===========================================================================
Archive maintainer      : This is a hotfix which corrects a bug in MAP17
                          that prevented 100% Kills, as well as a bug in
                          MAP29 that could prevent it in coop multiplayer
                          and a bug in MAP18 that could get you trapped.
                          A list of the changes made in this hotfix and the
                          second release can be seen in changes.txt.
Update to               : levels/doom2/Ports/megawads/cchest4.zip
Advanced engine needed  : Boom-compatible source ports with an increased
                          SEGS limit
                          (PrBoom+ 2.5.1.3 -complevel 9 or Eternity Engine
                          v3.40.25 "Midgard" recommended)
Primary purpose         : Single play
===========================================================================
Title                   : Community Chest 4
Filename                : cchest4.wad
Release date            : August 17, 2012 (first release)
                          September 9, 2012 (second release)
                          September 12, 2012 (hotfix)
                          October 19, 2012 (second release +)
Author                  : Various (see Credits)
Email Address           : [redacted]

Description             : The fourth installment of the series, Community
                          Chest 4 boasts 32 maps made by 20 different
                          authors from the Doom community.  After four
                          years of work, they have been made available for
                          your enjoyment.
                          
                          Included in this package is the base resource WAD
                          compiled for the project, which can be found in
                          cc4-tex.zip.  It may be a good starting point if
                          you need a large, varied, and meticulously
                          organized texture WAD for your project!

===========================================================================
* What is included *

New levels              : 32
Sounds                  : No
Music                   : Yes (see Credits)
Graphics                : Yes (see Credits)
Dehacked/BEX Patch      : Yes (for level names / intermission text;
                               included inside the WAD)
Demos                   : Yes (recorded with PrBoom+ 2.5.1.3)
Other                   : OPTIONS lump (see Known Bugs)
                          MAPINFO/ZMAPINFO for ZDoom
                          (NOTE: jump and crouch buttons disabled
                                 to ensure intended gameplay)
                          EMAPINFO for Eternity Engine
Other files required    : None

* Play Information *

Game                    : Doom 2
Map #                   : MAP01-32
Single Player           : Designed for
Cooperative 2-4 Player  : Player starts only
Deathmatch 2-4 Player   : Player starts only
Other game styles       : None
Difficulty Settings     : Yes

* Construction *

Base                    : New from scratch
Build Time              : Four years
Editor(s) used          : Too many to list
Known Bugs              : As of this writing, parts of MAP14 will not be
                          rendered correctly when played in certain ports,
                          such as GLBoom+ and Risen3D.  This is because of
                          the use of the Mordeth bridge effect, which is
                          currently not supported by most hardware
                          renderers.
                          
                          On MAP18, crossing the bridge north of you will
                          cause any monsters beneath it to be teleported on
                          top of it.  This is a limitation of the bridge
                          effect used in that area and there is nothing
                          that can be done about it without crippling
                          monster movement.
                          
                          On MAP20, in PrBoom+, dots can occasionally be
                          seen floating in the air above the curving lasers
                          later on in the level.  The cause of this bug is
                          unknown to the compiler as of this writing.
                          
                          In addition, although this isn't a bug, it
                          should be noted that one level requires the death
                          of the player to exit, so if your source port
                          does not allow dead players to exit by default,
                          you must turn this function on (if such an option
                          exists).  The OPTIONS lump included in this WAD
                          serves to force this option on in the Eternity
                          Engine, so you won't need to turn it on every
                          time you play.
May Not Run With...     : Doom2.exe, Boom.exe (too many SEGS on certain
                          levels), or any source port that isn't
                          Boom-compatible

