===========================================================================
Archive Maintainer      : Replace doomenh.zip, please.
Advanced engine needed  : ZDoom/GZDoom
Primary purpose         : No levels included
===========================================================================
Title                   : Doom Enhanced v1.2
Filename                : DOOMENH.WAD, DOOMENH-ITEMS.WAD, DOOMENH-ST.WAD
Release date            : 
Author                  : The Kins
Email Address           : thekins@gmail.com
Other Files By Author   : heh
Misc. Author Info       : Hurf.

Description             : This add-on enhances Doom, Doom 2 and Final Doom,
			  evolving various features of it into something
			  more interactive and visually interesting, via
			  features from the games it inspired, without
			  altering the core gameplay too much. 
			  For details, see below.
===========================================================================
				ADDITIONAL CREDITS:
===========================================================================
id Software, Zdoom and GZdoom teams: Duh.
Corwin: Liquid effects based on his splash3.wad.
CutmanMike: Inspiration, help and some testing.
Cory Wittle: Inspired by his Immoral Conduct mod for EDGE. Unlike
	     SOME PEOPLE however, I didn't use his resources.
Nash Muhandes: Used his blood code from an old version of nashgore.wad.
Raven: Used some Heretic/Hexen sounds as a base.
Rouge: Used some Strife sounds as a base.
Epic Games: Torch flare graphic, some Unreal sounds used as a base.
3D Realms: A couple of spark sprites.
Banjo Software: Used some HACX graphics for debris
Monolith: Edited some Matrix Online sounds (WolfSS's gun)
Jer Sypalt: Some sounds from his Mindgrind Audio packs for Quake and Q3A.
Bobby Prince, Jay Reichard, George Stone, Team TNT: Music.
Valve Software: Some HL2 sounds used as a base.
Vader: Alternate Imp Death (Edited from KDiZD/ST Dark Imp)
Skulltag Team: DSTAUNT sound.
Blade Nightflame: Torch flare lighting effect.
Wildweasel: Bullet spark code.
Neoworm, Carnevil, Phi108: Blood Demon + sprite edit for demon alt death.
Eriance: DoomImpBall trail sprite.
===========================================================================
* Actual Enhancements *
- Quake-style gibbing.
- Nashgore blood and Corwin's splash mod.
- Alternate death sequences for the Zombieman, Shotgunner, Imp, Marine and
  Pinky that are sometimes played instead of the normal one, for variety.
- Player now has an actual "standing still" frame, instead of balancing on
  one foot.
- Footsteps and body thud sounds, both for players and monsters.
- Most of the props can be broken, gibbed or otherwise affected.
- Sound enhancements - Imp Pain, Caco Pain, Lost Soul Pain, Chainguns and
  some monster weapons now have their own sounds instead of reusing the
  same old one.
- Projectiles use teleporter lines and make sounds as they whiz past you.
- Some little slightly-hidden things that will put a smile on your face.

I also included a optional extra wad, Doom Enhanced Items, which should be
loaded after doomenh.wad. It adds on...

- Shell casings.
- Unique pickup/raise sounds for all weapons and items.
- Invuln uses the Heretic effect instead of the nauseatingly ugly Doom one.
- Fist is silent. 

I also included another optional extra wad, Doom Enhanced Skulltag, which
should only be used in Skulltag, and loaded after doomenh-items. It's
somewhat of a work in progress. It adds...

- Unique pickup/raise sounds etc. for ST weapons.
- Multiplayer-friendly adjustments to the player and gib-spawners.
===========================================================================
* NEW IN VERSION 1.2 *
- Changed the DoomImpBall trail (thanks Eriance and Wooly Wool!)
- Fixed most Skulltag lag problems - the game should actually be playable now.
- Fixed a bug where the Archvile would not resurrect enemies that had
  used their alternate death animation. (thanks Wooly Wool!)
- Changed the Secret sound effect from that crappy altered Wolf3d sound
  to a slightly altered DSGETPOW (Thanks whatever sourceport gave me this idea!)
- Replaced the terrible, TERRIBLE "Stealth monsters" that nobody likes or
  has ever liked with Spectre versions of the monsters.

This should be the last version, at least for a while.


* NEW IN VERSION 1.1 *
- Fixed a readme typo in Nash's surname. Sorry!
- Replaced the radsuit sound.
- Added preliminary Skulltag support!


* What is included *

New levels              : None.
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : Zdoom-specific files (DECORATE etc.)
Other files required    : A Doom game. Duh.


* Play Information *

Game                    : Doom, Doom 2, Both Final Doom episodes.
Map #                   : All Vanilla maps, maps that don't alter monsters.
Single Player           : Designed for
Cooperative 		: Designed for
Deathmatch 		: Designed for
Other game styles       : Will never work with Zdaemon ever ever ever
                          because they're too stubborn to upgrade from
                          a, what, eight year old version of Zdoom?
Difficulty Settings     : Not applicable.


* Construction *

Base                    : From scratch.
Build Time              : Why is this field even HERE?
Editor(s) used          : XWE, Goldwave, PSP8, Notepad.
Known Bugs              : - May flatten your framerate in VERY rare
                            circumstances. I'm assured that this wad
			    runs alright on a Pentium 75, so either
			    stop running seven different builds of Firefox
			    at once, or adjust your settings!
			  - May cause lag in multiplayer. I've tried hard
			    to avoid this, but have been unable to test it.
			  - Skulltag Grenade Launcher still uses the rocket
			    fire sound. Can't do much about this at the moment.
			  - Skulltag Grenade can kill enemies without exploding.
			    I have no access to much of the ST DECORATE, so...
			  - Skulltag weapons won't autoselect on pickup.
			    I have no clue why not.
			  - WILL cause havoc with DEHACKED stuff that alters
			    the monsters. Since DEHACKED is obsolete in
                            ZDoom this is about as concerning as the grass
                            being green. However, this might ruin your day
                            if you want to play	older wads like Decade, but
                            I'm sure you'll live.
May Not Run With...     :   Source ports not based off Zdoom 2.1.8 or later.
			    Skulltag 0.97c or earlier.


* Copyright / Permissions *

Authors MAY use the contents of this file as a base for
modification or reuse. In fact, you know what? Go ahead and
use this in your WADs however you like! Hack it up, alter it, fix
my horrible code, whatever you feel like! All I ask in return is
that you email me (thekins@gmail.com) once you release something
this uses, so I can check it out. Cheers!


You MAY distribute this file, provided you include this text file, with
no modifications.  You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as blah blah blah. You've
read this shit ten thousand times. Just play it!


* Where to get the file that this text file describes *

The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Web sites: http://kinsie.helloiaminter.net/
FTP sites:

