wwhc-diaz: the lore guide
the ultimate guide to the "universe" of the mod
by wildweasel

name: olivia katarina diaz
age: 25
sex: female
ethnicity: hispanic
birthplace: madrid, spain
height: 5'6"
weight: 140 lbs. (though she was hesitant to tell us)
employer: research crime prevention agency (rcpa)
rcpa rank: special agent

[from the notes of diaz's superiors]

"...diaz is clearly not a woman to mess with. i watched her during her daily
training session in the basement level gym, and she managed to hit the punching
bag so hard it split open."

"diaz is constantly breaking agency records. she has resolved situations almost
faster than they occur. you really don't need to send a team with diaz - she operates
just as effectively by herself as a full army fireteam."

[from the notes of agent hernandez, a self-proclaimed "fan" of diaz]

"she's so much better than i am, and the odd part is, i don't even
care that much."

"if i had to let any one person shoot me, i'd rather it be her."

"she kicked me in the nuts last month because i asked her how much she weighed.
i still can't feel them. i'm getting worried."

[from the mission and communication logs at rcpa headquarters during diaz's
supposedly final mission]

MISSION CODE NAME:
Rabbit Hole

MEMBERS PARTICIPATING IN MISSION:
Primary Operative: Olivia Diaz (sp.ag)
Secondary (Backup) Operative(s): Hernandez (ag)
Mission Operator: Mercedes Cortes (op)
Commander: Alejandro Molinero (dir)

MISSION PURPOSE:
Agent Diaz is to be posted at UAC headquarters on Phobos as a peacekeeper.
She is to watch over the Delta Lab unit during the Gateway experiment, and if
any unintended incident occurs, she is authorized to use deadly force to contain
any disasters to prevent them from leaving the planet.

INSERTION:
Diaz will be shuttled to Phobos via standard civilian shuttle transport (est.
insertion time: 1 hour) There, she will check in and go through the usual
registration process for new UAC employees, and then immediately report to
Delta Labs for duty.

BACKUP INSERTION:
Should Diaz be killed, incapacitated, or in need of reinforcements, Hernandez can
be sent via one of our sub-lightspeed recon vessels (est. insertion time: 15 mins).

WEAPONS AND EQUIPMENT:
Despite repeated requisition forms and numerous bribes to the quartermaster,
Diaz has been issued a peacekeeper-standard Kurdd & Schaumers P50 handgun and
five clips of ammunition, plus standard amenities for the trip. All other weaponry
and equipment is declared OSP (on-site procurement).

Hernandez, being the backup, has been outfitted with an operative-issue Judgment
Mark II pistol with attached sound suppressor.

COMMUNICATION LOG BEGINS

March 1st, 2145, 0800 hrs - OPERATION BEGINS.

[0902 hrs]

SHUTTLE PILOT: Flight 5443 to Phobos control tower, requesting permission to
land, over.

CONTROL TOWER: Flight 5443, permission granted to Hangar 18, over.

SHUTTLE PILOT: Hangar 18 acknowledged. Flight 5443 out.

[0906 hrs]

DIAZ: Special Agent Diaz to RCPA, radio check, over.

CORTES: Diaz, this is Operator Cortes. Good to hear from you.

DIAZ: Can't say the trip here has been worth it so far.

MOLINERO: Remember, Diaz. This is no vacation.

DIAZ: I never said it was.

MOLINERO: Right, well let's make sure your gear is in order.

DIAZ: One K&S P50 9mm automatic handgun, fully loaded. Five 9mm magazines,
fully loaded. Protein bars...crushed on landing impact, but otherwise okay.
Canteen...where's the canteen?

MOLINERO: Is there a problem?

DIAZ: No, no, I think it might have just been left on the shuttle...

MOLINERO: Proceed without it. You need to report to Delta Labs by 0930.

DIAZ: 09...god-dammit!

[0910 hrs]

DIAZ: This is Diaz, I'm having trouble with the hangar door. I can't seem to
get it open. Please advise.

