                                    D!ZONE
                          FROM WIZARDWORKS GROUP INC.

****************************************************************************

Overview
  
  D!ZONE combines 75 great new levels with an easy to use DOOM WAD 
  installation shell called D!


Getting Started

* Three new subdirectories were just created, the first, \DOOM\WADS is filled
  with 75 new PWAD files.  

  The easiest way to load the new levels is to run D!  But if you would like 
  to load one of the PWADs the hard way, just copy one of the files with the 
  .WAD  extension to the directory where DOOM.EXE is located and type at the 
  C:\ prompt:   
                DOOM -FILE filename.wad

  where filename.wad is the name of the WAD file you just copied over to the
  DOOM directory.

* The second directory \DOOM\WADS\TEXT contains any text files that were 
  included with the acompanying WAD files. 

* The third directory \D! is where D!, the DOOM WAD installation and game 
  modification shell is located.  The BEST PWAD SUPPORT OF ANY DOOM SHELL.
  Play ANY episode/mission in ANY PWAD as ANY episode/mission. Full 
  item/player start/floor type randomization, Superior Player database.  
  Supports all new features of DOOM 1.666 & DOOM 2.

  After every thing is configured correctly all you have to do to run DOOM, 
  with or with out a new WAD file is to type D! from within the \D! 
  directory, select your game options, and play!

NOTE:  The registered version of DOOM 1.666 or DOOM 2 is required to run D!.




FILE LIST
************

C:\DOOM\WADS
11BONES  WAD     11INHELL WAD     23CASTLE WAD     ABYSS    WAD
AFRO     WAD     ATLNTS1  WAD     ATRIUM   WAD     BEHOLD21 WAD
DARKNESS WAD     DEATH    WAD     DETHSTAR WAD     DETHWALK WAD
DIAMOND2 WAD     FEAR21   WAD     FLASH    WAD     FY1_1_2  WAD
JEG_E1L1 WAD     JEG_E2L1 WAD     LEWIS21B WAD     NASTY    WAD
2        WAD     ARENA    WAD     BEHOLDER WAD     BERSERK  WAD
BIGMAZE  WAD     PILLARS  WAD     SCREAM   WAD     STEPS3   WAD
STONES   WAD     TEK      WAD     TEMPLE11 WAD     TTADOM11 WAD
E1M1     WAD     E1M1_HAX WAD     DEPTHS   WAD     NEWARENA WAD
BITEDUST WAD     BM32V1   WAD     FIFFY    WAD     CDK11    WAD
N_RIVER  WAD     THEPIT   WAD     DEATHCAS WAD     DETH_1_3 WAD
DIAMOND1 WAD     STEPS1   WAD     STEPS2   WAD     BRAVE    WAD
CHESS    WAD     DUDE     WAD     DMDV     WAD     HANGAR   WAD
DMLAW    WAD     MARX1_1  WAD     11       WAD     12       WAD
13       WAD     14       WAD     15       WAD     16       WAD
18       WAD     19       WAD     21       WAD     22       WAD
23       WAD     24       WAD     25       WAD     26       WAD
28       WAD     29       WAD     MARX1_2  WAD     MEGAWATT WAD
MINE1    WAD     MOONBASE WAD     MELT5    WAD

************
Text files for some WAD EPISODES:

C:\DOOM\WADS\TEXT
BITEDUST TXT     BEHOLDER TXT     BERSERK  TXT     DETHSTAR TXT
WADS     TXT     DIAMOND  TXT     11INHELL TXT     ABYSS    TXT
AFRO     TXT     ATLANTIS TXT     ATRIUM   TXT     DEATH    TXT
DETHWALK TXT     FEAR21   TXT     FLASH    TXT     MEGAWATT TXT

************
The D! DOOM SHELL program files:  

C:\D!
README   COM     AD&D     DFF     BIGSERIF DFF     BLOCK    DFF
BLOODY   DFF     BOLD     DFF     BROADWAY DFF     D!       EXE
D!_DOCS  COM     D!LOGO   BIN     DEFAULT  DCS     HARD     DCS
HELL     DCS     HUGE     DFF     HYLAS    DFF     INITSTR  LST
MILD     DCS     SCRIBBLE DFF     STRETCH  DFF     CHKLIST  MS 
D!_DOCS  TXT


