb stones because of an error
	        with x offset --> very hugly ! (stones seemed to have feelers
	        on left and right !)
	Map23 : Build nodes one more time with WinDEU32 because ZenNode was
	        unable to build corrects nodes --> numerous holes !
	Map25 : You need some help...? Well...
	        In the three doors rooms : Right, Left, Right, Right, Left, Center.
	        In the external teleporters : Behind, Right, Left.

(PWAD examination with "Wintex.exe" ver 4.3 (A WAD Editor Copyright (c) 1995) 
       (e-mail : Olivier Montanuy (montanuy@inf.enst.fr)  

(Nodes reconstruction with :
      -"Zennode.exe" (Ver 1.04, from Marc Rousseau)
            (e-mail : rousseaum@pictel.com)

(Pwad reconstruction with "Wadman.exe" ver 1.03, de Carl W. Moore)
       (Sysop: The Cutting Edge BBS  (505)-479-4064)
	 
(Graphic's creation or modification
      - Paint Shop Pro 4.1fr. (WinShare Killer Apps)
        (http://www.wska.com)

(Creation and Pwad integration : M_Pause, tomb stones adjusted)

(creation of "Cleimos2.deh" and screenshots)

#########################################################################
 #  Author   : Jean-Yves Delpech aka "Jive" aka "Le freeman", 48 ans   #
 #  Email    : dlw@doomwadstation.com                                  #
 #  Web site : "Doom Legacy Wads" aka DLW                              #
 #             http://doomwadstation.com/dlw/                          #
#########################################################################
                    Where to get Doom Legacy :
#########################################################################
 #    e-mail: hurdler@newdoom.com  (Thierry Van Elsuwe)                #
 #            bpereira@newdoom.com (Boris Pereira)                     #
 #                                                                     #
 #  Web site: http://legacy.newdoom.com/                               #
 #    e-mail: legacy@newdoom.com                                       #
#########################################################################
 # Special thanks to Steven McGranahan, Robert Bไuml and Bell Kin for  #
 #  their large contribution and to others Legacy Team members.        #
#########################################################################
_________________________________________________________________________
จจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจจ

Introduction
------------
This is the text file for CLEIMOS 2, a full 32-wad replacement for 
registered DOOM 2.  CLEIMOS 2 is available from your favorite DOOM mirror
site, either in the "incoming", "newstuff", or alphabetized level
directories.  Look for:

	cleim20a.zip
	cleim20b.zip

These are sized to fit on 3.5" floppies.


How to install CLEIMOS 2
------------------------
     1. You'll need 13mB of space on your hard disk to unzip and install     
	CLEIMOS 2.

     2. Unzip the two files cleim20a.zip and cleim20b.zip in the
	same directory where you keep DOOM 2.  The following files
	will be unpacked:

		CLEIM20.TXT     This file
		CLEIM20.000     The first half of the wad file
		CLEIM20.001     The second half of the wad file
		C2INSTAL.BAT    Main installation script
		C2DEUINS.BAT    DeuSF modification script
		C2RUN.BAT       Script for running CLEIMOS 2
		C2LEVELS.GIF    Level names
		C2CREDIT.GIF    Credits
		DEUSF.EXE       For adding DOOM 2 sprites to cleim20.wad
		C2CLEAN.BAT     For when you're finished with CLEIMOS 2
				and ready to move on

     3. Run the C2INSTAL.BAT script.  This will create the cleim20.wad
	file and prepare it for running with DOOM 2.
	
	*** None of your existing DOOM 2 files will be changed ****

     4. Our demos were prepared using DOOM 2 v1.666.  If you are running 
	v1.7 or v1.9, our demos will cause the game to abort when DOOM 2 
	attempts to play them.  You can either:

		a. make your choices at the initial menu fast enough
		   to avoid the demos.

		b. download a copy of Paul Hermann's killdemo program
		   from ftp.cdrom.com or any doom mirror site.  Look
		   for killdemo.zip in the wad_tools directory.