CORTES: Hold on. I'm accessing Hangar 18's floor plans...[pause]
Got it. Diaz, that's not the hangar door. It's an emergency seal hatch.

DIAZ: What? You mean I've been trying to open this door for almost five minutes
to find out that it's not a door?

CORTES: Well, you were half-right - that is where the door would ordinarily be,
but that hatch only covers the door in the event of an...um...oh my god...

DIAZ: What? Spit it out!

MOLINERO: Cortes. CORTES! Snap out of it!

CORTES: Right, right, sorry! Hang on a second, Diaz...I need to check something.
Accessing files on the UAC network is such a pain in the...here we go...email...
Hmm. Looks like the entire facility has been placed under lockdown.

DIAZ: Was I too late?

CORTES: They wouldn't lock out their peacekeeper.

DIAZ: They would if they had something to hide. This is the UAC we're talking
about here, remember? The same company that had spies working at every major
transportation company under the sun?

CORTES: Looking at the project director's emails here...

MOLINERO: Who gave you clearance to do that?

CORTES: Director, this is one of those life-or-death situations you were talking
about at the briefing. Now as I was saying...ah, here. Says in this message that
they pushed ahead the experiment start time a whole five hours.

DIAZ: And you're saying that something went wrong?

CORTES: Well, if something had gone wrong, nobody in their right mind would
stay around at a computer terminal long enough to write an email about it.

DIAZ: Point taken. Now how can I get this door open and survey the damage?

CORTES: I'll handle that, one second here...done.

DIAZ: Thanks. Moving out!

[1015 hrs]

DIAZ: D@#$ h5re. I n@ed re-nf=r0e(en&s s$%t to P42b%s ASAP! S%$# in Her^$#^ez!
R@@$*t, s*(& in H^rna#dez!

CORTES: Diaz, you're breaking up. Say again, over?

[no response due to lost signal]

CORTES: Director, sir, Diaz's circuit's gone dead. Request permission to dispatch
secondary unit?

MOLINERO: Do it.

COMMUNICATION LOG ENDS

weapons
1. muay thai martial arts
ms. diaz has trained for years in the art of muay thai. her skills
extend to the ability to kill or disable most people with a few well-placed blows
to the neck, stomach, and crotch (for good measure). this is a combo attack - 
click the fire button repeatedly to use the entire combo. use altfire to
"finish" the combo. depending on what stage of the combo you're on,
the finishing move will be different.
	strategy: the martial arts are great for stealth - when faced with weaker monsters
that are not aware of your presence (i.e. at the start of a map), use the melee
attacks to take them out without alerting the whole level. most of the zombies
can be taken out in a single combo. pistol zombies can be taken in a single kick.
when playing in strife, melee attacks are the only way to avoid setting off
the alarms.

1b. medicorp combat boost hypo
the combat booster is designed to help remove the physical restraints on how
fast the human body is allowed to move. it contains a few major sources of
energy like caffiene and guarana, plus a shot of adrenaline and just a small
dosage of steroids. in short, it'll temporarily allow diaz to hit harder and
have quicker reflexes. her martial arts finishing moves are modified, and she
will be able to manipulate her guns much quicker, increasing reload/rechamber
speeds dramatically. it does not, however, affect weapon recoil, nor does it
have any perceivable benefits for hand grenades or energy weapons.
	strategy: even for snipers, the combat boost gives a major aid - it allows the
sniper to rechamber the next round much quicker than usual. it can make the shotgun
into a near-bottomless weapon, since a boosted reload is as fast as pumping it
normally. but the real beauty is with melee attacks - the finishing moves in
particular. in deathmatch, if you hear "ting" noises from somebody using melee
attacks, run away as quickly as you can before you get falcon punched.