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LICENSE GRANT

WizardWorks Group Inc. grants you a non-exclusive, non-transferable license 
(a) to use the Software contained in this box on a single processing unit at 
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processing unit to another (which will then become the designated CPU); and 
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the same copyright information on each backup copy.  You may not 
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You may not modify, translate, disassemble, or decompile the software of 
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TERM
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EXPORT
You acknowledge that the laws and regulations of the United States restrict 
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software or documentation or any media containing them.


****************************************************************************
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Need Help?

Do you have a question or problem with a CompuWorks, WizardWorks or MacSoft 
program?  Call the WizardWorks Customer Support Hot Line.  We'll be glad to 
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Any changes to the program or hints that were not available at the time that 
this manual was printed will be included in a file on the master disk, under 
the name README.DOC you can view this file from DOS with the editor that 
comes with DOS, called EDIT or from the Windows editor.


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The Following is a collection of reviews for 15 of the 75 WADs of DEATH


0. Comments
   This document is based upon OPINIONS, not facts. Nobody likes a pwad for 
   the same reason, and some reviews may be totally opposite from what you 
   thought of the pwad. As one of my reviewers said, "Other opinions may 
   vary, actually they almost surely will!" 
   I DO NOT DO REQUESTS. Some of my reviewers do, however. 
   Contact them, not me. Sorry.

1. Disclaimer
   No disclaimer. C'mon lawyers, take your best shot! :)
   Quick Exception : All reviews that are copyrighted remain so. Contact the 
   author, not me.
                               
2. Thank you, thank you...
   I would like everyone to know how much of a group effort this is. Without 
   the following people, this wouldn't exist:

Bill Devos (watchertwo@aol.com)
T. Bernard Holmes (T_.Bernard.Holmes%8N1@hyit.oau.org) 
P. F. Mahoney (p.f.mahoney@durham.ac.uk)
William Harris (william@carsinfo.com)
C. Sheldon (sheldonc@acy.digex.net)
Jeff Cochran (jeff.cochran@usacomputers.com)
Kenneth S. Forte (fusioncon@cup.portal.com)
(damoore@flute.calpoly.edu)
(matmaz@inqmind.bison.mb.ca)
(jsh91@ecs.soton.ac.uk)
(kevinw@omni.voicenet.com)

(All of the above reviewed PWADs)

Barry Bloom for setting up the /reviews dir & a little PR
Barry Bloom for standing up against the evil UNT!!!
Of course, iD software for giving us something to do. :)
Myself,  Brent Metz (bmetz@ukelele.gcr.com) for organizing reviewers and 
creating this document


  Here is a quick list of what each rating means:

1 - Please stop writing wads!
2 - Bad! even for a first attempt.
3 - an acceptable first attempt.
4 - Good for a first attempt.
5 - Average (You'll get better!).
6 - Slightly above average.
7 - Above average, not bad.
8 - Good level
9 - This author is great! (Email us your next level Please!)
10 - Exceptionaly done, Get this one! (Email us your next level Please!)



****************************************************************************
11BONES.WAD (Review by Jeff Cochran)

     Another excellent  file, with excellent graphics, monster balance, 
play difficulty and thought provoking design.  Can be challenging in 
multi-player cooperative and deathmatch modes as well.  The design elements 
in this  are unique, with textures matching the design elements extremely 
well.      
                                            
****************************************************************************
11INHELL.WAD (Review by Jeff Cochran)

     Extremely unique use of moving floors and ceilings, excellent graphics.  
Unfortunately, another of the "see how many monsters I can kill you with you 
stupid player?" type  files.  No real cohesiveness, just a BUNCH of demons 
and barons out to get you, although if you are really good you can find a 
chaingun to fight them with (hey, at least the nukeage on the floor doesn't 
sap your health...).  Play this one in Deathmatch mode with no monsters and
it'll be acceptable.     

