Xtheater III (Jive's mod)
by
Deep - Jack Vermeulen
Based on the Version 2002 originally made for Doom Legacy
and debugged for GZDoom by Jive on 2006


Mirror effect

=====================================================================================
WARNING: Contains Mature graphics.
DON'T PLAY IT if any sign of nudity upsets you.
===========================================================================

   Now that's out of the way - let's get going:

Overview:

   For most of you out there, this is a fun and unique level.
   This is the FIRST of it's kind and hope it will inspire others.

   It was originally designed to show you how to use very tall textures
   for the DOOM ports that copied the BOOM code in the area of texture
   display generation.

   Then Randy Heit agreed to support DeePsea's tall patches, plus he added
   scaling ability giving you HIGH RES images. So now not only do you have
   the ability to make tall textures, but you can see them like never before.

   XtheaterIII contains examples of large patches and the same patch scaled
   to different sizes so you get a good idea of looks and flexibility.

   How tall? You can make textures and patches up to 2048 high. Technically
   there's no limit to the height, it's just a practical limit:)

   DeePsea is the only editor that makes patches up to 2048 and makes
   textures up to 8192 x 8192. Only ZDOOM supports the larger patch sizes
   over 508, plus only ZDOOM can scale the textures. Plus you will be able
   to view the textures and patches in DeePsea no matter what size you make
   them, even if you are running 800x600.

   Since no other port supports the patches and texture sizes in this
   level, nor texture scaling, the level works ONLY for ZDOOM and only
   beta 33 and later.  Earlier releases WILL NOT WORK. Don't even bother.

   All the graphics were created using DeePsea's Tools from BMP sources
   edited using PSP and DeePsea. Textures are instantly created from BMPs
   using the F7/Auto Textures from BMPs.

   The letters in the theater signs similarly were quickly made with a few
   button clicks using DeePsea's "Auto Textures From Graphics" tool.

   TheaterIII adds scripts, new weapons and last but not least, a special
   section dedicated to exhibiting the use of ZDOOM's slopes made using
   DeePsea's prefab slope tools.


   Don't forget - be sure to download the latest version of ZDOOM - older
   versions WILL NOT WORK correctly. IOW, the textures will NOT show up as
   intended.

   I hope you read this text file:)

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

*NOTE* : ZDOOM use -heapsize 24 to avoid getting a z_malloc error
         8mb is the default - just not enough:)
Note by Jive on septembre 21, 2006: it's no more necessary. This command is obsolete.

Title                 : XtheaterIII (special version for Doom Legacy)
Filename              : XtheaterIII.wad
Date 1st release      : January 8th, 2002 (First level with tall textures)
Date 2nd release      : February 10th, 2002 Redone with HIGH RES textures
Date 3nd release III  : March 18th, 2002 Added Scripting, new weapons and
                        heavily Sloped areas testing DeePsea's new Slope
                        Prefab tools.
Author                : Deep - Jack Vermeulen

Date 4th release III             : September 22, 2006 by Jean-Yves "Jive" Delpech

Web Page              : http://www.sbsoftware.com
Email Address         : deep@sbsoftware.com
Other Files By Author : KABOOM, DEEPATAK, HEXEN beta (others kept internal)
                         
Description           : An action packed theater map showing tall and high res
                        textures in various forms, especially beautiful women.

                        Inside, you'll find various theaters using different
                        methods of getting the textures tall without any ugly
                        "horizontal lines" showing. In addition, you'll see
                        the difference HIGH RES images make when scaled. They
                        are crystal clear even close up!

                        Plus a special section dedicated to an extensive use
                        of slopes. In here you'll see cool things like round
                        tunnels, pipes and arches you can easily make using
                        ZDOOM's slopes and DeePsea's prefab slope tools.

                        It's also fun to play. Find the keys, activate the
                        projectors, kill a few baddies and Enjoy the Show.
                            