================================================================
Title                   : Cleimos 2 (pronounced "clay-mos")
				    (ok, ok, "clay-mos too")
			  A complete 32-level replacement for DOOM 2.
File Name               : cleim20.wad 
Authors                 : Rand and Steven Phares (Steven just had his
			  16th birthday this weekend!)
Email Address           : phares@dg-rtp.dg.com (send Steven a birthday
			  greeting!)
Additional Credits to   : id Software, Inc.
			  & the authors of:
				WinDEU
				wintex
				idbsp
				warm
				rmb
				DeuSF
				the FAQ
				the SPECS
Special Thanks to       : Beta testers -
				Loyal Bassett, Peter Brown,
				Richard Clements, Beth Madry,
				Peter Morgan, Karl Owen, Chris Sharpe
			  WinDEU -
				Renaud Paquay, for additional WinDEU
				features (excellent customer service!)
================================================================
* THE LEVELS *

 1      Advent                  NOTE: Barrels act differently in CLEIMOS 2.
 2      Holding Pens                  Considering that they contain
 3      No Quarter                    radioactive material, they will harm
 4      Torment                       you if you get too close.  Blow them
 5      The Cleansing                 up, and the spot where they were 
 6      Enclave                       standing continues to be radioactive,
 7      Bastion                       and can still harm you.
 8      Hazard Base                     
 9      Cauldron                        
10      Veil of Blood           NOTE: The automap names don't match the
11      Annihilation                  CLEIMOS 2 level names, since we
12      Trapped                       followed id's desire to not touch
13      Ground-Zero                   their binaries.
14      The Five                        
15      Stairway to Hell        NOTE: Ignore all the intermission and
16      Bulletproof                   end-level text.  We didn't change
17      Sole Survivor                 it, for the same reason given in
18      Scent of Death                the previous note.
19      Rise & Fall
20      Hip Deep                NOTE: We've kept the level sizes under
21      Full Metal Island             230k to minimize save/load problems
22      Rosewood                      under heavy fighting conditions.  If  
23      Castle of the Ancients        you have a 4mB system, and you 
24      The Ungathered                experience problems, let us know.
25      Well of Fire                  
26      Release Me
27      Entr'acte (DM)                  
28      Axis (DM)                       
29      The Hive (DM)   
30      Temple of Lost Souls (DM)
31      Command + Control
32      Tomb of the Forsaken            
================================================================
* THE STORY SO FAR... *

[The original CLEIMOS story is available in cleim10.zip, released in
 August '94 for DOOM.]

     It's the year 2112.
     "Nuts" Kelton had plowed his way through the holographic images of
Cleimos Island.  He reached what appeared to be the main communications
tower, and activated the console controls to set up a link back to Connors,
who had sent him to the island to clean it up.
     After a long silence as he adjusted the controls, the headphones 
suddenly came to life with a crackling static.
     He pushed the transmit button on the console.
     "Comm Base, this is Kelton.  Over," he said.
     The headphones continued to spit.
     "Shit," he said.  This time he punched the button hard.  "Comm Base,
this is Kelton.  Connors, get your ass on the line."
     Nothing.
     "Connors, the island's clean.  You can call off the hot bird.  You
hear me?  YOU DON'T NEED TO NUKE THE PLACE!"
     Still nothing.
     Disgusted, Kelton threw off the headphones and they clattered across
the console, smashing hard into the wall behind.
     Suddenly, the lights flickered.  From somewhere, a pleasant voice
began to speak softly...
     "Program reset...
     "System initialization engaged...
     "Image construction engaged..."
     Kelton instinctively picked up the weapons he had tossed aside when
he had entered the room.  What the hell is this? he thought.
     The voice continued...
     "Insertion coordinates established...
     "Intruder coordinates established...
     "System initialization complete...
     "Image construction complete...
     "Gates engaged..."
     The room suddenly filled with green light, and something huge roared
to life before him...