1c. psionic amplifier
tri-optimum had experimented a lot with psionics - while some people had a natural
gift for shooting lightning from their fingertips, others needed something to
coerce that power forward - that something is the psi-amp. and unsurprisingly,
the uac didn't like that tri-op had beaten them to the punch, so they
developed their own version. diaz is able to manifest her psychic power
in the form of a fireball (primary fire) or a fistful of lightning (secondary).
just be careful not to overuse it or diaz will experience psionic burnout,
which hurts her a bit.
	strategy: the psi-amp is also a good stealth weapon, but it can be costly, especially
if you're using the lightning attack (which consumes 40% of your energy). the psi
energy does charge faster with the combat boost, but this comes at the cost of
making burnouts do three times the normal damage.

2. kurdd & schaumers p50 9mm pistol
the p50 is surprisingly powerful for a 9mm handgun - the army's standard-issue
sidearm, it has amazing stopping power due to internal actuators which "fling"
the 9mm cartridge forward before actually firing it. this creates just the
slightest extra boost in muzzle velocity. the rcpa issued it to diaz,
reasoning that her preferred colt 1911 was just not suitable for a peacekeeping
operation, because "you're an agent, not a collector".
	strategy: the p50 can still be useful even after picking up better weapons. if you
are out of smg ammo, the p50 can work fairly well against the zombies and imps.
you'd be wasting your ammo to use it on anything larger than a demon, though.

2b. judgment mark ii 9mm tactical pistol
the rcpa specifically commissioned this 9mm handgun to use in covert wet-work.
while it's not the most powerful weapon in its class, the picatinny rail system
enables agents to attach laser sights, tactical flashlights, or in hernandez's
case, a recoil-absorbing brick of iron to keep the weapon steady. hernandez
begins the game with this weapon.
  strategy: the judgment isn't quite the same weapon the p50 is - it does
slightly less damage, it's a little slower, it has a little less range, but
it has a quicker (and a little more damaging) melee attack, reloads faster,
and is at least twice as accurate as the p50. it's really up to personal
preference which one you use; they both use the same ammo...

2c. marteba m2042 revolver
the most sophisticated revolver of the time, the marteba uses both a
traditional gunpowder-based propulsion and a modified version of the
"gyrojet" technology. what this essentially means is a faster-travelling,
more powerful round. this upgraded version is chambered for the .50
action express round, making it more powerful than the m2040, but
at the expense of additional recoil. the .50 round also costs more,
which is part of the reason why rcpa won't let diaz use one as her
personal sidearm.
	strategy: the marteba is quite powerful, but not especially effective against
larger monsters. its strength mainly comes from being able to take on imps and
demons in one or two well-placed shots. if the first two rounds don't kill a demon,
the third is going to be overkill - run in and melee the demon instead and you'll
save yourself a bullet that could be better used elsewhere.
	fun fact: "marteba" is a cross between "mateba", the makers of a unique
"auto-revolver", and marty kirra, who helped edit most of the weapon graphics
(though ironically, he had only a small part in making the revolver).

3. makoto arms type 305 mini-shotgun
a four-shot miniaturized shotgun. cheap to produce, reliable, and easy
to load in a cinch. fires 00 buckshot. the latest evolution from the type
302, the 305 is similar in appearance but can now hold four shortened 00
shells inside its pistol grip. the weapon's pump action is controlled
by the foregrip near the front, and because there is not enough room for
the handle to pump all the way back, there is a force-multiplying pneumatic
system in place so that the handle must be pumped back only one inch for
the shell to be ejected and the next shot to be loaded. this makes it
take just a little more effort to rechamber than other shotguns, but it
makes up for it with its compact design for close-quarters combat.
	strategy: reloading after every shot is only slightly slower than just pumping
the shotgun. ammo management with the shotgun is critical, as making sure the magazine
has at least one shell in it can become nerve-wracking if you're in the middle of a
large fight. also, clicking fire at just the right point during the reload can stop
the reload early, speeding things up just that extra little bit.

3b. mauser karabiner 98k bolt-action rifle
the nazis went to hell after world war two - literally. when diaz encounters
them after the gateway incident, they come equipped with their favorite
mauser rifles. powerful rifles, but care is needed to ensure that the bullet
hits where it's supposed to. press alternate fire to shoulder the weapon and
aim down the sights - you'll be more accurate and do much more damage than
firing from the hip, but this comes at the cost of slowing you down.
fires 7.92mm mauser ammunition.
	strategy: the mauser rifle does more damage when aiming down the sight. stick to
cover and aim for the medium monsters like demons and flamers, and also barrels.
the round has no penetration, so there will be a lot of wasted damage if you use
the mauser against zombies. the rifle can also be handy against small groups of
zombies in a pinch if you don't have time to switch weapons - just don't aim
down the sight and it'll rechamber faster, at the expense of accuracy.

4. midgrais tactical defense smg39
the mp-40-based smg37 was a success for riot response, but its lacking power
and small 4.6mm caliber proved unpopular for military use. mtd revised its design
into the smg39, increasing the chamber to take 5.7mm fabrique nationale ammo,
with the side-effect of reducing its clip size to 40 and also reducing its rate
of fire dramatically. the smg39 is favored as a personal defense weapon for
field engineers as well as military police.
	strategy: the smg is perfect for crowds of zombies and imps. given its high
fire rate, it's also good for stunning larger monsters like cacos and pain elementals,
though barons and stronger monsters won't be affected as much due to their lower
painchance.

4b. "skorpion" m77-l assault rifle
the skorpion is the result of over one hundred years of technological
advances over kalashnikov's famous ak-47. while bearing the same basic
shape, the skorpion has advanced in such a way that it now bears a more
comfortable grip, shock-absorbing buttstock (reducing injuries due to
recoil), a larger magazine, and electronic stability control (attempts to
keep the gun straight during full auto fire). this revision, the m77-l,
is modified to accept a larger caliber (the 7.62mm NATO round) at the expense
of reduced clip size (20 rounds) and firing rate.
	strategy: the skorpion is best not used as a spray-and-pray. its low fire rate and
clip size means you'll need to place your shots carefully. it also works as a sniper
weapon in a pinch, though it doesn't have the range and power of the mauser.

5. ruchnoy pulemyot kalashnikova (rpk) light machine gun
like the skorpion, the rpk is based on the classic ak-47 design - but is more true
to its roots. the rpk is cheap to manufacture, quite reliable, and comes with adjustable
rear sights and a bipod for increased accuracy. unfortunately, diaz isn't quite
tough enough to fire the weapon without mounting it first - so remember to set the gun
up on its bipod (alternate fire) before trying to fire, or else you're going to
be aiming at the ceiling in no time flat. this weapon has been chambered
for 5.56mm nato rounds.
	strategy: don't reload in the middle of a clip - even a single rpk round can prove
deadly. firing without mounting the weapon first should only be used in last resorts,
and be prepared to push your mouse really far forward to compensate for recoil.

5b. kurdd & schaumers at30 anti-material slugthrower
the at30 is, to outward appearances, a hybrid of colt's famed m4a1 and fabrique
nationale's f2000, with many fundamental changes on the inside. the weapon is now
chambered for specially manufactured 15.4x55mm concentrated blast shells, which
travel perfectly straight and explode on impact - due to the way the shell is built,
this blast only directly affects whatever is in front of it, but may also
slightly hurt the shooter if the gun is fired too close to a surface - though
not to an extreme like the rpg-7.
	strategy: the slugthrower isn't very well-suited to crowds and would probably be
best used against single large monsters like mancubi, arachnotrons, and hell knights.
there is not very much splash damage, so if you have at least 50 health, don't be
afraid to use it in close quarters if needed.

6. mk.ii a1 fragmentation grenade
amazingly, the classic "pineapple" grenade is still in use - a clump of tnt
in the midst of a cast-iron shell. pull the pin, and give 'em your best fastball.
this grenade is designed to fragment, and will explode after about three seconds.
the blast from the tnt is also quite deadly, so keep your distance.
	strategy: the grenades are really effective against large foes like barons and
arch viles, but be wary of the fragments. the grenade also seems to be effective
against the spider mastermind, so get behind some good cover and lob a few at them.