* Credits *

Project Leader          : The Green Herring
Compilation             : The Green Herring
DeHackEd Patch          : The Green Herring
Demos                   : The Green Herring
New Graphics            : Status Bar:
                            Sphagne
                          CWILEV*, CREDIT, ENDOOM, green font:
                            The Green Herring
                          TITLEPIC, INTERPIC, M_DOOM, BOSSBACK:
                            Thomas van der Velden (www.rabotik.nl)
                          HELP:
                            The Green Herring
                             (based on INTERPIC by
                              Thomas van der Velden)
Texture Resources       : NiGHTMARE
                          Espi
                          Eriance
                          Fredrik Johansson
                          Janitor
                          DaGGeR
                          Ola Bjorling
                          Vader
                          XDelusion
                          esselfortium
                          RottKing
                          Nuxius
                          Afterglow
                          AgentSpork
                          RottKing
                          Enjay
                          Huy Pham
                          SargeBaldy
                          Tormentor667
                          The GothicDM Team
                          The Requiem Team
                          The Eternal Doom Team
                          id Software
                          Raven Software
                          Rogue Entertainment
                          3D Realms Entertainment
                          LucasArts
                          H. R. Giger (converted by Stephen Renton)
			  Skulltag Team
			  Robert Babor
			  The Alpha Dog Alliance
			  Team TNT
			  The Green Herring
			  32in24-7 Texture Contributors
			  "Operation: Biowar" Team
			  Rand and Steven Phares
			  CAProduction
			  Paul Maurone
			  Kurt Kesler
			  Michael "Optimus" Kargas
			  Greenwar 2 Texture Contributors 
			  Capcom
			  Shaikoten
			  iD Software
			  Thomas van der Velden (www.rabotik.nl)
			  Risen
			  Gregory H. Revera
			  Namco
			  Magic_Man
			  Stuntman 21
			  Windows Vista MS Paint fonts
Internal Playesting Team: justanotherfool
                          Brian Nesser (Anima Zero)
                          RjY
                          Alice Jameson
                          Super Jamie
                          William Huber
                          Qaatar
                          st.alfonzo
                          azureace
                          SonidoSpeed
                          Jan Engelhardt (Hirogen2)
                          Brian Knox
                          Crusader No Regret
External Playtesters    : dew
                          pfl
                          Phml
                          j4rio
                          Memfis
                          hawkwind
                          Doohnibor
                          TimeOfDeath
                          ZDaemon Thursday Night Survival Crew
Level Design            : MAP01: Renewed Faith
                            William Huber
                          MAP02: Slugfest
                            skillsaw
                          MAP03: Three is a Charm
                            James "Phobus" Cresswell
                          MAP04: Polluted Paths
                            Forty-Two
                          MAP05: Installation Decrepit
                            Alice Jameson
                          MAP06: Survival Instincts
                            Adam Windsor
                          MAP07: Hoedown
                            James "Phobus" Cresswell
                          MAP08: Cold Reception
                            Mithran Denizen
                          MAP09: Ochregerde
                            William Huber
                          MAP10: Inner Fear
                            Dutch Devil
                          MAP11: The Grotto
                            Christoph and Josh Sealy

                          MAP12: Nectar of the Gods
                            The Green Herring
                          MAP13: Viral Implant
                            James "Phobus" Cresswell
                          MAP14: Downriver
                            Processing Control
                          MAP15: Decomposition
                            Lord Z
                          MAP16: The Forgotten Base
                            Keeper of Jericho
                          MAP17: Metastasize
                            Andy Leaver
                          MAP18: Suburbia
                            James "Jimmy" Paddock (level)
                            and Brett "Mechadon" Harrell (detailing)
                          MAP19: Technoprison
                            Josh Sealy
                          MAP20: Interstellar Sickness
                            lupinx-Kassman

