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This document must be viewed with a fixed width font (as "Courier new")
=======================================================================

      Revised on January 22, 2002 by Jean-Yves Delpech, aka "Jive"

(No fondamental modifications of the levels, apart the end level Map30
See: *** WARNING *** )

(Mistakes rectification, Missing textures research and addition with :
       "WinDEU32" version 5.99b1 BCC by the "DEU team":
Renaud Paquay, Raphael Quinet, Brendon Wyber, Ted Vessenes and others.)

==============================================================================
Most of my job was to search and replace the value 242 to 280 on linedefs,
given that Zdoom and Doom Legacy don't code the 3d water with the same value.
But 242 is the only good value to code 3d bridge. So, it's only for 3d water
that I have had to replace it. And it was not evident because changing it was
not the only thing to do: some tricks (as coding a linedef with the same sector 
on both sides) must be changed on some parts on the maps, and not on others!!!

The second change was to find a solution to replace the end level coded by the
tag 666 on sectors: Zdoom allow the use of this tag on all the Doom2 maps,
therefore classical Doom2, and Legacy, use it only on Map07
(Also, in any Doom 2 level (except the ones above), you can tag sectors to 666,
and they will open like doors if the Commander Keen sprites are defeated.
Those effects happen at these levels in Doom:
Doom E1M8- Phobos Anomaly:
Tag 666: lowers tagged sector(s) when baron(s) are defeated;
Doom E4M8- Unto The Cruel:
Tag 666: lowers tagged sector(s) when spider mastermind(s) are defeated.
You will find on the concerned levels how I have made to avoid this use 
(Map08, Map23 and Map29).

Another Zdoom feature has been changed: the free choice of the branching level 
toward the first secret level Map31 ! Ian Wilson have applied that
possibility on the Map16, whereas classical Doom2 use it on Map15...
So, I have inverted Map15 and Map16.

Here is what I have also made:
- Map07: replaced vertices 190 & 124 on the editor grid line to avoid hole on floor.
         Changed width sector 150 for the same problem!
- Map08: tag "666" replaced by "1" --> action on the trigger in the secret room
           (sector 1) lower also the sector 75!
- Map10: replaced vertices 648 & 649 on the editor grid line (hole on wall).
- Map14: replaced vertexe 1016 on the editor grid line (hole on floor).
- Map31: removed action 242 on linedef 3619 and added value 280 on linedef 3618
            to give the wanted 3d effect on sector 226.
         Added sector 823 to allow deep water on sectors 223 & 224.
- Map18: removed type 9 (secret) to the unreachable sector 466.
         Added new linedefs around sector 460 to display fences (very hard work!!!)
- Map19: replaced vertices 539 & 541 on the editor grid line (hole on floor).
- Map20: added flag "invisible on automap" for linedef 4501 & 4498 (rooms for
            monsters teleport)
         Added action 123 (lower lift) on linedef 4167 to allow bypass of the
            end obstacle, because os a bug: sometimes, linedef 525 & 687 can be
            crossed --> sector 798 is raised 2 times!!!
- Map22: sector 111 modified to allow 3d water for sectors 4, 12, 109, 110, 112, 113
            because of the tearing effect.
- Map23: a lot of work on sectors 395, 7, 8, 66 to have 3d water and 3d lava.
         removed tag 666 on sector 337 and changed the way to end the level...
- Map25: made deepest the sector 544 (swimming pool on boat) to allow 3d water.
- Map26: made deepest the sector 636 (swimming pool on boat) to allow 3d water.
- Map27: 3d water.
         Erased linedef tag "two sided" on sector 506.
         Very numerous modifications.
         Added tag on sector 336 (sector with two bars) to allow their raise when
            you shoot on them (--> access to the yellow key)
- Map29: changed width sector 449 to avoid missing texture to appear.
         (tag 666!!!) --> Changed the way to end this level : sector 542 reworked!

                         *** WARNING ***
- Map30: you can find the original level as external wad "Map30.wad", because
         of the too hard difficulty to bypass all the monsters created by the
         monsters shooter (replaced by the Romero head).
         If you want to have hell on you, play it and die!

==============================================================================

(PWAD examination with "Wintex" ver 4.7 (A WAD Editor Copyright (c) 1995-2002) 
       Olivier Montanuy  montanuy@inf.enst.fr
       Javier Almenara   aojavierfdo@hotmail.com
                         jao2000@evangelion.com
              WEB Pages: http://doortohell.tripod.com
                         http://www.geocities.com/locusfocus

(Nodes reconstruction with :
      -"Zennode.exe" (Ver 1.08, from Marc Rousseau)
            rousseaum@pictel.com
            http://www.mrousseau.org/programs/ZenNode/

(Pwad reconstruction with "Wadman.exe" ver 1.03, de Carl W. Moore)
       (Sysop: The Cutting Edge BBS  (505)-479-4064)
	 
(Graphic's creation or modification)
      - Paint Shop Pro 7 (WinShare Killer Apps)
        http://www.wska.com

=========================================================================
- Intermission picture INTERPIC changed to center Herian2 logo.
- Sprites CHAINGUN (weapon 4) & CHGFB shifted down for 4 pixels
          (were not correctly centred on y axe).
- Sprites MISG (rocket launcher) & PLS (plasma gun) shifted down for 2 pixels.
=========================================================================

#########################################################################
 #  Author   : Jean-Yves Delpech aka "Jive" aka "Le freeman", 48 ans   #
 #  Email    : dlw@newdoom.com                                         #
 #  Web site : "Doom Legacy Wads" aka DLW                              #
 #             http://newdoom.com/hosted/dlw/                          #
#########################################################################
                    Where to get Doom Legacy :
#########################################################################
 #    e-mail: hurdler@newdoom.com  (Thierry Van Elsuwe)                #
 #            bpereira@newdoom.com (Boris Pereira)                     #
 #                                                                     #
 #  Web site: http://legacy.newdoom.com/                               #
 #    e-mail: legacy@newdoom.com                                       #
#########################################################################
 # Special thanks to Steven McGranahan, Robert Bäuml and Bell Kin for  #
 #  their large contribution and to others Legacy Team members.        #
#########################################################################

=========================================================================

Title          :   HERIAN2 (revision 0, 24/01/1999)

Filename       :   HERIAN2.WAD

Author         :   Ian Wilson

Email Address  :   i.w@virgin.net

Description    :   Herian2 is fully compatible with only ZDoom
		   version 1.17 or later, and with Doom Legacy
                   since Jive's adaptation (November 20, 2001)

		   Herian2 has a simple story line.  The setting,
                   time-wise, is prior to the fearsome adventures
                   that were seen in Doom and Doom2 the likes of
                   which has never been see again. Many tales have
                   been told since but, with few exceptions, most
                   although.... perhaps interesting, do not have
                   you quaking with fear like the originals.

   	   	   Before the days of Doom many of the characters
                   that we came to know in these tales and those
                   of Heretic and Hexen were closely associated
                   with each other.  Things were different then.
                   During those days the family of Cyberdemons,
                   for example, were closer to their original
                   form before they were modified (not for the
                   first time), due to necessity, for the
                   injuries they endured.  The Imps too were a
                   little different.

		   Your player character is returning from war
                   with a view to settling down to a quieter way
                   of life.  Little did he know that what he had
                   already experienced was only the 
                   beginning.  In this tale he is about to
                   encounter for the first time the Boss of all
                   Bosses, the most fearsome creature ever created.

		   Well, history did go onto show that he did
                   defeat him only for him to rise again, although
                   a little betrayal might just have helped in the
                   end.... but how did he do it.......?
			 

                   32 NEW levels, NEW textures, NEW sounds & NEW
                   monsters

                   All levels were made for single play.
                   Deathmatch and co-operative play is possible,
                   but then forget about the story and just have
                   some fun.  Many of the levels are too large for
                   deathmatch.