6b. rpg-7 rocket-propelled grenade launcher
another classic russian weapon, in use since 1961. its rockets can pack quite
a punch on armored targets, as well as large groups of infantrymen. it's heavy, though,
which means you won't be able to do the 150 yard dash while you're holding it.
	strategy: the ultimate roomclearer, the rpg-7 is the perfect weapon to deal with the
large annoyances as well. it's probably one of the best weapons to use against the
cyberdemon. but if you're being chased, switch to a different weapon so you can move faster.

7. condensed-energy neutralizer
if there's one thing that the uac is famous for, it's the creation of amazing
hand-held super weapons. the neutralizer launches a hailstorm of pure energy
in a random spread, which will home in on whatever target diaz is aiming at.
it needs plenty of space, though, or else most of the fragments will absorb
into the walls.
	strategy: the neutralizer's ammo is easier to come by. make sure you're aiming
directly at your target (or else turn on auto-aim) or the homing effect won't work.
alternatively, don't aim directly at a target, and the neutralizer will work as a
high-powered plasma shotgun.

7b. superheated magnetic lance driver
the uac needed a cover project to keep the media's attention during the gateway
experiments on mars, so they had their team on earth working on a brand new
"multi-platform" weapon system. the lance driver is initially loaded with thousands
of thin, elongated metal "lances" (like pencil lead), and the weapon superheats them and
launches them at a velocity so high that they become plasma before even leaving
the barrel. the multi-platform concept allows the weapon to operate in various
configurations depending on who is using it - a soldier would carry it like any
other weapon, but with a few quick field modifications, the weapon can be set
up for use on automated defense turrets, remote-operated vehicle mounts, or
even autonomous military robots. in its handheld configuration, the weapon
requires six compressed energy cells to even power on, and those cells will last
for exactly 24 shots at a level one charge.
  strategy: the lance driver requires a charge to fire - hold down the fire
button to begin charging. watch the number on the charge bar to know which
charge level you're at. at level 1, the weapon shoots a few lancers that will
stab clear through anything they come in contact with. at level 2, the weapon
fires more lancers as well as a rail blast and several sprays of radiation. at
level 3, the weapon overloads and all six cells are jettisoned, where they
all detonate simultaneously and effectively eradicate anything around them...
except diaz. warn your co-op pals before you let one of these go. you don't want
to be around if they fly off into pools of lava.

enemies
possessed civilians - these run-of-the-mill uac employees were among
the weak-minded and the first to be affected by hell's twisted influence. the
civilians living on phobos are almost always armed with 9mm p50 handguns,
because the tense atmosphere of the uac facility is enough to scare some
people out of their wits. they haven't spent much time at the target range,
so they're pretty lousy shots.

military police - armed only with what is necessary to keep the peace
within the uac facilities, the mp's carry personal defense weapons (smg-39's).
they've taken some time in the target range, too, and have learned to only shoot
in short, controlled bursts.

military police swats - for when the peace needs to be kept a little more
discreetly, the mpswat team is better equipped for sting operations, quiet
infiltrations, and defusing terrorist attacks. they use the judgment mark ii
tactical handgun to great effect; a weapon that was chosen because it is less
powerful (and less likely to kill suspects) than the popular p50.

security response team - armed with mini-shotguns, the srt's pack quite a punch
and are usually depended on to guard the extremely sensitive portions of the base.
the srt's are comprised of former mercenaries, disgraced policemen, and ex-mafia
enforcers. this makes them sound pretty scary until you realize that about half
of them can't shoot worth a damn - a fact compensated for by their wide-arc
shotguns.

srt elite units - these are the guys that keep things secure, but in a more
subtle way. they're armed with the marteba m2042 revolver, and are commonly
called upon as bodyguards for uac personnel. elites tend to come from
mercenary backgrounds, many of them coming from such high profile agencies as
a.i.m., rat patrol, or the shop.

