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THIS LEVEL IS NEITHER MADE BY OR SUPPORTED BY 3D REALMS OR ID SOFTWARE.

Title                 : Knee Deep
Authors               : Derek McPherson and Micky C 
	 ** Most has been cut and pasted from 1993's
     DOOM 1 Episode 1 : Knee Deep In The Dead 
Original Map Authors  : ID Software, John Romero & Sandy Peterson
Music                 : Kadmium - Knee Deep in the Dead 
                        based on At Dooms Gate by Bobby Prince
Description           : Action packed map designed for WGR2 Seigebreaker.

Additional Credits To : William Gee, DeeperThought and Cage for creating WGR2

Dedicated To		  : Trooper Dan
						
Beta Tested By        : Tea Monster, t800, and Lunick
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You will need to set keys/mouse for POW KEY and ALT_FIRE
See attached pictures _alt_fire.png and _pow_key.png

* IMPORTANT NOTE FOR RUNNING THE LIGHTING REDUX *

This map has been designed with the intention of being cross compatible 
for all three render modes. Software and Polymost will run proper under 
Eduke32 default settings.

I recommend a few tweaks when using the new shading renderer Polymer. 
These commands should be copied into a new file named "autoexec.cfg" 
Place this file in the root directory with "Eduke32.exe"

////////////////////////////////////////////
// POLYMER USERS SAMPLE AUTOEXEC.CFG FILE //
////////////////////////////////////////////
r_shadescale 1.08
r_usenewaspect 0

// For players having any fps issues. 
// Lower numbers = Better performance
// Remove the blocking // from these commands
// r_pr_shadowcount 6 
// r_pr_shadowdetail 4
// r_pr_maxlightpasses 5

// Gore and blood disabling variables. 
// Set to 1 to turn off
setvar goreflag 0
setvar bloodflag 0
// Remove the .txt extension from this file and throw it in the root
// directory with the executable.

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* Play Information *

- Single Player
- Difficulty settings implemented
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* Construction *

Derek	" First I ripped all 9 maps of DOOM1 Episode 1 using Silvermans WAD2MAP. 
	I wrote Mapster script for texture and sprite changes. Thanks Helixhorned!
	The rest was old school manual editing in Mapster32."

Micky	"After seeing the amazing work Drek had done with the map, I couldn't resist
	contributing. I decided to hand-place dynamic lights throughout the level to
	give it a modern, colourful yet dark new look for the shader renderer, polymer."

Construction Time      : 2 months.
						 July twenty first to August twenty fourth // Break
                         November eigth ...* November fifteenth Micky joins * 
						 December tenth ** RELEASE **
Known Bugs/Problems    : Nay.
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