Credits to:        iD-software, Raven & Rogue for:
                   Doom, Doom 2, Quake, Heretic, Hexen and Strife.
                   The authors of Wintex, WARM, BSP, Windeu, DEUSF
                   and Wad Author.
                   Thanks to Randy Heit for ZDoom.  For me his work,
                   especially, has given Doom a new lease of life.
================================================================

* Play Information *

Game                    : DOOM II
Episode and Level #     : MAP01-MAP32
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Yes
Difficulty Settings     : Yes
New Sounds              : Yes
New Graphics            : Yes (and no sky problems at high
                               resolution.  No need to stretch)
New Music               : Yes (as an option, but its not my work.
                               See below)
Demos Replaced          : Yes

The music is one of two optional features of Herian2.  It is the
NIN.WAD and it influence much of Herian2's level design,
especially in the first half of the game.  At this time Herian2
was not dedicated to ZDoom and consequently would not have included
ambient sounds as it now does.  Some of you might consider that
backing music will clash with the ambient sounds and that is why it
became an option.  Here's a tip if you do use it.  Turn the music
volume down fairly low in relation to the volume for sound effects
and you will find that it doesn't clash with the ambient sounds.
Change the music volume by means of your Windows 95/98 midi volume
slider control. Do this by double-clicking on the "Loudspeaker"
icon at the bottom-right of your PC desktop.

I would like to credit the person(s) who produced the NIN.WAD but I
don't know who it is.  If the person(s) reads this then thankyou.
It is superb music.  It remains in its original form except for the
addition of a mapinfo lump for compatibility with Herian2.  For
identification I have renamed it H2-NIN.WAD and is contained in the
file H2-NIN.ZIP.

The second option is to cater for those (like me) who also like
Heretic and Hexen as much as Doom.  These are changes to sprites
(characters, weapons and artifacts) that are much more influenced
by Heretic and Hexen.  The graphics option is H2-HRTC.WAD and is
contained in a file called H2-HRTC.ZIP.

* Construction *

Base                    : New level design from scratch.
                          Exceptions - one was influenced by, but
                          not copied from, my favourite Doom2 level.
                          Same with one secret level that was
                          influenced by a Hexen level.  Another
                          secret level is based on an original
                          Herian level that was popular called (Isle
                          City).  It has been enhanced with better
                          textures, ZDoom features and some changes
                          and improvements to gameplay.

Editor(s) used          : Wintex, WARM, BSP, Windeu and Wad Author.

Known Bugs              : None that I know of.  I have hopefully
                          fixed them all since play-testing.

Herian2 was developed for ZDoom only and should be played at 640 by
400 screen resolution (best for avoiding elongated pixels that
should really be square).  If your graphics card has the facility
to set up monitor profiles (like the Matrox Mystique) then you can
make adjustments to ensure that your preferred resolution shows
square pixels at other resolutions such as 640 x 480 or 800 x 600.
It's all to do with the ratio of width to height.  Originally Doom
ran at 320 x 200 pixels but I'm afraid that's barely acceptable
nowadays.  640 x 400, having the same ratio, is very acceptable.
If you have a powerful enough PC (P2-300) and can set up the
monitor profile for 800 x 600 then it's almost as nice as GLDoom is
at 640 x 480.....Well, not quite.  If you are fortunate enough to
have a P2-350 or above then you will likely be able to play
acceptably at 1024 x 768 thanks to ZDoom.  I have done that and it
is very nice.
--------------------------------------------------------------------
--------------------------------------------------------------------
Viewed on Doomworld News, the august 4th, 2001, by Jive :
Herian 2 Download Location - Arioch - Wednesday Aug 01 19:38:09 2001 
"Eric Margolis (sricjmz@home.com) sent word that due in some part to
his requests, Ian Wilson has made the full release of the first 
32-level megawad TC for ZDoom, Herian 2, available for download 
once more : http://freespace.virgin.net/i.w/"