===========================================================================
Primary purpose         : Single play
===========================================================================
Title                   : Jamal Jones Trilogy
Filename                : JJE1_JUDGE.wad
                          JJE1_JUDGE.deh
                          JJE2_JURY.wad
                          JJE2_JURY.deh
                          JJE3_EXEC.wad
                          JJE3_EXEC.deh
Release date            : June 1st, 2025
Author                  : Doomkid & Co, finalized by Mark Bloom & Cammy
Email Address           : [redacted]
Other Files By Author   : https://doomwiki.org/wiki/Doomkid#Body_of_work

Description             : The Jamal Jones Trilogy is the result of a mapping
                          contest that I held from January 5th, 2022 to March
                          1st, 2022 to celebrate my 20th anniversary of Doom
                          mapping (as of October 2021). I did a YouTube
                          playthrough series of all the wonderful submissions
                          I got - a whopping total of 54 maps!! - from March
                          8th through to June 12th. I played 'em all and had
                          a great time, and the 3 winners (Michael Jensen,
                          Rykzeon and Big Ol' Billy) were finally announced
                          on June 23rd and paid a couple days later.
                          
                          On July 31st, at the very reasonable request of
                          Cammy, work was started on 10 more maps for E3 to
                          fill each episode out evenly. Most of the work was
                          done by New Years 2023!
                          
                          After November 4th, 2023, Mark Bloom and Cammy took
                          care of the trilogy to polish levels, fix bugs and
                          prepare it for final release, results of which is
                          in product before you.
                          
                          -Doomkid

                          For mapper and music credits, check the text files
                          of the individual episodes.

===========================================================================
* DeHacked and Credits *
                                                    
                          Despite being 100% vanilla compatible,
                          Jamal Jones has many substantial changes to the
                          enemy roster.
                          
Monsters                : Plasma Guy (replaces Spectre) - Attacks like a much
                          slower Arachnotron. HP = 90
                          Sprites - id Software (chaingunner), Xim and David
                          G (Rifle Commando), TommyGalano5 (Rifle Commando 8
                          rotation edit), Doomkid (coloration), Tormentor667,
                          Captain Toenail, Ghastly Dragon (plasma rifle for
                          Plasma Zombie), Captain Toenail (helmet from Z
                          Sec), Mark Bloom (polish).
                          
                          Hazmat Guy (replaces WolfSS) - Acts the same,
                          except new sprites and sounds! HP = 50
                          Sprites - id Software (wolfSS), Doomkid (color and
                          edit), Mark Bloom (polish).
                          
                          Alien Imp (replaces Commander Keen) - Sturdy as
                          hell, but that's a good thing. Hurls a Baron and
                          Imp fireball in quick succession. Walks faster than
                          his weaker cousin. HP = 130.
                          Sprites - id Software (imp), Vader(Skulltag Dark
                          Imp), ItsNatureToDie (editing), Doomkid (palette
                          swap), Nanami (recolor for alt attack sprites),
                          Mark Bloom (polish).
                          
                          Blind Pinky (replaces Pinky Demon) - Has the same
                          health as always, but charges quite a bit faster
                          now! HP = 150
                          Sprites - id Software (Demon), HorrorMovieRei
                          (editing), Mark Bloom (polish).
                          
                          Toxicacodemon (replaces Cacodemon) - A little more
                          aggressive than a standard tomato, and spits a
                          toxic Baron ball rather than a standard Caco ball.
                          HP = 400
                          Sprites - id Software (Cacodemon), Doomkid
                          (recolor), Blue Phoenix (polish), Cammy (death
                          animation).
                          
                          Flame Caco (replaces Pain Elemental) - He spits
                          deadly flame at close range, but don't let his
                          followup fireball catch you off guard! HP = 550
                          Sprites - id Software (Cacodemon), Doomkid
                          (recolor), Blue Phoenix (polish), Cammy (death
                          animation and alert sound).
                          
                          Mancubus - Despite not having any changes in
                          behaviour, his hitbox is around 20% thinner, making
                          it easier to land a melee hit on him. HP = 600
                          Sprites - id Software (Mancubus), Amuscaria (face
                          of Corpulent), Mark Bloom (editing).
                          
                          Arachnotron - Hitbox size reduced by 25%. HP = 500
                          Sprites - id Software (beta arachnotron), Amuscaria
                          (Aracknight), Mark Bloom (editing).
                          
                          Revenant - Works exactly as it always was except
                          every missile in homing now. HP = 300
                          Sprites - id Software (Revenant), Amuscaria
                          (Draugr), Freedoom (missile), Mark Bloom
                          (editing).
                          
                          Of course, many of the classic enemies remain
                          untouched:
                          
                          Zombieman - 40 HP
                          Sprites - id Software (Zombieman), Doomkid and Mark
                          Bloom (editing).
                          
                          Shotgunner - 60 HP
                          Sprites - id Software (Shotgun guy), Melodica and
                          Mark Bloom (editing), Ghastly_dragon and Xim
                          (quad-shotgun zombie for pants and color
                          inspiration).
                          
                          Chaingunner - 80 HP
                          Sprites - id Software (Chaingunner), Doomkid and
                          Mark Bloom (editing).
                          