red berets - earth's special force units carry skorpion rifles, and are so
reckless as to just let loose in full-auto as soon as they see somebody. these
guys were earth's last line of defense against hell's forces, and even though
some of them remain unpossessed, they've grown paranoid enough to shoot at
diaz instead.

nazis - adolf hitler yet lives, in hell - along with his entire regime. those
who followed him were kept "intact" so that when hell's army would later invade,
the third reich would be there to help. nobody really knows where hitler is - 
but he's obviously still in charge. his men are armed with the classic
karabiner 98k rifles, and they take their sweet time aiming them, so get behind
cover before they fire.

"pest control" technicians - the name is meant to be deceiving. these guys are
srt's best of the best, the guys that get called in when the worst happens and
everything - that's _everything_ - needs to be destroyed. they're equipped with
flamethrowers, and will not hesitate to incinerate everything in their path.
unfortunately, many of them are clinically insane, which is made ever worse by
the fact that they're now under hell's influence. the scent of fire and brimstone?
more like the scent of napalm and burnt flesh. of particular note is that the
flamethrowers used by pest control are very fragile and prone to violent
explosion when struck by pretty much any kind of bullet. it is possible to kill
these guys without making them explode by using melee or electrical attacks.

imps - born of fire and brimstone, the very basic lackey of hell. this variety
does not have wings, as is commonly depicted in so many artist's renderings,
but to make up for it he is quite physically powerful. he also can throw fireballs,
which are relatively painful to you (and do nothing at all to them). actually,
fire in general does absolutely no damage to imps - so put away your flamethrowers.

the cult of baphomet - phobos was more than just an out of the way place for
the uac to perform their illicit research. it was also the best possible place
for the satanist cult of baphomet to meet, in secret, in the abandoned storage
areas of the uac's forgotten installations. it was the cult of baphomet that
originally planned to use the gateway to direct a portal into hell, but in reality
they didn't need to bother. the stranger was already determined to open a portal
himself to exact revenge on the cult's beloved leader. the cultists themselves
are clad in robes worn over their uniforms, and wield sub-machine guns stolen
from the military police armories - they also have their own unique language.

unstable test subjects - the uac's research and development in psionics did not
come without a terrible price. as they tried and tried to create a psionic weapon
on par with tri-optimum's, their volunteer testers were placed under increasingly
cruel test environments. nearly all of them lost every shred of humanity they had,
craving power and nothing more. their psionic abilities allow them to run at least
as fast as diaz, with inhuman dodging abilities. they can also throw fireballs,
lightning, and balls of ice. they are physically weak, though, despite their appearance,
and only take one or two good shots before going down. best to use a rapid-fire
weapon or the mini-shotgun on them.

assault mecha v9 - mixom industries' crowning achievement, the assault mecha is a
thirty-ton mammoth capable of traversing any terrain on its two legs. it comes
standard with fully automatic targeting systems, a 20mm machine gun, a lance
driver set to sentry mode, and a six-shot rocket pod. even one of these
things can spell the end of your squad. when destroyed, there is about a 25%
chance that you'll be able to salvage the lance driver intact and use it for
yourself.

appendix a: the cultist language

the cultists' unique language - a mix of sanskrit and latin - is directly derived
from the language of the cult of tchernobog from blood. a dictionary/translation
guide can be found at http://blood.lith.com/words.asp.

appendix h: notes on hernandez

name: "agent" hernandez
age: 28
sex: male
ethnicity: hispanic
birthplace: spain?
height: 6'2"
weight: 195 lbs. (with equipment; refused to remove)
employer: research crime prevention agency (rcpa)
rcpa rank: agent/special agent (nobody is quite sure which)
special notes (from hernandez's superiors):
"hernandez is an enigma. the only things we know for sure about him are that he
is a damn good agent, and that nobody seems to be sure what his first name is.
he seems to take interest in agent diaz, but around here, who doesn't?"
        -- operator mercedes cortez, intelligence department
        
