------====== iPXMaTcH ======------ ---------- FiNaL VeRsioN --------- Compiled by Jeannot "NUMBeRsiX" Langlois jeannot12@hotmail.com (Email address **MAY** not exist after 98/05/22) Please send me an email to tell me what you think about IPXMATCH! I love receiving email, so any comments (good or bad) are welcome! Do not be shy to send a message! :-) Please read this file carefully and entirely to learn every important detail about IPXMATCH and... a little bit about myself :-). This is a new (the last) IPXMATCH version. Since IPXMATCH is now perfect (according to my quality standards) there will be no more releases. Anyway, it was supposed that there would only be ONE release, but bugs easily hide themselves :-). This version corrects the major bug of level 21 (Escape from nirvana), minor bugs in levels 6 (Rocket yard) and 12 (Deadly rifles) and a minor sky bug in levels 21 to 32. The background musics are also imported in a better way so music rippers will have no more problems stealing them :-). One sample demo (four players) recorded during our NETDOOM 97 party is also included with the package. I provided this to you because I want to apologize for this second (but last) release that will force you all to upgrade from the previous version. Please refer to the "sample demo" section for more details. The older IPXMATCH version is no longer distributed and should not be used. Please replace your old version with the final (current) version. Recorded demos with the previous version will still work except if they use level 21. To avoid any playing problems, check with all players participating in a IPXMATCH game that everyone is using the FINAL IPXMATCH version. To do so, load each IPXMATCH copy on every computer in single player mode (type "DOOM2" and press ENTER from your actual IPXMATCH directory) and check the title screen. The final version clearly indicates "FINAL VERSION". Before I forget, I want to say that I am truly sorry to bring a new version and force everyone of you to upgrade, but I did not notice these bugs during the month of beta testing. Please accept my apologies. I swear there will not be another version. Thanks. See the "corrected bugs" section to learn more about the bugs which have been removed from IPXMATCH. Please continue to read this file to learn more about IPXMATCH. Print it, frame it and place it on your room's wall (laughs). Just joking. Let's get a little more serious. This is some kind of great deathmatch package specially designed for four players network games. If you are in a hurry to see what it looks like, please make sure you unzipped the IPXMATCH.xxx archive in your actual unmodified DOOM II version 1.9 and type "IM_INST" to install IPXMATCH. Please read carefully the instructions and conditions on the screen: the installation procedure may easily fail if you do not follow them. IPXMATCH will backup your original DOOM II version 1.9 in its original directory and modify the copy's internal WAD (IWAD) in order to install the IPXMATCH patch. Do not attempt to play IPXMATCH using the provided pwads! They need to be merged in a IWAD in order to all work properly! Use IM_INST.BAT! Comments (good or bad) are welcome at my email address: jeannot12@hotmail.com. This email address **may** not be valid after 1998/05/22. Please let me hear what you think about IPXMATCH! ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ GENERAL INFORMATION ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Title: IPXMATCH Filenames: IPXLEVEL.WAD IPXSNDS.WAD IPXMUSIC.WAD IPXGFX.WAD IPXSPRIT.WAD IPXDEMO.WAD DM2LIGHT.WAD Author: Jeannot "NUMBeRsiX" Langlois Email address: jeannot12@hotmail.com This address **may** not be valid after 1998/05/22. Miscellaneous wads info: IPXMATCH can be played with one, two, three or four players, but will be best enjoyed with four players. IPXMATCH can be played cooperatively to explore the levels with other players before starting a deathmatch game. No real cooperative game is possible since no level contains monsters. IPXMATCH has been created in a way that simplifies its installation and use: once installed, no pwads are required at all. It only requires about 20 MB of the C: hard drive space once installed. See the "how to play?" section below to learn what is required for IPXMATCH to work. Miscellaneous author info: 18 and half years old. Studing in natural sciences and will study in computer science next year. Couple of college parties (eheheh!), computer maniac (why is that for? *clic* ...BOOM!), endless patience when decided to finish something (this WILL be in IPXMATCH! still just a few bugs to correct! %@*#!& !!), DOOM is the best! (yeah, sure, on my DX-33 :-), says everyday: "%@*#!& !! I hate Windows... Dos rules!", Beavis and Butthead sounds fanatic (do not worry, no Beavis and Butthead sounds are present in IPXMATCH! IPXMATCH is a SERIOUS deathmatch package! eheh... cool! :-), IPX networks fan since I and three other friends successfully understood and mounted an IPX network 13 months ago, Prisoner fan (I will not be pushed, filed, indexed, briefed, recorded, classified, declassified, forced to use Windows 95, punished or numbered -- my life is my own! :-), X-Files fan (I want to learn the truth! Why is that button for? *click* BOOM!), etc... Build time: 6.5 months for the creation and one month of beta testing. Many slow downloads from internet (accelerate, will you accelerate! %@*#!&), many ideas coming one at a time (imagination is not always present), many problems (no! texture wrongly aligned! bad editor version! sound file corrupted! %@*#!&), many Windows lockups (general protection fault... unstable system... %@*#!&), working alone on a giga-project (patience is a virtue), bad experiences with still-at-beta-phase editors (SUDDEN HANG! %@*#!&), etc... Description: These wads form a deathmatch package specially designed for four players deathmatch network games. IPXMATCH is a compilation of numerous resources from numerous people which are listed in the "credits" section of this file. IPXMATCH contains 40 new deathmatch sounds, 35 new musics, many new graphics, 32 new levels, new presentation demos, new sprites and other things which I forget. After IPXMATCH is installed, it occupies about 20 MB of the C: hard drive space but does not require any more pwads to be played! This way, more memory is left to improve the gameplay! IPXMATCH was created with the idea of providing many diverse deathmatch situations which would allow infinite hours of cool and intense deathmatching. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ PLAY INFORMATION ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Maps replaced: 01-32 Single player: Yes Cooperative 2-4 player: Yes (first the exploration - 4 starts per level) Deathmatch 2-4 player: Yes (and then the real game - 6 starts per level) Difficulty settings: N/A (partly present but no monsters) New sounds: Yes (the 40 best ones I have collected yet) New graphics: Yes (some cool ones) New sprites: Yes (great ones) New music: Yes (35 new musics) Demos replaced: Yes (1, 2 and 3) Sample demo: Yes (INTENSE.LMP) ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ HOW TO PLAY? ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ To play IPXMATCH, unzip the IPXMATCH.xxx archive in your original unmodified DOOM II version 1.9 directory and type "IM_INST". Carefully follow the instructions on the screen. In order to install IPXMATCH, you must: -- Have a minimum of 25 MB of available hard disk space on your C: drive -- Be using DOS version 6.0 or higher -- Have DOOM II version 1.9 in its unmodified original version -- Have no files missing from DOOM II version 1.9 -- Have the IPXMATCH.xxx archive unzipped into your DOOM II directory -- Not already be using a \IPXMATCH directory on your C: drive -- Be loading the IM_INST.BAT batch file from your original DOOM II version 1.9 directory -- Not interrupt the IM_INST.BAT procedure After IPXMATCH is installed, you can have a look at it in single-player mode or start a deathmatch game. Just follow your usual procedure for starting the game (type "DOOM2" and press ENTER from the IPXMATCH directory). Please note that since no pwads are required to play IPXMATCH, every player must install IPXMATCH successfully on his computer in order to be able to play IPXMATCH. If you enter IPXMATCH in single-player mode, you can watch the provided presentation demos by waiting a few seconds after the IPXMATCH FINAL VERSION title screen is displayed. A practical command-line parameter for every type of game is -DEVPARM. Even if not required, it allows you to see the instant FPS (frame per second) rate (animation rate given in number of images displayed per second and indicated at the bottom-left of the screen) and capture screens to PCX format using the F1 key in almost every case. Notice that when -DEVPARM is used, the HELP screen (which is replaced by a new one in IPXMATCH) is not available. To calculate your instant FPS rate, use this formula: 70 INSTANT FPS RATE = ------------------ NUMBER OF DOTS + 1 ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ SAMPLE DEMO ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ One sample demo has been included with the IPXMATCH FINAL VERSION package: INTENSE.LMP. This sample demo was recorded during our NETDOOM 97 party. To playback the demo, go to your IPXMATCH directory and type: DOOM2 -DEVPARM -PLAYDEMO INTENSE The "-DEVPARM" switch is optional but allows to calculate the instant frame per second rate and capture screens using the F1 key. Here is a list of the players who allowed me to record this demo: INTENSE.LMP 11 minutes 47 seconds Player #1 (Green) : Jeannot "NUMBeRsiX" Langlois Player #2 (Indigo): Marc "FaTHeRTiM" Boisvert Player #3 (Brown) : David "sMoKe" Perreault Player #4 (Red) : Daniel "NeTDaN" Dudemaine Active viewpoint: Player #2 (Indigo) ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ CONSTRUCTION ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Base: Bored of playing the original levels, bored of playing in the same levels every time I played a network game with my friends, bored of playing great and bad levels downloaded from internet which often contained a couple of weapons and almost no sufficient ammo in it, bored of downloading big pwads which only had a couple of interesting things, bored of playing pwads with too much modifications, bored of playing pwads which were created too fast and missed a certain quality, wanted