                          Imp - 60 HP
                          Sprites - id Software (imp), Vader(Skulltag Dark
                          Imp), ItsNatureToDie (editing), Doomkid and Mark
                          Bloom (editing), Midway Games (Doom 64 fireball
                          sprites).
                          
                          Lost Soul - 100 HP
                          Sprites - id Software (beta lost soul), MagicWazard
                          (Phantasm), Mark Bloom (recolor and polish).
                          
                          Hell Knight - 500 HP
                          Sprites - id Software (Baron of hell), Blue Phoenix
                          and Mark Bloom (recolor and polish).
                          
                          Baron of Hell - 1000 HP
                          Sprites - id Software (Baron of hell), Blue Phoenix
                          and Mark Bloom (recolor and polish).
                          
                          Archvile - 700 HP
                          
                          Spiderdemon - 3000 HP
                          
                          Cyberdemon - 4000 HP. Attack frames are properly
                          rendered in fullbright.
                          
Weapons                 : The lower-tier weapons have also received some nice
                          upgrades:
                          
                          - The pistol is now a tougher, faster, and
                          perfectly accurate Rifle;
                          - The fists are now a Bayonet with quadruple the
                          damage;
                          - Chainsaw, Shotgun, Chaingun and Rocket Launcher
                          have all received a slight increase to their rate
                          of fire;
                          - New weapon sprites from Alpha Doom and Freedoom,
                          edited by Doomkid, Blue Phoenix and Mark Bloom.
                          
Other                   : New artifacts, decorations and teleporter fog are
                          from Doom, Alpha Doom, Freedoom, Quake and Doom 64
                          edited by Doomkid, Cammy and Mark Bloom. Additional
                          item sprites credits: FuzzyBlaze, Mor'ladim.
                          
                          Textures were taken from "High Res Textures w/o the
                          High Res" by 40oz with credits to Kurikai for
                          maintaining the JDTP, DoomCity by Shamus Young,
                          Duke Nukem 3D, FreeDoom, Final Doom, and Alpha
                          Doom. TEKGREN and switches editing by Cammy and
                          Mark Bloom.
                          
                          Fonts are from Freedoom and Duke Nukem 3D (3D
                          Realms). Edited by Mark Bloom.
                          
                          Main menu, intermission screen etc by Doomkid, Mark
                          Bloom and Cammy.
                          
                          UI edits by Mark Bloom.
                          
                          Custom SFX by Raven Software (Heretic), Midway
                          Games (PS Doom) and Cammy.

                          Level testing and vanilla compatibility assurance
                          by Arsinikk, galileo31dos01, Inuk, Michael Jensen,
                          Hasamnas, Spie812, and Insaneprophet.

                          The DeHackEd work, MAPINFO lumps, wad compilation
                          and other general odds and ends were done by
                          Doomkid, with a little help from my friends (who
                          help me get by / high).

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

New levels              : 3 megawads with 22 vanilla-compatible levels each
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : Yes
Other                   : JJ_WHUD.wad, an optional widescreen status bar
Other files required    : None


* Play Information *

Game                    : Doom 2
Map #                   : Map01-Map21, Map31, Map32
Single Player           : Designed for
Cooperative 2-4 Player  : Designed for
Deathmatch 2-4 Player   : Player starts only
Other game styles       : None
Difficulty Settings     : Yes


* Construction *

Base                    : Rowdy Rudy 1&2
Build Time              : 3 years
Editor(s) used          : Ultimate Doom Bulder, Doombuilder 2, SLADE 3,
                          WhackEd4 and various Nodebuilders
Known Bugs              : - Some maps can have visplane overflow out of
                          bounds, which can lead to crash using noclip
                          cheat.
                          - Some maps with large monster count can hit sprite
                          limit, not rendering some monsters/projectiles
                          during big fights.
                          - e1m20 can ran out of memory and crash in DOS Doom
                          and Chocolate Doom when pressing exit switch.
                          - e2m4 can have a lot of slime trails in some
                          renderers.
                          - e2m15 drawseg overflow can occur in blue key area
                          in co-op mode.
                          - e3m1 red key room can have unintentional effect in
                          hardware renderers.
                          - e3m10 linedef skips may softlock map.
                          - Following maps affected by Savegame size limit:
                          e1m16, e1m17, e1m19, e1m20, e1m31, e1m32, e2m5,
                          e2m8, e2m10, e2m11, e2m12, e2m13, e2m14, e2m16,
                          e2m18, e2m20, e2m32, e3m18, e3m19, e3m20
May Not Run With        : ZDoom v2.4.1 and its forks due to GAMEINFO lump bug
Tested With             : Chocolate Doom, Chrispy Doom, PrBoom+, DSDA-Doom,
                          ZDoom, GZDoom, Zandronum, Eternity Engine


* Copyright / Permissions *

This work is licensed under the Creative Commons Attribution 4.0
International License. To view a copy of this license, visit
http://creativecommons.org/licenses/by/4.0/

You are free to copy and redistribute the material in any medium or format;
and remix, transform, and build upon the material for any purpose, even
commercially. If you do so, you must give appropriate credit, provide a link
to the license, and indicate if changes were made. You may do so in any
reasonable manner, but not in any way that suggests the licensor endorses you
or your use.

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

The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors