Episode Hell
by
Paul "Moe" Fleshute
V 2.0 by Jive




Title :            Episode Hell
File Name:         Epi-Hell.wad
                   Epi-Hell.bat
                   Epi-Hell.txt
Author:            Moe (alias) Paul Fleshute
Email Adress :     Moe541@aol.com
Date:              June 21, 1997

Comment by Jive: at that time, Paul was 15 !!! (he is born on 1982)
http://web.archive.org/web/19981207051124/members.aol.com/moe541/moe.html

Discription :      Well done add on episode for episode 4 of The Utimate DOOM
Aditional Credits: Makers of DoomEd and EdMap, Wad Author and WinDEU and id.
==============================================================================
* Play Info. *
Needs:             The Ultimate DOOM.
Level :            E4M1 - E4M8 (E4M8-My previous release Hell{hell1.zip})
Single Player:     Yes
Multi player:      No
New Sounds :       No
New Music:         No (added by Jive, Yes: the musics from the shareware version of Doom I )
New Graphx:        No
Demos:             None
==============================================================================

* Construction *
Base:              New, modified levels
Editor used:       DoomEd V 4.2, EdMap, Wad Author, WinDEU
Time to build:     A few Months.
Known Bugs:        None that will keep you from playing. Any node problems you
                   might find, i could not fix without having worse things to
                   worry about, so live with it. (now, there are corrected )
==============================================================================
* Copyright / Permissions *
Authors may not modify this level at all.
Of course, this advise a just a joke, and Moe gave his approval for any modification, as far as credit is given to him, the original creator.
Distribute freely, just include all the files in the Zip.


To play the level, unzip or copy to Doom directory and type Epi-Hell, at
command line (warps to E4M1, Skill 3). Plus any parameters you might wanna use.

Go here for other stuff:
http://members.aol.com/moe541/

Link added by Jive on Dec 13, 2006:

Firstly called "Moe's Cool DOOM Page", he gave his site this name on 1999: "Moe", simply.

http://web.archive.org/web/19990220071839/http://members.aol.com/moe541/

Here was the last time Paul was on the net: Oct 13, 1999

==============================================================================
*Next*
Yes I'll make a version of this for Doom II.



Comments by Jive on Dec 13, 2006 :
Pretty 10 years after its creation, here is the version 2.0
Paul gave me the authorization to do modifications on his work, 4 years ago.
And here is what he wrote:
"Whatever.  Credit is all I ask. No credit, I will make sure several hundred, make that thousand, cyberdemons come to visit your house.
MUAHAHAHAHA.  And what lone space marine will save YOU!?  MUAHAHAHA "

Plus, he was happy with the work done by me on each of his own work available on my site DLW:
Invasion I, Invasion II, Vengeance and Sirius IV. (yes, with Episode Hell, I have now ALL of his works)

In the text file about Vengeance, he wrote:
* Copyright / Permissions *
Yeah go ahead and do whatever.  Just give the authors credit!!!!!!
My policy is if I don't make any money, what's the big deal? 

What you may not know is that Moe has deleted this pwad from the cdrom.com archives, because he thought that this work was not really fine, and also because he improved it on latest releases, like the Invasion and Vengeance Series.

Ok, that said, what did I do for this version called "v 2.0", finally?
Well... I have converted it to make it a Zdoom pwad, for the purpose to use the OpenGl port Gzdoom and add some cool features, like highres pictures for the screens, and highres skies.
All pictures are my own creation (yes, the sky was made by me).



- e4m2: the final room was pleasant, thus some improvements were possible:



Why this new texture, like a warning? Because you have to be advised of something...
I changed also the fact to be trapped within this tower. Now, you can go away and come back
- e4m3 to e4m8: very, very bugged (double side tag on one sided linedefs,  overlaping linedefs, etc...) !!! All those bugs were hanging more than  once the Doom Legacy engine, and Gzdoom was full of warnings. There were  also numerous forgotten textures everywhere.
- e4m4 had a graphical weird bug, because Moe had the use to cheat with the editor's rules:


- e4m6 was hardly bugged: the pillars closing the final area, tagged 666, were not lowerable because the cyberdemon's death can't make anything. It can happen only for e4m8, and if the spider mastermind is defeated (and not the cyberdemon). The final area was tagged 694 (why?!?) and there was a teleport destination for nothing, which make me think that Moe had a project, but unfinished and forgotten.
This is a total mystery for me: since its creation, nobody was able to bypass it and to end the level properly without cheating, and it's a shame!!! (the answer is that the pwad was deleted from the cdrom.com archives by Moe himself, so that pretty nobody know its existence, until now).
The long sector 169 was existing for nothing (unused).
I found unknown things.
The script stored in the header of the map was created by the tool "wadconv.exe".
I'm quite sure that Moe had a project with this map, and abandonned it quickly.
- e4m7: I had to flip the linedef 1019 (the platform wasn't lowerable), and to change the way it was acting (it was not efficient, and the area was a trap)
- e4m8: I had to code in the entry MAPINFO the way to end the level (the fact to create this entry erase the special actions)

Finally, all my work was purely graphical. I didn't touch at the gameplay, and I solved the bugs and the errors, with some graphical improvements here and there.

Conclusion:
Enjoy, and applaude Paul Fleshute for his high skill to make pleasant pwads.
Yes, it's old stuff... But Doom IS old, right?
And keep in mind that Paul was 15 when he made it...
The modern ports, like Gzdoom, give us the ability to enjoy those wads on OpenGl mode, and to update them if needed, for the purpose to make them fully playable and/or pleasant (yes, OpenGl is great, but we have sometimes to make adaptations, translations of some ways to create the maps, thus they are fine under the hardware mode).

I am THE man responsible of those adaptations, and nobody else.
I am the only one of the world to make such works and to release the result.
Full credit goes every time to the author(s).
I want credit for the ability to enjoy those wads with modern ports
(like Doom Legacy and Gzdoom), but nothing else.
Forget the name of the author(s) and you will piss me off !!!
But you can forget my name (I don't care at all)
I work for the History of Doom.
My social life gave me enough, and I don't need more...
Jive, Dec. 16, 2006
Manaus (Amazonia)



¤¤¤¤¤¤¤¤¤¤¤¤¤¤
¤¤ Tools used ¤¤
¤¤¤¤¤¤¤¤¤¤¤¤¤¤

I didn't make any fondamental modifications of the levels, but adaptation, when needed, in order to debug remaining problems. At least, you should not find that I made anything on it, and ALL the credit should be rewarded by the author.
I am only a supervisor, with the idea to let you think that the author made a good job with this wad!!! It's what he would have done if he had have the following tools used by me and the very latest version of Zdoom or GZDoom:

- Edition / Rectification / Missing textures research and addition with :
       "XODE Multimedia Doom Builder" ("The cornerstone of every map")
       aka "Doom Builder" aka "DB" (free of charge)
       by Pascal "Gherkin" vd Heiden, Version 1.68.
       http://www.doombuilder.com/

- PWAD examination with "Wintex" ver 5.0 (A WAD Editor Copyright (c) 1995-2002)
       Olivier Montanuy  montanuy@inf.enst.fr
       Javier Almenara   aojavierfdo@hotmail.com
                                  jao2000@evangelion.com
              WEB Pages:   http://doortohell.tripod.com
                                   http://www.geocities.com/locusfocus

- Examination with XWE:
       XWE - extendable Wad Editor version 1.16
       Developped by Csabo
       wadedit@marchmail.com
       http://doomworld.com/xwe

- Normal Nodes, Blockmap and Reject Table rebuilt with :
       "Zennode.exe" (Ver 1.2.1, from Marc Rousseau) (C) 1994-2004
            rousseaum@pictel.com
            http://www.mrousseau.org/programs/ZenNode/

- Gl Nodes built with:
       "glBSPX Node Builder" (v2.20) by Andrew Apted (C) 2000-2005
       Based on BSP 2.3 (C) 1998 by Colin Reed, Lee Killough
       http://glbsp.sourceforge.net
     
- Graphic's creation or modification
       Paint Shop Pro 7 (WinShare Killer Apps)
            http://www.wska.com

- ".dfl" file to use with KDX, the King Elvis Launcher:
        The King Doom Experience - Your Doom Frontend Experience.
        This toolset allows you to get the best out of your Doom installation.
        This is the best software available of this kind
        Available at http://kingdoom.tk/

- All the stuff is zipped, using a buyed WinZip(R) Version 10.0 (6698)
        Copyright (C) 1991-2005 WinZip International LLC
        http://www.winzip.com/version.htm

#######################################################################
#  Author   : Jean-Yves Delpech aka "Jive" aka "The Freeman", 53      #
#  Email    : dlw@doomwadstation.com                                  #
#  Web site : "Doom Legacy Wads" aka DLW                              #
#             http://doomwadstation.com/dlw/                          #
#######################################################################
#  Email    : gzdoom@doomwadstation.com                               #
#  Web site : "GZDoom Wads" aka GZW                                   #
#             http://gzdoom.doomwadstation.com/                       #
#######################################################################
#                   Where to get GZDoom :                             #
#                                                                     #
#  Web site: http://grafzahl.drdteam.org/index.php?page=topic&id=230  #
#######################################################################
# Thanks to T.v. Elsuwé, Steven McGranahan, Robert Bäuml and Bell Kin #
# for their large contribution and to others Legacy Team members.     #
#######################################################################