****************************************************************************
AFRO.WAD (Review by Jeff Cochran)

     Another fine  file, with numerous secrets that take some work to 
discover.  Great for Deathmatch play, very good for cooperative play as 
well.  Excellent use of textures, teleporters, doors, lifts and just about 
every decent Doom trick or trap.  No "instant death" traps, the right 
balance of monsters and weapons, and no end to surprises make this a 
collector's level. LEDGES

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DEATH.WAD (Review by Jeff Cochran)

     Not surprisingly, considering the name, this .WAD is a "kill the 
monsters with the shotgun" level.  No redeeming values here, very little in 
the way of intellectual tricks or traps, just lots of Imps, Demons, Sargents 
and whatever will shoot and kill you. Grab a couple friends and go fire at 
anything that moves, if that's your style.  This file also has a few serious 
linedef problems, including some hall of mirrors sections and a particularly 
nasty solid wall that your shells bounce off of, but the imps and sargents 
behind it can cheerfully blast you to bits. 

****************************************************************************
DETHSTAR.WAD (Review by Jeff Cochran)

     At first glance, this level is pretty stupid, a Star of David with 
teleporters in each point that just bounce you around the room, but there's 
a trick to getting out.  A well thought out level, but tough, possibly better 
in cooperative mode or Deathmatch.  No flaws in this one at all, and a 
reasonable balance of monsters, bonuses and weaponry.  You'll need it.  This 
one is a definite keeper.
                  
****************************************************************************
PILLARS.WAD (Review by Jeff Cochran)

     A very good and challenging .WAD, but simple to finish without going 
through the entire level.  The pillars puzzle is more annoying than 
challenging, requiring dexterity more than brains. graphics are good, with 
no obvious flaws, and there's an adequate balance of monsters, weapons and 
bonuses.

****************************************************************************
STONES.WAD (Review by Jeff Cochran)

     An excellent rendition of a .WAD file, with the right balance of 
monsters, weapons and bonuses.  Can easily be completed without covering half 
the level, and has an unfortunate pit full of nukeage to grab you the first 
time through, with no exit available.  Will easily become one of the classic 
Doom levels.    

****************************************************************************
ARENA.WAD (Review by William Harris)

Arena.wad is an example of a "concept" wad, featuring essentially one major 
idea without a lot of other complexity or subtlety.  Arena gives you one 
large 10,000 unit square "arena" (hence its title) with a catwalk along the 
edges, filled with enough monsters to make it dangerous and enough weapons, 
ammo, and miscellaneous stuff to keep a deathmatch going at full blast for 
quite a while.

Unfortunately, that's it.  There are no puzzles, no secrets, and little 
other gameplay.

Design: 4
The author accomplished pretty much what he set out to do,   Ambitious to an 
extent, but it's really too simple for great play.  It's good for 
confrontational deathmatches.

Complexity: 2
One big square open area.  What more can you say?

Gameplay: 4
Really depends on what you want out of a deathmatch level.  If you want 
sneaking around and chainsawing your friend in the back, this ain't the 
level.  If  you just want to slug it out with BFG or rocket blasts at 150 
meters, this level is probably built for you!

Balance: 7
Some people might find the central arena irresistible for half a dozen 
Spiderdemons or Cyborgs, but the author resisted this temptation and stayed 
with a fairly decent combination of Lost Souls, Cacodemons, Demons, and the 
assorted former humans.

Level Flaws:
Possibly due to the use of long lines (each side of the arena is a single 
line about 9950 units long), or due to some other defect, there is a 
"floating wall" illusion that occasionally pops up near the middle of the 
arena, and one of the walls in the startup area for player 1 (probably the 
startup areas for other players also) occasionally turns invisible.

Overall score: 4
Not much of a challenge, but it wasn't intended to be a challenge.  Cannot 
be used to replace existing levels, since there is no exit.  Has some minor 
level design flaws that don't effect play.