Additional Credits to : All the various DOOM port authors that are making
                        it possible to do these cool things so easily.

                        The new textures are from various sources. Some are
                        brand new from web pages dealing with Egypt, Others
                        are from other DOOM levels, such a NJTRAIN (Nigel
                        Rowand) and DARKHOUR (Rex Claussen) and others I
                        converted from the CUBE/QUAKE demo's sample graphics.
                        And the floor lights from EIBON (that's all I know).
                        The ones not used were deleted (with a few exceptions
                        since I may still use them), so not all of the listed
                        sources may exist. I don't even remember which is
                        which any longer.

                        I also want to thank Mystic (Andy Mckie) for letting
                        me "borrow"the ladies for their screen debut.
                    

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

* Play Information *

Doom Port             : ZDOOM beta 33 or later is required
                        ***  Use -heapsize 24 ***
            Note by Jive on septembre 21, 2006:
            it's no more necessary. This command is obsolete.

Map #                 : MAP01
Single Player         : Yes
Deathmatch 2-4 Player : Yes
Difficulty Settings   : Just a few
New Sounds            : Yes
New Music             : Yes
New Graphics          : Yes - textures and sprites
Demos Replaced        : None

Processor             : Requires at least a PII400

* Construction *

Build Time            : 10 days elapsed (including some coding and ZDOOM problem solving)
                      : Another 5 days for High Res textures and coding changes
                      : Another 8 days for Scripting, tunnels and coding changes
Editor(s) used        : DeePsea and PSP - NOTHING else required
Known Bugs            : None (you may find a few textures to align, high res textures
                        change X/Y alignment values, think I caught most of them, what can I say<g>)

* Copyright / Permissions *

Authors MAY use the included resources to build addon levels.

Authors MAY NOT use this map to build additional maps out of them!

* Where to get this WAD *

http://www.sbsoftware.com

No other websites are authorized to distribute this level. I just don't want
to hassle with any itty bitty censor minded folks that have nothing better to
do. This is the U.S. and this is a protected form of ART - not that there's
anything in this level that you can't buy at the supermarket.



Made by Jean-Yves "Jive" Delpech on september, 2006 on his laptop, at the hospital for the 4rth cure of his chemotherapy:

- I had to debug the SOUNDINFO script, which was hanging GZDoom, because of wrong given values :
     - "$AMBIENT 1  DRSPLIT1 0  PERIODIC 35.0" instead of "$AMBIENT 1  DRSPLIT1 0  PERIODIC 35.0 0.1 "
     - "$BBOX 0.0 1664 854 0 0 { 25 26 27 }" instead of "$WORLD BBOX 0.0 1664 854 0 0 { 25 26 27 }"
- I added also a mirror effect in the toilets: I guess that this feature wasn't existing on 2002. All was prepared, and I had only to put the action on the linedefs.
- The sector 2157 wasn't openable, so the red key wasn't accessible, nor the blue one, accessible thanks to the red one... Strange!!!
- The water area in the middle of the sector 3458, around the central pillar was a trap. I made higher some of its sectors.
- I made glowing the light of the sector 3471. Missing its secret area would have make you missing one important key. The idea to hide a key is not correct...
- The linedef 1102 is lowering the ceilings in front of the doors, making you trapped within the cinema. I made those ceilings raisable again...

¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

Why such a work, when an official version made 2 years after (on 2004) is available?
I made it for the only purpose to let you see what can be done to improve a wad.
Play this version made by me, and AFTER, play the offical version released on 2004, and ONLY available on the DeepSea's site.
And you'll see how an author can improve a wad... What a lesson!!!

¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
Tool 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

- Pwad reconstruction with "Wadman.exe"
        "Doom WAD File Manipulator", ver 1.03 by Carl W. Moore (Nov. 06, 1994)
       (Sysop: The Cutting Edge BBS  (505)-479-4064)
     
- 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", 52      #
#  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.     #
#######################################################################