change, wanted to get levels which would be great in four players games, wanted levels which would bring many hours of intense gaming, wanted the players to collapse from exhaustion and their heads to pound on the keyboard before playing and knowing all the levels. Editors used: Please refer to the "credits" section. KNOWN bugs: None. After 6.5 months of work and 1 month of beta testing, IPXMATCH is kind of bug-free and ready to use. I have tried to be as perfectionnist as I could with this project. You will notice it by having a look at the modifications I have done in every level so they could be playable for a long time without becoming bored. In fact, I may admit that there is one bug, but not caused by IPXMATCH. The skies are normally supposed to be blue from levels 1 to 11, orange in levels 12 to 20 and red in levels 21 to 32. If you warp into a level using a command line parameter, a front-end utility or a cheat code, the level's sky color will be right color. But if you start the game on level 1 and progress toward the end of the game by finishing every level using the end-level switch (without cheating), the sky will remain blue. This principle is the same if you warp in a level and continue progressing without cheating. This bug is from the DOOM II game itself. I cannot correct it. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ COPYRIGHT/PERMISSIONS ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Authors may use this package as a base to build additional packages. Since I did NOT build the provided levels myself (I modified them a little bit, please have a look at the "credits" section) and their authors did allow to distribute them, anyone can take away any part of this package and modify it to its needs. Please send me an email message to jeannot12@hotmail.com if you modify IPXMATCH! I just want to see where IPXMATCH goes and becomes! Please do not distribute any modified versions of IPXMATCH without changing its name and giving credit to all the people who made it possible! You MAY distribute this WAD, provided you include this file, with NO MODIFICATIONS. If you modify it, RENAME IT to SOMETHING ELSE and give credit to ANYONE INVOLVED in your creation (people deserve it!). You may distribute this file in any electronic format (BBS, Diskette, CD, etc...) as long as you include this file and the other files provided with the IPXMATCH.xxx archive intact. I encourage everyone to spread IPXMATCH as far as you can! Shareware CD developpers: include IPXMATCH in your DOOM II pwads directory! ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ WHERE TO GET THIS WAD ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ FTP sites: ftp://ftp.cdrom.com/pub/doom/... Since I do not know where the IPXMATCH archive will be placed once I will upload it, search under the pub/ directory of ftp.cdrom.com for IPXMATCH.xxx. XXX designates the archive format (i.e.: ARJ, ZIP, etc...). Will probably be ZIP. BBS numbers: None. Sorry, no BBS has survived the "internet bang" in my phone area code :-(. Other: Not known to date, but search for IPXMATCH.xxx (Where xxx could mostly be ZIP or ARJ). ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ CORRECTED BUGS ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Here are the bugs which have been corrected in the FINAL VERSION: 1) MAJOR BUG: All the six deathmatch start positions on level 21 were in the same vicinity. This is only a small mistake, but can lead to serious disadvantages in a deathmatch game (A player could easily get 30 frags per minute in a two-player game: the other player did always respawn in the same area). Probably this was caused by the idea of working on IPXMATCH at 3:00 am in the morning after a college party :-). 