				###

     Connors faced the team assembled in his office.  Outside,
the skies had opened, and a torrential downpour was washing across the
base.  In the distance, the ocean had turned gray, white swells
rising and breaking against the docks on the north end of the island.
     "We've had no word from Kelton," Connors said.  "So you'll be going in
after him.  I told him we would nuke the island if we hadn't heard back from
him in 24 hours."  He checked his watch.  "That deadline passed 30 minutes
ago."  He looked back at the team.  "We can't afford to lose Kelton.
There's too much research tied up in him.  You'll have to go to Cleimos
Island, track him, and find him.  You've all been briefed on what you may
find there."  He paused, scanning the faces before him.  "Any questions?"
     The team leader spoke up.  "Sir, we'll do our best."
     Connors looked the young man in the eye.  "And that, son, better
include getting your asses back here in record time, *with* Kelton in tow.
Now get out of here."
     The team snapped to attention, saluted, and filed quickly from the
room.
     Connors turned and peered out the window.  Rain spattered across
the glass.  He peered down at the dock, and at the transport that would
take the men to Cleimos Island.  He thought of Kelton, and the years he
had invested in the experiment.  He didn't want to lose it all now, but
somewhere inside him, as he watched the transport rocking hard against the
storm's fury, he felt a rising dread that he would never see Kelton again.
     Outside, a shuttlebus arrived at the dock, and the small figures of
the rescue team moved quickly up the walkway to the transport deck.
     Connors leaned against the window, cold glass against his forehead.
     "Good luck, men," he said.
     As if in answer, the rain smashed hard and gray against the window...
================================================================
* PLAY INFORMATION *
Maps                    : Maps 1-32
Dependencies            : DOOM 2 v1.666 (registered)
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Yes
Difficulty Settings     : Yes
New Sounds/Music        : Sounds yes, music no
New Graphics            : Yes
Demos Replaced          : Yes
================================================================
* CONSTRUCTION *
Base                    : 32 new levels from scratch
Build Time              : Nine months
Tools used              :   WinDEU - designing the levels
			     idbsp - building nodes
			      warm - building nodes
			       rmb - building special reject tables
			   dshrink - reducing sidedef info in wads
			    wintex - assembling pwad
			     DeuSF - inserting sprite info into wad
Known Bugs              : None known.  You find 'em and let us know.
================================================================
* COPYRIGHT / PERMISSIONS *

Users may NOT use these maps to build additional maps.  You wouldn't
be able to anyway, since the maps have been compressed by removing
redundant sidedefs (using dshrink).  They can be viewed using level
editors, but changing them is next to impossible!

If this addon is packaged with other addons for further distribution,
all files must be included in their entirety.
================================================================
* WHERE TO GET THIS WAD *

ftp.cdrom.com and all the DOOM mirror sites.
================================================================
* UNSOLICITED PRAISE FOR CLEIMOS (for DOOM) *

	"I tried playing the beginning part of your episode cooperatively
	 with one other player.  It was great!  I really liked the
	 radioactive-berserker part!  So far I like it quite a bunch!
	 It rocks.  I feel that you did an awesome job..."


	"Myself and my friends agree, CLEIMOS is the most impressive
	 DOOM wad ever written (that we have experienced), including
	 DOOM.WAD.  Very very nice job.  My congratulations."


	"I just tried your cleim10.wad file...
	 Excellent!!!!! Nice job.  How long did it take you to do that?"


	"I've finished working my way through your DOOM episode 'Cleimos'.
	 Congratulations, guys!  You must be very proud of it.  It's the
	 most attractive and coherent set of levels I've ever had the
	 pleasure of battling through. I particularly like that way that
	 where you end off one level is where you start on the next.  Very
	 clever."


	"Just e-mailing to tell you how cool your CLEIMOS DooM level was. 
	 I also build my own levels, although mostly deathmatch levels.  I
	 realise that it must of taken a HELL of a long time to complete all
	 the  levels for CLEIMOS.  Although the average DooMer may not
	 notice all the little touches that you put into your levels.  Let
	 me say that your light sources were fantastic.  You had them
	 right on all occasions..."


	"I've just completed your cleimos wadfile and think it was very
	 good.  I liked the way each episode finished at the beginning of
	 the next episode.  Some interesting places to visit I think!  Well
	 Done and THANX!"


	"Thanks for one of the best wads I have ever played...
	 You guys are just GREAT!  If you two decide to go it again please
	 let me know, I can't wait."


	"Just thought I would let you know that I am loving your wad.  The
	 dead-ends threw me for a loop at first (didn't read the .txt), but
	 I like the touch."


	"I am very much looking forward to your new version of cleimos...
	 cleim10.wad is my all time favorite for doom1."

================================================================

Well, that's it.  Hope you enjoy our hard work.  Let us know your
reactions.  We didn't notice any other full replacements out there, so
CLEIMOS 2 may be the first.  (Just barely, though, thanks to id deciding to
publish the TNT project.  Hey!  40 people worked on TNT.  We only had
the two of us...)

It's been fun.

						Steven Phares
						Rand Phares
						Raleigh, NC
						November, 1995

						phares@dg-rtp.dg.com
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