****************************************************************************
ATRIUM.WAD(Review By William Harris)

The action starts up in a largish room littered with trees and tree stumps, 
with the center open to the sky (the atrium of the title).  I was quickly 
attacked by imps, but there's a shotgun and ammo readily available.  Some 
dodging and shooting, and I was done with them.  I quickly proceed through a 
couple of smaller rooms and then hit... The Barrel Puzzle.  I died a couple 
of times and am not real sure I hit the author's intended solution, but I 
got past it and into the second largish room that contains a lot of enemies 
on platforms.  A bit of ducking and weaving (well, actually a LOT of ducking 
and weaving), and they're polished off.  I grab the key and move into the 
keyed doorway.  Through a couple more rooms and back to a familiar area.  I 
notice a skull pushbutton I'd swear wasn't there before.  Punch it and HOLY 
SxxT!

This is a small level, but well thought-out and quite entertaining.  Seems 
pretty suitable as a replacement level for E3M1, E2M1 or E2M2.  There are 
both puzzles and surprises, and an excellent use of a sudden blackout in one 
area.  About the only minor problem I noticed was that the stairs up into 
the final area were too steep for the enemies to descend - but this does 
provide a shelter to duck into to avoid the critters in the area, so it may 
have been deliberate.  Excellent difficulty differentiation; more monsters 
for each level of difficulty.

Design : 7
For single user mode, about the only thing I could think of to add would be 
more secret areas, but then E3M1 itself only has one, so I wouldn't complain 
too badly about it.  There may be a high fatality rate from the barrel 
puzzle solution, but the author clearly warns you about it in the 
accompanying text file.

Complexity : 5
A short, simple level but with an interesting puzzle and enough fun 
surprises.

Gameplay : 6
For an E2M1 or E3M1 intro level, very good.  I'd expect a lot more from an 
E2M2 or E3M2 replacement level, but this does quite nicely for its purpose. 
For such a small level it has good gameplay value.

Level Flaws:
No noticible texture problems or HOM effects.  The barrel puzzle might make 
it a bit too difficult for a true M1 replacement, but that could be fixed up 
pretty easily by setting the barrels to appear on Hurt me Plenty or 
Ultraviolence.    This level does have one major flaw - the lack of 
multiuser support.  There isn't even a starting location for players 2 
through 4.  It could be converted to a pretty good Deathmatch or cooperative 
level easily enough - looks like the author just forgot the multiuser 
possibilities.

Overall:  6 (call it 8 if multiple players were supported, I'd score it 8 
for single-player purposes.)

****************************************************************************
BEHOLDER.WAD(Review by P. F. Mahoney)
 
From BEHOLDER.TXT:

This WAD was created by Alex Cannon (Jeffrey Cannon- playtesting) 
using DE_250B4.  

Feel free to email me (acannon@cyberstore.ca) with comments and suggestions. 
I'm particularly interested in how difficult people find this level... that's
w/o cheats guys...

This level is complete, but I was planning on adding a hell of a lot more!

Alex
4/02/94
---------------------------------------------------------------------------
  Review :

  There is a fine line in a level between making it so difficult that you 
get frustrated and give up and making it so easy that you just walk through 
it.  Beholder moves past the "man, this is one tough level" and enters the 
"forget this, this is just too damn hard" zone. It's a well-put together 
level in terms of surprises and tricks as well as in the placement of new 
weapons.  In fact, it is extremely good at giving you just the right weapon 
just before you need to use it.  And before I started critising it, I also 
must admit that several of the ideas used in it were very, very good ones.

  On the negative side, there is at least one place where you can get stuck 
completely (so that you have to restart or type 'idspispopd' to get past it), 
most of the textures don't line up very well, there isn't by any means enough 
ammo to kill everything, and the lighting in the level doesn't really try to 
be atmospheric (it's either there or it isn't).  There is also one wall that 
the monsters can shoot through (but you can't see them, shoot back, or walk 
through the wall).  But these are all things that keep the level from being 
truly great, what really breaks this level is the difficulty.  As I sat 
there at 4% looking in vain for a medkit with 25 shells and 75 bullets, and
thinking "it's gotta end soon", it did, because one baron, two beholders and 
two invisibles came at me.  I got all but one beholder before biting it for 
the 12th time in ten minutes and decided enough was enough (idkfa - so that 
I could review the damn thing and get it over with).