                          MAP21: Shaman's Device
                            lupinx-Kassman
                          MAP22: Hell's Limits
                            C30N9
                          MAP23: Melting Universe II
                            Walter Confalonieri
                          MAP24: Detachment
                            Shadow Dweller
                          MAP25: Nightmare Complex
                            Kim "Torn" Bach
                          MAP26: Reaper's Digest
                            Kristian Aro
                          MAP27: Vulcana II
                            Paul Corfiatis
                          MAP28: Crucifix Held Close
                            William Huber
                          MAP29: Spiritual Holocaust
                            Christian Lian
                          MAP30: Ragnarok
                            Josh "Joshy" Sealy
                          MAP31: Mortar Combat
                            Forty-Two
                          MAP32: Mutare
                            Jeffrey Nordin
Music                   : Title:
                            "At Last, It Has Arrived"
                             by The Green Herring
                          Stats:
                            "The Destiny of Death"
                             by The Green Herring
                          Story:
                            "Victory"
                             by Forty-Two
                          MAP01:
                            Final Boss Theme
                            from "The NinjaWarriors" (SNES),
                            sequenced for MIDI by Robert Hansson
                          MAP02:
                            Sand Rock's Theme
                            from "Gundam Wing: Endless Duel"
                                 (Super Famicom)
                            sequenced for MIDI by cyahin
                          MAP03:
                            "They're Going to Get You" by Bobby Prince
                             from "Doom" (PC)
                          MAP04:
                            "Few" by Forty-Two
                          MAP05:
                            "The Dave D. Taylor Blues" by Bobby Prince
                             from "Doom II: Hell on Earth" (PC)
                          MAP06:
                            "Into Sandy's City" by Bobby Prince
                             from "Doom II: Hell on Earth" (PC)
                          MAP07:
                            "Hiding the Secrets" by Bobby Prince
                             from "Doom" (PC)
                          MAP08:
                            "Quad Machine" by Sonic Mayhem
                             from "Quake II" (PC),
                             sequenced for MIDI by Jay Reichard
                          MAP09:
                            "Starting Out" by Forty-Two
                             from "Plutonia 2"
                          MAP10:
                            "Icicles" by James "Jimmy" Paddock
                          MAP11:
                            "Grotto" by Forty-Two

                          MAP12:
                            "It's Gonna Be a Rough Ride"
                             by The Green Herring
                          MAP13:
                            Altantica/Aquatica Techno Music
                             from "Need for Speed III: Hot Pursuit"
                             sequenced for MIDI by Rapidkirby3k
                          MAP14:
                            "Anchor" by Mark Klem
                             from "Memento Mori II"
                          MAP15:
                            "Creeping Death" by Metallica,
                             sequenced for MIDI by "King Diamond"
                          MAP16:
                            "Waiting for Romero to Play"
                             by Bobby Price
                             from "Doom II: Hell on Earth" (PC)
                          MAP17:
                            "Mechanical Man" by Frank Klepacki
                             from "Command & Conquer" (PC),
                             sequenced for MIDI by Gecko Yamori
                          MAP18:
                            "Shrouded in Darkness"
                             by James "Jimmy" Paddock;
                             based on "In the Dark" by Bobby Prince
                             from "Doom II: Hell on Earth" (PC)
                          MAP19:
                            "Technoprisoners"
                             by James "Jimmy" Paddock
                          MAP20:
                            "We're the Robots"
                             from "Mega Man 9" (Wii),
                             sequenced for MIDI by Jace
                          MAP21:
                            "Against Nirvana"
                             from "Steam-Heart's" [sic] (PC-98),
                             sequenced for MIDI by MaliceX
                          MAP22:
                            "Hell's Limits" by Forty-Two
                          MAP23:
                            "Countdown to Death" by Bobby Prince
                             from "Doom II: Hell on Earth" (PC)
                          MAP24:
                            Theme of MAP04: Wormhole
                             from "TNT: Evilution"
                          MAP25:
                            "Fate of the Damned" by Mike Cody
                             from "Blood" (PC)
                          MAP26:
                            "The Demons from Shawn's Pen remix
                             (Doom E2M2 remix)"
                             by Kristian Aro;
                             based on
                             "The Demons from Adrian's Pen"
                              by Bobby Prince
                              from "Doom"
                          MAP27:
                            "Last Man Standing
                             (Sacraficial Symphony)" [sic]
                             by Kristian Aro
                             from "Whispers of Satan"
                          MAP28:
                            "Crucifix Held Close"
                             from "Castlevania:
                                   Portrait of Ruin" (DS),
                             sequenced for MIDI by Jayster
                          MAP29:
                            "Crawling Vermin" by Maxime Tondreau
                             from "Planet of Cartmans 2" (PC)
                          MAP30:
                            "Hell Reigns Down"
                             by Josh "EarthQuake" Simpson
                          MAP31:
                            "Mortar Combat" by Forty-Two
                          MAP32:
                            "Jerub Baal" by Jeffrey Nordin