2) MINOR BUG: The interior surface of the exit doors on levels 6 and 12 were drawn as "unpegged". When opening the exit door from the inside, the texture shown a weird way of opening a door. This was hard to spot, but annoying to know for a perfectionnist :-). 5) MINOR BUG: The red sky in levels 21 to 32 had a few weird pixels in its dark spot. I corrected the problem so it does not look like the vision of someone on acid anymore :-). 4) IMPROVEMENT: The background music importation technique has been improved: Musics are now imported using the MIDI2MUS converter. This saves about 20% to 25% of space because MUS files are compressed. Since I did not know that this was the way to go, I previously used DEU to insert the MIDI files directly into PWADS. Even if the tunes played correctly in DOOM II, it was impossible to play them in editors or rip them. Sometimes it even caused some editors to crash :-). ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ CREDITS SECTION ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Here is where all the people who contributed to this deathmatch package lay in glory. Observe how many people were implicated in it. The IPXMATCH project was started on 1997/04/18 and finished on 1997/10/31. Its beta testing period started on 1997/11/01 and finished on 1997/11/30. All the resources contained in IPXMATCH were compiled by Jeannot "NUMBeRsiX" Langlois and NOBODY else. First of all, an infinite number of thanks to ID Software for providing us, the players, an excellent game: DOOM II. Think about it: played it since 1993 and still not bored of it! ÄÄÄÄÄÄÍÍÍÍÍÍ BETA TESTERS AND HELPS ÍÍÍÍÍÍÄÄÄÄÄÄ A special thank to my fellow friends: Alexandre "DiSeMBoWeLLeR" Fortier BenoŒt "RaYDeN" Sigouin Christian "ToiSoN" Gu‚vin Daniel "NeTDaN" Dudemaine David "sKYWaLKeR" Ferron David "sMoKe" Perreault Guillaume "GUiLL" Bolduc Jean-Fran‡ois "MoRTeL" Martel Marc "FaTHeRTiM" Boisvert Rapha‰l "RaPH" Bolduc S‚bastien "PaPaRasiT" Paradis Simon "Moi" Ouellet ÄÄÄÄÄÄÍÍÍÍÍÍ EDITORS USED ÍÍÍÍÍÍÄÄÄÄÄÄ I wish to thank all the authors of these fine utilities who allowed me to do so much for IPXMATCH: Windows Paint Brush v3.1 Paint Shop Pro v3.0 Paint Shop Pro v2.0 DMGRAPH v1.1 WAD Master v0.9 WAD Master v1.04á DEU v5.21 Wave Studio v2.0 IDBSP v1.1á DEUTEX v3.6 Quick MUS2MID v2.0 The Draw v4.63 Screen Thief vTD 1.01 LMPUTIL v2.20 NWT v1.3 MIDI2MUS v2.04 Sequencer Plus Gold v4.02 ÄÄÄÄÄÄÍÍÍÍÍÍ LEVELS ÍÍÍÍÍÍÄÄÄÄÄÄ These people will never be thanked enough (their imagination allows us to have such cool battlefields!): 01 Cole Savage (MANCERX3.WAD) 02 Inner Circle (DM96.WAD) 03 Gunpwdr (DCDWANGO.WAD) 04 Eric Sambach (AE_TUPS.WAD) 05 Cole Savage (MANCERX3.WAD) 06 Russ Verner (ABBSDTH2.WAD) 07 Shrew (DCDWANGO.WAD) 08 Dr FunFrock (ARROW3.WAD) 09 Russ Verner (ABBSDTH2.WAD) 10 Cole Savage (MANCERX2.WAD) 11 Shrew (DCDWANGO.WAD) 12 Russ Verner (ABBSDTH2.WAD) 13 Inner Circle (DM96.WAD) 14 Cole Savage (MANCERX3.WAD) 15 Cole Savage (MANCER.WAD) 16 Russ Verner (ABBSDTH2.WAD) 17 B. Vannatta (IGOR9.WAD) B. Weldon 18 Unknow (not mentioned) (SUPERDM.WAD) 19 Cole Savage (MANCERX2.WAD) 20 Jeremy Sammons (PIMP.WAD) 21 Nathan (DCDWANGO.WAD) 22 B. Vannatta (IGOR9.WAD) B. Weldon 23 Inner Circle (DM96.WAD) 24 Cole