  In the text file, the author wonders how difficult people will find the 
WAD, I have to say that I found it extremely difficult.  After playing the 
round what must have been my 20th time, I went off to play E1 M9 on respawn 
for a challenge I actually had a chance at doing.

Graphics(If applicable): 6   
Little choice of textures, textures don't align.

Sound(If applicable):  N/A

Design: 8   
There are several 'tricks and traps' in this WAD that I recommend other WAD 
builders look at.  The overall design of the floorplan is very good.

Complexity: 5   
The WAD is only average in complexity and in size.

Gameplay: 6   
As I said before, this is a very difficult level with plenty of challenge in 
it.  If you enjoy a rock-hard challenge, this is the PWAD for you. 

Overall: 6   
It's certainly better than the average WAD, and if you finish with the best 
of the new PWADS and are looking for a well-built level with a seriously 
high challenge in it, have fun!

****************************************************************************
FEAR21.WAD(Review By Tom Holmes)

>From FEAR21.TXT:
--------------------
Get ready to experience true FEAR!
FEAR21   (episode 2 level 1)

warning! this is an ADVANCED level !
It plays well in multi player mode and features some nasty adversaries
in some very interesting tactical environments.
Fear21 has been well tested in both multiplayer and single modes,and if
played skillfully, you will have all the equipment and ammo you (and your
group) will need to leave this horror alive.
This level was designed to be exciting and challenging for advanced players
even especially when the player is familiar with the layout, so if you
keep getting creamed at first, try a lower difficulty level until you
know the layout better.  Have fun!
Fear21.wad was created using deu5.0 by Walter Humphrey .
Comments? write to tremmor@netcom.com.

Since this is the first PWAD that Brent Metz asked me to review, I've
had to develop a methodology that will both provide a fair assessment of
this PWAD and still allow enough flexibility to handle future efforts.
The following review is the result of that endeavor.

     Reading the above text file that was included with FEAR21 caused me
some trepidation--I was concerned that this WAD would be another example
of an author who wanted to see how many nasties he could pack into one
level.  Fortunately, while there were an overabundance of
extraordinarily dangerous critters, it was also well stocked with fun
and interesting ideas.

***** This symbol designates 'spoiler' material that may detract from the
      fear factor of the level (if you choose to read it).

     FEAR21 is divided into four main sections.  The first is a gauntlet
consisting of a long, straight corridor with plenty of fireball throwing
badguys at the other end.  Alcoves are built into the hallway at regular
intervals, allowing you to duck-and-cover your way down the hall while
avoiding the machinegun-like fireballs coming down the corridor.  With
the exception of the baron, the monsters you will face are well balanced
against the weaponry that is available.
     The second section is both the most interesting and the most
unbalanced of the four.  Walter shows an extensive understanding of
raising and lowering ceilings and floors.  One criticism I have of this
section is the abundant use of columns as walls.  These columns will
often disappear at certain angles, making it difficult to navigate.
Once you figure out how to get into the central platform, superweapons
are plentiful.  The problem is getting to that point.  This section is
rife with barons, with a spider demon and cyber demon tossed in for good
measure.  While the super-heavies are reserved for the latter part of
the section, there are simply too many barons firing at you at one time.
This is the section that really does need more than one player.
     The third section is interesting in that it uses a very narrow
ledge running around the perimeter of the room.  The floor is covered
with painful glowing stuff, but there are two lifts available for those
that manage to fall in.  A disturbing feature of this section is a
stationary platform with sky textures on the floor.  Strange effect.
     The last section has a narrow nonlinear catwalk that must be
crossed while a baron hurls fireballs at you.  Of course, if he hits
you, plooooop, you're in the radioactive goo.  The ending is somewhat
anti-climactic after the second section, but at least the section is
more balanced and playable.