Additional Credits and Special Thanks
from lupinx-Kassman  	: Thanks to Fredrik Johansson's Vrack series and 
			  Huy Pham's Deus Vult II MAP19 "Stargate" for inspiring 
			  MAP20 "Interstellar Sickness". The style of lighting 
			  and detailing applied in MAP20 was largely a continuation 
			  of their styles. The rainbow wave hologram near the yellow 
			  key in MAP20 is a reference to the green wave holograms
			  used in Vrack 3 and Deus Vult II MAP19. The foliage in the
			  biodome section of MAP20 was inspired by Kurt Kesler's foliage-heavy
			  KZDoom7. Thanks to Bob Reganess whose gazebo structure in aboo4.wad MAP03 
		          is referenced by the tower structure in the red key area 
			  of MAP21 "Shaman's Device". Thanks to James Wilson whose ring 
			  of poles structure in Return to Purgatory MAP13 "Catacombs" is 
			  referenced by the ring of poles structure encircling the BFG in MAP21. 
			  The wall symbols shortly before the lift ride in the yellow key branch 
			  of MAP21 are a homage to the strange wall symbol in the easternmost side of 
			  Doom's E1M5 "Unholy Cathedral". The bouncy doom3esque exit 
			  teleporter to hell in MAP21 is a homage to the same teleporters from Ian Cunnings' 
			  Community Chest 2 MAP07 "To Hell and Back" and Community Chest 3 MAP24 
			  "Amalgamation". Thanks to Thomas Van der Velden for designing the Community 
			  Chest logo which is depicted in various parts of MAP20 and MAP21. MAP21 has
			  a deathmatch-only arena which is my 32in24-3 MAP25 "Kass Duel Tower". 
			  Its ceiling lights were based on two types of ceiling lights that were used 
			  in Fredrik Johansson's Vrack 3. There were small bits of detail I added to Torn's 
			  MAP25 "Nightmare Complex" while fixing bugs with his permission near the end of CC4's 
			  development. The westernmost detail in the void was inspired by Biowar's MAP17 "Sacrilege" 
			  and the various gore chandeliers were inspired by the detailing in 
			  Alien Vendetta's MAP21 "One Flew Over The Caco's Nest". Thanks to 
			  Star Wars (even the prequels) and Nintendo v. Sega era side scrollers 
			  for inspiring MAP21. Thanks to esselfortium who made a purple coolant flat
			  for me to use in MAP20 and MAP21 as a kind gesture. Thanks to all of the folks
			  who were in #jetsons for offering encouragement. Thanks to The Green Herring who 
			  playtested, gave advice, and who made various fixes to MAP20 and MAP21 during the 
			  final compilation. And thanks to the playtesting team whose advice made the experience of 
		 	  these maps much better. All resources in this wad prefixed with "KS_" are 
			  described individually in detail in OldResourceCredits.txt of LKTex.

* Copyright / Permissions *

Authors may NOT use the contents of this file as a base for modification or
reuse.  The sole exception to this is the Community Chest 4 Resource WAD,
which is included with this file in cc4-tex.zip; you may use it as long as
you credit the creators of the textures.  Permissions have been obtained
from original authors for any of their resources modified or included in
this file.

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 you include this file intact.  I have
received permission from the original authors of any modified or included
content in this file to allow further distribution.

This PWAD contains select texture(s) and flat(s) that can originally be
found in GothicDM or Gothic2.  Credit and thanks go out to the artist(s)
of said flat(s) and texture(s) and also to the rest of the Gothic Crew
(1997/98).  The ORIGINAL GothicDM(2).ZIP can be found at CDROM.COM.  Each
said PKZIP archive contains thirty-two professional quality levels and
music.
(Ironically, CDROM.COM no longer exists; the above mentions it only
because the conditions of the Gothic Deathmatches texture pack require you
to print the above text verbatim.  You can, however, find the original
GothicDM(2).zip on the idgames/ archive at gamers.org and its mirrors.)

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

The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