Savage (MANCERX2.WAD) 25 Bane (AGONISM8.WAD) 26 The Shadow (SHDWSDTH.WAD) 27 Phatman (DCDWANGO.WAD) 28 Ralph Evans (HATTRICK.WAD) 29 Eric Sambach (AE_TUPS.WAD) 30 Cole Savage (MANCERX2.WAD) 31 Perseus (BESTDML1.WAD) Hazzie 32 Eric Sambach (AE_TUPS.WAD) N.B.: All levels were modified a bit by myself: guns, ammo, exit adding, texture aligning, etc). ÄÄÄÄÄÄÍÍÍÍÍÍ GRAPHICS ÍÍÍÍÍÍÄÄÄÄÄÄ These people brought an interesting look to IPXMATCH: BRIGHT VIEW PATCH Enigma-13 (DGOLD4BT.WAD) BLUE ALPHABET Denis Grenader (DOOMNUKE.WAD) Phil Leverance STATUS BAR MrBlonde and Myself (DOOMPRO.WAD) INTERMISSION SCREEN ID Software and Myself (SPEAR OF DESTINY) TITLE SCREEN Myself DOOM END SCREEN Myself MENU CURSOR ? (Cannot remember) (ALIENS PATCH) IPXMATCH LOGO Myself RED DISKETTE ICON Myself BOSS BACK SCREEN ID Software (SPEAR OF DESTINY) BLUE SKY Dr FunFrock (ARROW3.WAD) ORANGE SKY Cole Savage (MANCERX2.WAD) RED SKY Inner Circle and Myself (DM96.WAD) CREDITS SCREEN Myself HELP SCREEN Myself MENU RED SLIDING BAR Myself LEVEL TITLES Myself NEW SWITCH TEXTURE Unknow (not mentioned) (HEROES2.WAD) N.B.: As indicated above, some graphics were modified or entirely created by me. ÄÄÄÄÄÄÍÍÍÍÍÍ SPRITES ÍÍÍÍÍÍÄÄÄÄÄÄ Other very cool resources were provided by these people: CLAW Tic (TICLAW.ZIP) DARK FORCE PISTOL Tiger (DFGUNS10.ZIP) DARK FORCE RIFLE Tiger (DFGUNS10.ZIP) RED BFG GUN Myself RED ENERGY PACK Myself DARK FORCE SHOTGUN ICON Tiger (DFGUNS10.ZIP) DARK FORCE CHAINGUN ICON Tiger (DFGUNS10.ZIP) GREY PLASMA GUN ICON Darrell Esau (ANGEL.WAD) RED BARRELS Myself RED CELLS Myself GREEN PLASMA Darrell Esau (ANGEL.WAD) GREEN PLASMA GUN Darrell Esau (ANGEL.WAD) BLUE ROCKETS Darrell Esau (ANGEL.WAD) ÄÄÄÄÄÄÍÍÍÍÍÍ DEMOS ÍÍÍÍÍÍÄÄÄÄÄÄ Thanks again to my great friends for these demos: DEMO #1 -- LEVEL 03 -- FRAG FESTIVAL Player #1 (Green) : Christian "ToiSoN" Gu‚vin Player #2 (Indigo): S‚bastien "PaPaRaSiT" Paradis Player #3 (Brown) : Marc "FaTHeRTiM" Boisvert Player #4 (Red) : Jeannot "NUMBeRsiX" Langlois Active viewpoint: Player #1 (Green) DEMO #2 -- LEVEL 13 -- CHAINGUN CHACHA Player #1 (Green) : Christian "ToiSoN" Gu‚vin Player #2 (Indigo): S‚bastien "PaPaRaSiT" Paradis Player #3 (Brown) : Marc "FaTHeRTiM" Boisvert Player #4 (Red) : Jeannot "NUMBeRsiX" Langlois Active viewpoint: Player #1 (Green) DEMO #3 -- LEVEL 25 -- SO MANY TARGETS Player #1 (Green) : Christian "ToiSoN" Gu‚vin Player #2 (Indigo): S‚bastien "PaPaRaSiT" Paradis Player #3 (Brown) : Marc "FaTHeRTiM" Boisvert Player #4 (Red) : Jeannot "NUMBeRsiX" Langlois Active viewpoint: Player #1 (Green) N.B.: Demos were recorded using a two-minute timer. ÄÄÄÄÄÄÍÍÍÍÍÍ MUSICS ÍÍÍÍÍÍÄÄÄÄÄÄ These people are also very important in the mood setting of every level and situation of the game: 01 Apogee Software (RISE OF THE TRIADS) 02 Russ Verner (ABBSDTH2.WAD) 03 Spamjav (DCDWANGO.WAD) Shrew Gunpwdr Nathan Phatman Dynamo 04 Predator (HARDCORE.WAD) Rambo 05 Unknow (not mentioned) (SUPERDM.WAD) 06 Unknow (not mentioned) (HEROES2.WAD) 07 Ian Chipman (METLDMII.WAD) 08 Ian Chipman (METLDMII.WAD) 09 Apogee Software (DUKE NUKEM 3D) 10 Ian Chipman (METLDMII.WAD) 11 Ian Chipman (METLDMII.WAD) 12 Skywalker (NIRVANA.WAD) 13 Skywalker (NIRVANA.WAD) 14 Ian Chipman (METLDMII.WAD) 15 Russ Verner (ABBSDTH2.WAD) 16 David Perreault (AUTORACE.MID) 17 Skywalker (NIRVANA.WAD) 18 Apogee Software (RISE OF THE TRIADS) 19 Skywalker (NIRVANA.WAD) 20 Martin Beauvais (T2.MID) 21 Skywalker (NIRVANA.WAD) 22 ? (Cannot remember) (BRINGEM2.MID) 23 David Perreault (KNIGHT.MID) 24 Apogee Software (RISE OF THE TRIADS) 25 Skywalker (NIRVANA.WAD) 26 Ian Chipman (METLDMII.WAD) 27 Blake Baltzley (PHM.WAD) 28 Denis Grenader (DOOMNUKE.WAD) Phil Leverance 29 Peter Gozon (KLAUS1-1.WAD) 30 ? (Cannot remember) (IMPOSSIB.MID) 31 Skywalker (NIRVANA.WAD) 32 Ian Chipman (METLDMII.WAD) MESSAGE ? (Cannot remember) (X_FILES.MID) TITLE Inner Circle and Myself (DM96.WAD) INTERMISSION Ralph Evans (HATTRICK.WAD) N.B.: As indicated above, the TITLE music has been slightly modified from the original: its useless part (never heard) has been removed. ÄÄÄÄÄÄÍÍÍÍÍÍ SOUNDS ÍÍÍÍÍÍÄÄÄÄÄÄ These people brought one of the most important thing into IPXMATCH: PISTOL Darrell Esau (ANGEL.WAD) SHOTGN Inner Circle (DM96.WAD) SGCOCK Will Pendleton (BLASTEM.WAD) SAWUP Jim Wiscarson and Myself (CHCKMATE.WAD) SAWIDL Jim Wiscarson and Myself (CHCKMATE.WAD) SAWFUL Jim Wiscarson and Myself (CHCKMATE.WAD) SAWHIT Jim Wiscarson and Myself (CHCKMATE.WAD) RLAUNC ID Software (QUAKE) RXPLOD Darrell Esau and Myself (ANGEL.WAD) FIRXPL Andy Smith (DMSFX.WAD) PSTART Steve Chaney and Myself (ANIME.WAD) PSTOP Steve Chaney (ANIME.WAD) DOROPN Apogee Software (DUKE NUKEM 3D) DORCLS Apogee Software (DUKE NUKEM 3D) STNMOV Enigma-13 (DGOLD3.WAD) SWTCHN Apogee Software (RISE OF THE TRIADS) SWTCHX Apogee Software and Myself (RISE OF THE TRIADS) PLPAIN ID Software (QUAKE) SLOP ID Software (QUAKE) ITEMUP Darrell Esau (ANGEL.WAD) WPNUP ID Software (QUAKE) OOF ID Software (QUAKE) TELEPT ID Software (QUAKE) PLDETH ID Software (QUAKE) PDIEHI ID Software (QUAKE) NOWAY Apogee Software (RISE OF THE TRIADS) BAREXP ID Software (QUAKE) PUNCH ? (Cannot remember) (DSPUNCH.WAV) STINK Darrell Esau (ANGEL.WAD) BDOPN Apogee Software (DUKE NUKEM 3D) BDCLS Apogee Software (DUKE NUKEM 3D) ITMBK ID Software (QUAKE) GETPOW ID Software (QUAKE) PLASMA Unknow (not mentioned) (ALIENSND.WAD) BFG Cole Savage (MANCERX2.WAD) DSHTGN Spamjav (DCDWANGO.WAD) Shrew Gunpwdr Nathan Phatman Dynamo DBOPN Spamjav (DCDWANGO.WAD) Shrew Gunpwdr Nathan Phatman Dynamo DBCLS Spamjav (DCDWANGO.WAD) Shrew Gunpwdr Nathan Phatman Dynamo DBLOAD Apogee Software and Myself (DUKE NUKEM 3D) DSRADIO Darrell Esau (ANGEL.WAD) N.B.: Some specially marked sounds effects above have been slightly modified by me, such as fading out, shorting, cutting, etc. ÄÄÄÄÄÄÍÍÍÍÍÍ FORGIVEN ONES ÍÍÍÍÍÍÄÄÄÄÄÄ I am a human being as you are. I am not a number, I am a free man! I am the great cornholio! All lies lead to the truth! :-) Just joking. Let's get serious. I do have the right to forget things. However, I have made sure that everyone who has helped me with this package has had his name listed above. Special cases are marked "? (Cannot remember)". Those are the names which I could not figure out, even after a great brain effort. Sorry if I forgot your name. Please accept my apologies. I'm truly sorry. On the other hand, some people's names could not be honored on this list because their identification was missing from the original resources I borrowed them from. These are identified as "Unknow (not mentioned)". Parts which were created and or modified by me are credited to "Myself" or to someone else and "Myself". These cases are self-explanatory (modifications). Enjoy IPXMATCH FINAL VERSION! May the FRAGS be with you! Never stop deathmatching! Deathmatch games start but never end! Jeannot "NUMBeRsiX" Langlois 1998/01/16 -- 00:48 Joke of the day: Humans *DO* have DIP switches like computer peripherals: DNA! ------[END OF DOCUMENT]------