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                              Invasion II v.1.0b 
                        Paul Fleschute/Moe 541@aol.com
                   http://members.aol.com/moe541/index.html
                        Rick Lipsey/Rick100974@aol.com
                  http://members.aol.com/rick100974/main.html

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	Revised on april 14, 2001 by JYD, aka "Jive"
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(No fondamental modification of the levels!)

	I had to correct numerous errors in the dehacked patch "Invasio.deh" :
	some level names were not correct, some others were forgotten!

(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.)

	This Wad was one of the hardest I had to correct!
	Here is the complete list of all I have made...
	- Map06 : Added missing upper and lower textures on sectors 497, 498,
	  		482, 483, 350, 351, 516, 500, 562, 501, 531, 532, 295, 292, 256.
		   Added missing lower texture on linedefs 122, 1224, 3247, 3142,
			3059, 2563, 3358, 2814, 2927, 3010, second sidedefs.
	- Map07 : Added missing lower texture on linedefs 791, 789, 1260, second sidedef.
		   Added missing upper texture on linedefs 113 and 118, first sidedef.
		   Added missing upper texture on linedef 318, second sidedef.
		   Added missing upper texture on sectors 261 and 376, second sidedef. 
		   Added missing upper texture on linedef 1918, second sidedef.
		   Added missing upper texture on linedefs 2273, 2227 and 2282, first sidedef.
	- Map10 : Added y offset +1 to linedef 589 (impossible to find that secret switch!)
	- Map13 : Removed upper texture and added normal one on linedefs 156 and 246.
	- Map14 : Added missing upper texture on linedefs 1502, 1493, 1484, 2432, 1501, 1481,
			1496, 1498, 1500, 1499, 1483 and 1482.
		   Added missing lower and upper textures on sectors 8 and 9.
		   Moved sector 382 on editor grid.
		   Added missing lower texture on sector 73.
		   Changed the way to draw sector 156 (grid in front of switch), to avoid tearing.
	- Map15 : Added missing upper texture on sectors 155 to 180.
		   Added missing upper texture on linedefs 1022, 1138, 1140, 1142, 1144, 1146, 1148,
			1150, 1152, 1154, 1156 and 1158.
		   Added y offset on linedef 1184 (secret door impossible to find).
	- Map31 : Added missing upper texture on linedefs 38 and 312.
		   Changed linedef membership on sectors 95 and 96 + added wanted textures.
		   Error on sector 115 : apparent missing textures but they are there!
	- Map32 : Added missing lower texture on linedefs 291, 295, 301 and 298.
	- Map16 : Added missing upper texture on linedefs 2462 and 1570.
		   Changed floor and ceiling  height on sector 156 (grid door).
		   Added missing lower texture and changed size on sector 162.
	- Map17 : Added missing upper texture on linedef 3500, first sidedef.
		   Added missing lower texture on linedefs 3653, 3746 and 4110.
	- Map18 : Changed sectors 254 and 269 width, to avoid hugly effect of the missing textures.
		   Added missing upper texture on linedefs 203 and 174, second sidedef.
		   Founded offset "13362" on linedef 0 --> changed to "0".
		   Big work around sector 0, not aligned on editor grid --> numerous holes in textures!
		   Added missing lower texture on sector 708.
		   Added missing lower texture on linedef 3186, first sidedef, and second sidedef, upper texture.
	- Map20 : Added missing lower texture on linedefs 427, 526, 142 and 147, second sidedef.
		   Added missing upper texture on linedef 534.
		   Redondant linedefs suppressed!
	- Map21 : Added missing upper texture on sectors 55, 57, 69, 71, 49, 50, 61, 120, 121, 60, 96, 95, 82, 83.
		   Added missing upper texture on linedefs 2289, 141, 145, 2062 to 2064, 2567, 2567, 775 and 2563.
	- Map24 : Added missing lower texture on linedef 289.
	- Map25 : Added missing lower texture on sector 66 (start point).
		   Replaced sector 29 and 608 on editor grid (holes on textures)
		   Changed action linedef 1208 (S1 Raise floor) --> 69 (SR Raise floor)
			otherwise it's impossible to return to sector 555,
			witch allow entry toward the four teleport pillars in sector 530.
	- Map27 : Added missing lower texture on sectors 116, 239 and 117.
		   Added missing upper texture on linedef 237.
	- Map28 : Added missing lower texture on sectors 188, 182, 179, 174, 175 and 176.
		   Added missing lower texture on linedefs 1122 to 1125.
	- Map29 : Added missing upper texture on linedef 799.
		   Added missing lower texture on linedefs 477, 1145 and 1143.
	- Map30 : Added missing lower texture on linedefs 122 and 126.
		   Added missing upper texture on linedef 22.
		   Added missing upper texture on sectors 50, 69, 70, 142, 143 and 268. 

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

(Graphic's creation or modification
      - Paint Shop Pro 4.1fr. (WinShare Killer Apps)
        (http://www.wska.com)
		On Interpic : putted up inscription "Invasion II" (placement bug!)

