===========================================================================
Update to               : swake.zip
Advanced engine needed  : Limit-removing, scrolling dolls (see below)
Primary purpose         : Single play
===========================================================================
Title                   : Serpent's Wake ver. 1.1
Filename                : swake.zip
Release date            : 5/26/2020
Author                  : hervoheebo
Email Address           : [redacted]
Other Files By Author   : The Journey, Deimos Deja Vu

Description             : Choose your path in the Serpent's Wake, 
                        an all-new HERETIC adventure with three variations
                        of each map.
                        Featuring the QUEST SYSTEM: each skill level 
                        represents a different way of playing each map.
                        Monsters, items, progression, geometry and more
                        change from quest to quest, so don't think yourself
                        a master of a given map once you've beaten it --
                        that was just one variation out of three!
                        This journey's setting is a fantasy world torn 
                        apart by the Riders' invasion, its remnants
                        floating in the primeval void.
                        Blasted wastes, ruined villages and mysterious 
                        woods are just some of the fantastic locales you'll
                        encounter during this expansive adventure, so dust
                        off your Elvenwand and Tome of Power!

                        IMPORTANT NOTES: Extensive use is made of scripts
                        made with voodoo dolls on conveyor belts, so
                        this should be played with a port that fully
                        supports Heretic, is limit removing and supports
                        aforementioned voodoo doll behavior. From testing,
                        it seems that only ZDoom, and by extension GZDoom 
                        and possibly other forks, will work in practice, 
                        since they're the only ones I could find 
                        that meet these three requirements.
                        In addition, scroller speed should be the same as
                        in the original game. Maps are tested with the 
                        latest versions of ZDoom and GZDoom as of writing.
                        Improper scroller speed will mess up the timing
                        of scripts. A good benchmark is the big door in 
                        E3M3: if the light is synced with the door
                        opening, scroller speed is good. Enable the 
                        compatibility option to set Raven scroller 
                        speeds to original if there are problems.
                        If this option isn't present in your ZDoom, you
                        will need to use a more recent version.

                        The intended skill levels to use are:
                        Yellowbellies-r-us          (Quest A)
                        Bringest them oneth         (Quest B)
                        Thou art a smite-meister    (Quest C)
                        The different Quests are intended to be similar
                        to each other in difficulty and can be played in
                        any order. "Thou needeth a wet-nurse" and
                        "Black plague possesses thee" can also be
                        selected, but their associated special rules
                        will only apply to Quests A and C.

                        There is a MAPINFO file inside the WAD, in ZDoom
                        format, that is used to change the level names.
                        If this is giving you problems, try deleting the
                        MAPINFO lump from the WAD: open it up in SLADE
                        or other WAD editor, find the lump called MAPINFO
                        and delete it. Then, save the file and try again.
                        In any case, due to technical limitations, the
                        ending text is unchanged from the original.
                        Please look up the included supplementary text
                        file for more setting & story information.

                        Multiplayer note: Cooperative and Deathmatch
                        starts are included but untested. No guarantees
                        on how the game plays in multiplayer.

                        VERSION 1.1:
                        Listed release date is for version 1.1.
                        The original release date was December 7th
                        2019.
                        -How to tell which version I have?
                        In the lower right corner of the title screen
                        is space for a version number. If it's blank,
                        you have the original release (1.0).

                        Update Notes:
                        1.1:

                        General
                        -Incorrect music credit corrected in SWAKEMAP.txt
                        (Human 4 changed to Human 3)
                        -Textures ROCKTOPG, ROCKVINE and ROKVINEB changed
                         so the underlying rock texture is based on the 
                         new BRWNRCKS

                        E3M1 The Portal
                        -Changed a few lines to use the changed ROCKTOPG 
                        texture

                        E3M3 The Crypt
                        -Exit changed: switch opens a door which lets a 
                        doll scroll to an exit line, another doll dies on 
                        quest B to make this a death exit so that the 
                        player's inventory is cleared for the next map
                        (Death exit's side effects can be circumvented
                        by becoming invulnerable beforehand!)

                        E3M4 Wilderness
                        -Greater Runes in the key palace changed to C only,
                        from A or B or C
                        -Duplicate player 2 starts changed to players 3 
                        and 4 starts
                        -Secret exit room's teleporter access delayed a bit
                        -Secret exit island's floor raised 8 units so that 
                        you can't walk back up after stepping out

                        E3M6 Menhir Lands
                        -Music changed: 3 iterations each loop with 
                        differences for each one
                        -Some texture/flat changes
                        -A: 2 tomes of power removed, 1 wand crystal added,
                        more monsters added to yellow key trap, with
                        the Gargoyles changed to Fire Gargoyles since
                        their area can't be entered or left anymore 
                        (see below)
                        -Red-blue fork room: thin slice of roof corrected. 
                        Missing texture added. Torch corrected (C)
                        -Decorative stalactites near the end that were 
                        mistakenly flagged for C only have been enabled 
                        for all quests
                        -Ledge near the five standing stones (sector 21)
                        changes to impassable lines so the player can't
                        be flung to the inescapable decorative area

                        E3M7 Fortress of Arrogance
                        -Music changed: 3 iterations each loop with 
                        differences for each one
                        -A couple of non-slippery pieces of ice in the 
                        upper area made slippery


                        E3M8 Zodiac Hold
                        -Quest B: door cycle changed:

                        unchanged:
                        A: close South open North, close East open South,
                           close West open East, close North  open West

                        old:
                        B: close North open South, close West open East,
                           close East	open West, close South  open North

                        new:
                        B: close East open South, close West open East,	   
                           close North open West, close South  open North

                        unchanged:
                        C: close West open East,   close North open West,
                           close South open North, close East open South


Additional Credits to   : JCD, Keyboard_Doomer, Marcaek, Hisymak
===========================================================================
* What is included *

New levels              : 9
Sounds                  : No
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : Embedded MAPINFO in ZDoom format, swakemap.txt
Other files required    : None


* Play Information *

Game                    : Heretic
Map #                   : E3M1-E3M9
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              : Long
Editor(s) used          : Doom Builder 2, SLADE, GIMP, Anvil Studio
Known Bugs              : -In mods that change pickup items, incorrect 
                        behavior on picking up multiple health/ammo 
                        items can result in a big stack of Crystal Vials
                        being all drunk immediately, resulting in the 
                        relevant map (E3M9 or E3M5) becoming virtually 
                        unbeatable. 
                        -Decreased performance in E3M4 and E3M9.
                        -There are many places with intentionally blank
                        textures to create special effects, but if you
                        think a particular spot looks bad, feel free to
                        report it as a bug!

                        Technical limitations:
                        -In certain spots on certain quests, using an empty
                        space may give a key requirement message even 
                        though no door is visible. If a door is giving the 
                        message for the wrong key, try moving closer.
                        -You don't actually fall into the void should you
                        step off the edge, instead it acts like a damaging
                        floor. (Tip: use a Chaos Device to escape.)
                        -Some big things (dead trees) are ruled outside of
                        the player's line of sight prematurely causing 
                        their graphics to disappear too early when turning
                        away from them.

May Not Run With        : Vavoom, Doomsday, Doom Legacy
Tested With             : ZDoom 2.8.1, GZDoom 4.2.4


* Copyright / Permissions *

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

You are free to copy and redistribute the material in any medium or format;
and remix, transform, and build upon the material. 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. You may not use the
material for commercial purposes. If you remix, transform, or build upon the
material, you must distribute your contributions under the same license as
the original.

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

The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors
Web sites: doomworld.com/idgames