"don't you dare ask me about the sonuvabitch."
        -- rcpa director alejandro molinero

credits
(or, what I ripped and who I give credit to)
(pretty much all of these were edited by me, somehow)

original concept and character borrowed from marty kirra

player sounds
-----
diaz: kath soucie (tavion, jk2), sally cahill (ada wong, re4)
hernandez: richard waugh (wesker, re4), jim ward (krauser, re4)

weapon sounds
-----
punches: action half-life, postal 2
kicks: postal 2
power hits: super smash bros melee
weapon melee: half-life 2, call of duty 2

psi-amp: super smash bros melee, jedi outcast, oblivion, system shock 2

p50: half-life 2, oni, fear, unreal 2
judgment mark ii: rise of the triad, call of duty 2, freesound project
marteba: call of duty 2, day of defeat, trigun, wannabe's raging bull, m.o.h. pacific assault

shotgun: nolf 2, soldier of fortune 2, resident evil 4
mauser: resident evil 4, m.o.h. breakthrough

smg39: oni, doom 3, far cry, nolf 2
skorpion: wolf3d mac, m.o.h. breakthrough, nolf 2

rpk: soldier of fortune 2, hl2 smod, doom 3, rtcw, raven shield
slugthrower: c&c renegade, sof 2, m.o.h. breakthrough

grenade: powerslave, wolf3d mac
rpg7: halflife 2, sof 2, end of days' rpg7 (hl replacement model)

neutralizer: system shock 2, prey, deus ex
lance driver: oni, nolf 2, half-life 2, myst

enemy/misc sounds
-----
shell/clip drop sounds - half-life 2, mafia, raven shield
ricochet sounds - mgs3
"aussie" marine sounds - halo, call of duty 2
swat sounds - marty kirra
shotgun marine sounds - sof 2
smg marine sounds - marathon 2
magnum marine sounds - rise of the triad, sin, doom 3
flamethrower guy sounds - rogue spear
assault marine sounds - mgs3
nazi sounds - call of duty 2
cultist sounds - eksfaktr
test subject sounds - condemned
slug marine sounds - marathon infinity, thedarkarchon, descent 2
burning death sounds - crusader, half-life 2, rtcw, marty kirra, strife, strife acolyte
						skin (unknown source), blood, sof 2, freesound project
weapon switching sounds - rise of the triad, halo, raven shield, sof 2
secret sound - forsaken
armor sounds - sof 2, doom 3, half-life
health sounds - system shock 2, rtcw, m.o.h. allied assault
key sound - wildweasel
barrel sounds - quake 4
body fall sounds - goldeneye, shadow warrior, doom enhanced
footstep sounds - condemned, half-life 2, thief, system shock 2, jedi outcast

graphics
-----
some edits of below - wildweasel
many other edits of below - marty kirra
hands - marty kirra, blood 1, hacx
p50 - marty kirra, scuba steve, rise of the triad unused artwork
judgment mark ii - marty kirra, rise of the triad unused artwork
skorpion - paul, scuba steve, thedarkarchon
fists - hacx, duke3d, shadow warrior
grenades - powerslave
minishotgun - scero, xaser
mauser - redneck deer huntin', day of defeat
revolver - paul, snarboo, powerslave
rpg7 - end of days (half-life replacement model)
smg39 - world war ii gi, rise of the triad unused artwork
rpk - soldier of fortune 2, captain red, nam/napalm, kronos
slugthrower - marty kirra
neutralizer - paul, scero, duke3d
lance driver - paul
psiamp - shadow warrior, wildweasel
shotgun guy - monster resource wad
smg guy - eriance
red beret - ???
pistol guy - captain red
swat guy - gothic99/xxlfragger
magnum guy - gothic99
flamethrower guy - rottking
slugrifle guy - tormentor667
nazi - laz rojas
test subject - id software, tormentor's bestiary
cultist - blood
fonts - epidemic (kileak 2), wildweasel
statusbar - wildweasel
barrels - doom alpha 0.4
psiamp fireball - solarsnowfall, eriance
burning death - strife
lightning death - blood
disintegrate death - strife
diaz player skin (illucia) - lazureus
hernandez player skin - gothic99, marty kirra
alternate diaz costumes - eksfaktr

coding help - marty, thedarkarchon, doomrater, zdoom forums
code borrowed - zeroprophet, xaser, tda,
				wooliewool666, hotwax, kinsie
lance driver code - ohai2yuo, doomrater
bullet puff code and graphics - caligari
weapon recoil code - vaecrius
gore effects - nash
cultist code - tormentor667
multiplayer testing - marty, eksfaktr

thanks to - zippy, snowkate, blzut3
thanks for feedback - tamashii, doomrater, lizardcommando, vaecrius,
captaintoenail, chronoteeth, xaser, tenement funster, phucket,
jodwin, bagheadspidey, hnsolo77, blade nightflame, snarboo,
cptschrodinger, commodorejohn

story - marty kirra, wildweasel

appendix z: how does this tie into the stranger?

as marty kirra once stated on the zdoom forums, i do indeed have something
of a "weaselverse" going on here. this may not be marty's ideal version of
the story, but it's at least my interpretation of doom lore. no doomguys
are present through the whole thing.

in the early 22nd century, the uac founded "phobopolis", essentially a tiny
self-contained "village" on the surface of phobos. the world rejoiced - a
significant effort was put into colonizing and terraforming the small moon
of mars. but this all came with a dark secret, namely, the uac's unethical
research: their mistreatment of test subjects and overworking engineers on
"project wells" had long been rumored, but never proven.

since the rumors had only continued to circulate, many governments wanted to
get hard evidence to shut down the uac, but feared the consequences if they
managed to set back human progress by stopping the uac from terraforming phobos.
only the european union bothered taking action: they founded the research crimes
prevention agency (rcpa), with several branches throughout europe, for the
express purpose of finding and stopping controversial research projects from ever
harming the people. the rcpa's first target: the uac.

the uac's "project wells" - the gateway experiment - served as the rcpa's
"cover" for inserting one of their own agents into phobopolis. agent diaz was
sent to the base for a purported peacekeeping operation, with orders to snoop
through the base's employee data and experiment logs as well.

we're getting a little ahead of things here. let's rewind - say, to the year
1845, where a young man is shot while attempting to save his wife-to-be. the
man died on the spot, and inexplicably found himself in hell.

this man - the stranger - had no transgressions to repay, no sins to cleanse,
essentially no reason to be in hell at all. but he could not leave. he had a
purpose. he needed to be in hell. so he served baphomet as one of a legion.

for his 300th year of service to baphomet, the stranger was rewarded a pair of
ornamental revolvers - which he immediately used to fulfill his true purpose
in hell: to assassinate baphomet. baphomet survived, however, and expelled
the stranger back to earth, year 2145, in roughly the same place where he was
killed.

here, the stranger learns what he can of how far earth has progressed, and
happens to catch a newspaper article damning the uac for their supposed
controversial research on "project wells". he infiltrates a supply dropship
to phobos - subsisting in the cargo hold by sheer force of will - and locates
the gateway laboratory, where he "instinctively" reprograms the gateway to
redirect him back to hell where he can finish the job...then he starts the
experiment early, just a few hours before agent diaz is sent in for her
peacekeeping duties.

so when agent diaz arrives, the shit has already hit the fan hours ago. the
stranger has already made it to hell (i.e. episode 3, inferno) while diaz
has only just made it to phobos (i.e. episode 1). when hernandez is sent
as backup, diaz has left radio range by passing the phobos anomaly to deimos
(i.e. episode 2) and the stranger has returned to earth to fend off the demon
invasion (episode 4/doom 2).