This section is a quantitative assessment of FEAR21:

Graphics (if applicable):  n/a
Sound (if applicable):  n/a
Complexity:  7  a fair amount of strategizing muust be done to complete.
Gameplay:    4  too many high-end nasties at one time.
Overall:   6.5  well worth playing, if only for the clever and original
                constructs Walter has dreamed up.

****************************************************************************
FLASH.WAD(Review by Bill Devos)

Author: J.D. Frazer

This is my first attempt at a big WAD file. I used mine1.wad as the basis
[--- Cut non review related info ---]

  This is a very nice wad for a first attempt, I don't know what
mine1.wad looked like so I don't know how much is whos but I did find
a place that if you "search" the wall, you end out in HOM land
and if you're lucky you may get out! 
  I played on Ultra-Violence as usual, I found this to be a walk through
level (ie. I walked through it once to complete it, never died).  There
are some interesting ways to use barrels to kill off the bad guys to
conserve ammo (if you want to), I do that out of habit if I can, and 
an interesting barrel trap.
  I found 2 major problems with the design of this level:

1)  The usual beginners "put the monsters WAAAAAAYYYYY up on the wall
    so they are a pain in the butt to see, if you can't see them when
    you fire, it's a miss, so they're hard to kill. (There is a way to
    get up there if you want to, maybe that was the intent)

2)  The author saw fit to have a line def that had no Sector reference
    (It refered to sector ref 0, the default) and was a trigger for
    lights out, so when you walk across it the entire level goes dark!
    Yech!  I hate that! (just a personal preference, others may like it)
    This review may be slightly tainted (with dislike) because of unusual
    circumstances.   

                   ***** SPOILER AHEAD *****

  When I ran the level the first time I attempted to record it out of
habit (I often send the lmp's to the author of new levels for them to
get a feel for the learning curve required on their new level), When I

       HERE IS THE SPOILER.. SKIP IF YOU WANT TO PLAY IT

got to the star the first time, I crossed it to get the blue ball and
all the lights went out.  I continued playing (I was no where near
done with the level) and wandered around for what seemed like forever
with the lights out, then ran out of time (DOOM 15 Minute recording
limitation).  When I ran it again later I avoided that star at all
costs, you don't need the ball, and I didn't want to play in the dark.
I didn't realize that it was the key to exiting the level.  I got very
frustrated trying to find the end of the level!

                   ***** SPOILER OVER *****

  All in all a VERY good first attempt (depending on how much was done
by this author and how much was borrowed, I look forward to your next
level, make it harder!  (Not bigger monsters, harder doesn't mean
putting me in a dark room with a Cyber Demon!  Harder means creating
a situation where I'm constantly having to watch my back because
monsters are sneaking up behind me, or something more like that.)

Watcher rating for design?      6
You need to clean up that HOM, it was nasty!

Watcher rating for game play?   2
It was way to easy!

****************************************************************************
MEGAPACK.ZIP (Review By Kenneth S. Forte)

Authors : Casey Miller (98782359@wsuvm1.csc.wsu.edu until 5/6/94)

Description : MEGAWATT.WAD (Episode 1 Mission 1)

The observant player will be able to get a much needed plasma gun early on 
in this episode. The well-guarded chainsaw is also necessary, because even 
the most experienced player may be low on ammo by the time the real monsters 
show up. One of the best features of this level (as well as MEGALAB.WAD) is 
the attention the author gave to detail. Rooms aren't simply chunky, boring, 
4-vertex squares, but have softer corners, and overhangs and lighting effects 
that, again, would put ID to shame. The structures show great imagination as 
well, being both artistic, functional, and deadly all at the same time. Only 
one thing mars the perfection of this level, and this a slight problem with 
one door behind which the player may get trapped if raising floor is 
activated before turning around and opening the door permanently. This does 
occur right at the very end of the level however, so unless the player missed 
the secret areas, most of which are marked in one way or another, it doesn't 
interfere with the completion of the level. The only thing on the wish list 
for this level is armor, as there seems to be none. On the other hand, there 
is an invulnerability sphere, a couple of berserker boxes, and the coveted 
BFG9000.

    Ratings : Ratings categories are on a scale from 0 to 10 with 10
              being the best PWAD possible, and are explained below:

            Layout : effectiveness of the map layout : boring <-> genius
         Integrity : proper structural definitions   : buggy  <-> flawless
          Textures : tasteful use of textures        : ugly   <-> beautiful
        Difficulty : skill needed for Ultra Violence : none   <-> impossible
       Playability : possibility of completing level : can't  <-> difficult
      Enjoyability : chance that you will play again : never  <-> always

    Overall Rating : averaged from the other ratings : worst  <-> best

Note that "Difficulty" is rated only in respect to monsters assuming that 
the more monsters there are the better, and that "Playability" is rated 
solely on the tricks and pitfalls of the level and tries to ignore monster 
hazard completely, assuming that the more difficult it is to solve the level 
the better the level is, but that an unsolvable level is useless.

            Layout :     9             
         Integrity :     8             
          Textures :     9             
        Difficulty :     9             
       Playability :     8             
      Enjoyability :     9             

    Overall Rating :    8.7            

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TEMPLE11.WAD (Review By Tom Holmes)

Author:  Mark Mackey

Excerpt from the accompanying text file:

TEMPLE11.WAD is a new WAD file for (registered) DOOM. It's not a large
level, but it's tricky (grin). This WAD is intended for those who like
panic situations but dislike
 (a) Oh! Another 247 cacodemons in this room. Ho hum!
 (b) Now let me see, if I flip the third, fourteenth and 182nd switches,
 then shoot these three walls, then the door _might_ open...
type situations. I wrote this to see what new traps and ideas I could
come up with...

1) This level is _hard_. Difficulty settings are implemented, so try it
on Hurt Me Plenty or something first :).
2) This level was designed for ONE PLAYER MODE!
There are no Deathmatch spots or Player 2,3,4 starts on this level
because I forgot to put 'em in. I don't have a network or modem, so I
don't see why anyone else should be allowed to play multiplayer :) Feel
free to add DM spots and Player <n> starts if you want to.
3) This WAD is suitable for inclusion into a multi-level pack if anyone
wants to put one together. It works best when the player starts with
just a pistol, and the best weapon available is a chaingun (only in
difficulty level 3+, and you have to work to get it...).
4) I spent a lot of time getting the textures working on this level. One
call for those out there working on new WADS: a bit of professionalism,
please! Don't release 'em until they look good, as well as play good!

Brief Synopsis

Everything Mark says above is right on the money.  Temple11 is very well 
done, and very difficult on Ultra Violence (is there any other skill level?).  
This one's a keeper.

Detailed Review

Those of you who are considering publishing a pwad for the rest of us should 
look closely at this one.  Mark's effort here is quite close to the quality 
of the levels id produces.  There was one stray wild line in the dias room, 
but I'd played several times before seeing it.  There was also a very slight 
texture problem on one set of stairs (horizontal pink gap).  Neither of these 
problems detracted in any real way from my enjoyment of the wad.

******************* SPOILER INFORMATION *************************
Temple11 was really tough as a 1/1 pwad.  It would be more appropriate to 
place it in L3 or L4 so the player could have a few shells and a shotgun 
starting out.  In order to complete it, I had to restart a couple of dozen 
times.  The monsters you'll face in the first sectors are too much for the 
pistol and standard ammo ration.  I was forced to progressively learn enough 
about the level (through dying), to find a good place to run (kind of an 
alternate starting place).  I had to barge past a dozen or so monsters at a 
dead run.  Take you time with this one, it's worth the effort.

Quantitative Assessment

Graphics:    n/a
Sound:       n/a
Complexity:    8  Lots of secrets, traps and clever devices.
Gameplay:      7  A little too difficult for an E1L1 pwad.
Overall:     8.7  Very well done and thoroughly debugged.