(Creation of the Pwad : "InvasJyd.wad" with new skies (to correct bug
      and hugly effect of the original ones), and Dehacked patch.

(Nodes reconstruction with :
      -"Zennode.exe" (Ver 1.07, 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)
	 
(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

                              Invasion II v.1.0b 
                        Paul Fleschute/Moe 541@aol.com
                   http://members.aol.com/moe541/index.html
                        Rick Lipsey/Rick100974@aol.com
                  http://members.aol.com/rick100974/main.html

This is sorta a BETA version of Invasion II, the next version will be called
Invasion 98 (for TeamTNT's BOOM engine).  And I will make a full attempt to 
kill ALL the bugs. Which should't be that hard, anyway.
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Authors

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Author:             Paul Fleschute
Address:            Moe541@aol.com
Home Page:          http://members.aol.com/moe541/index.html
Editors Used:       Wintex, DoomEd 4.2, DETH 3.92 WinDEU, WAD Author (for some reason,
                    i cant stick with just one), Paint Shop Pro 4.12, Simply 3D. 
Work:               Map 1-11, 13-18 20-24,26-32, the sprites and alot of the textures.
Started:            Way back in January '97
Previous DOOM Work: PSFDooM, Hell, Trek, Hell2, Episode Hell, 
                    The Invasion (1.0, 1.7, 1.9)
Previous DOOM2 work:Megahard, Hell2               
Greetings:          Simon Z., Paul Maurone, 
                    Nick Baker, Roger Ritenour, Paul De 
                    Bruyne, Paul Zimmerman, Team Paradox, TeamTNT, Billy Daniel,
                    Ty Halderman, Mark Klem, Rick Lipsey, Jeff Byerley, bla bla bla
                    yada yada yada
Additional credits: Authors of DoomEd, DETH, WinDEU, Wad Author,
                    WinTex, BSP, RMB, Paint Shop Pro, simply 3d2.

                    Jens Hykkelbjerg, author of the Special 12.

                    Jeff Byerly, Made some of Map17, basically the left side,
                    I did the right side, and the top area
                    Adress-hoosierjb@aol.com
                    homepage-http://members.aol.com/hoosierjb/

                    Team Paradox, for quite a few textures.

                    Person in TeamTNT who did the Icarus level "War Temple",
                    which gave me an excellent idea...

                    Ty Halderman, made an attempt to figure out what was
                    wrong with level 2.

                    id Software, though has made more realistic games,
                    DOOM forever!  After all, this game's cool! 
                    
                    
Misc. Info:         TeamTNT, Team DTD, Team Paradox member.
                    Favorite comedy show is Seinfeld
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Author:              Rick Lipsey
Address:             Rick100974@aol.com
Home Page:           http://members.aol.com/rick100974/main.html
Editors Used:        DCK 3.61, WinTex, Paint Shop Pro.
Work:                Map 12, 19, 25 some of the textures, titlepic, and the skies.
Started:             March
Previous DooM2 Work: The Final Geometry, Polygon Base, Talon, Tangent to Reality.

Additional Credits:

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Composer:                    Mark Klem
Address:                     mklem@c-gate.net
Home Page:                   http://elguapo.c-gate.net/~mklem
Work:                        All the new songs, except 25,and 29
Started:                     July
Previous Music Work:         Momento Mori , Momento Mori 2 , Requiem, STRAIN,
                             All Hell Is Breaking Loose, +Gothic DM+ 
Previous Level & Music work: Cringe, MKMines, MKBlue Hell
                             Momento Mori 2 levels 9 and 26.
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Other Info.

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Levels:      All 32 of 'em, realistic, good quality.
Graphics:    Two words: 'Total Conversion'   There are over 250 new textures,
             and 90 new flats.
Music:       Yup
Sounds:      Nope, wait till next version
New Enemies: Nope, wait til next version
Known Bugs:  Some HOMs due to complexity on the far edges of maps 6, and
             7.  When you see these levels, you'll see why I was hesitant
             to get rid of some of those linedefs.  
Build Time:  A very very long time!  
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Copyright

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I (Paul) don't give a damn, but the other authors might...

If you want to use this on one of those CD's, you must send all the authors
a free copy:). (hehe)  Put our names in the cd's readme file under additional
credits :) (hehe) put "Invasion 2 included!" on the CD's cover (hehe).  

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Where to get this wad

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Uh (I always have to be a smart ass about this:)).

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Future

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The next version will add a DeHackEd patch, and use the upcoming BOOM engine.
The Version after that will add enemies.

Invasion 3, in progress by the follwing (in order in which they joined
the project)

Paul Fleschute (coordinator)
Paul De Bruyne (levels)
Roger Ritenour (textures, levels)
Paul Maurone   (textures, levels)
Nick Baker     (textures, levels)
Simon Z.       (levels)
Paul Zimmerman (levels)

If another Paul joins the team, I'll freak out!:)

Perhaps, Ultimate Invasion - Fixing those "mediocre" levels and adding
a 5th episode..
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