This is the first 18 wads I released, slightly reworked to play
as one megawad. The whole thing will run with any engine, including
good old doom2.exe.

Some GL and D3D engines may display HOM in some areas. This is 
caused by some of the old tricks/traps from days of doom2.exe. If
you want the maps to look proper all the way through, play it in 
software mode. I chose to not fix these HOM spots, simply because
they were a part of the gameplay when played with a software 
rendering engine.

Should you decide to use GL, or D3D, I have compiled with glbsp,
and included a .GWA. The HOM doesn't show up but in a few small
areas.

Heres a list of the maps I've included in this wad -

kmetl_1 through kmetl_13
kbase_1, kbase_v2, kbase3, kbrick1, kbrick2

I have more wads than this, but these are the only ones intended for 
doom2.exe, and I felt obligated to keeping the maps as close to 
original as possible, including doom2.exe compatability.
================================================================

Title                   : Kmega1
Filename                : Kmega1.wad
Release Date            : 11/13/2004
Author                  : Kurt Kesler
Email Address           : kurtk84@fidmail.com
Misc. Author Info       : Yes, I still like this old game!
Description             : my first 18 wads, combined as one megawad.
Additional Credits to   : ID software
================================================================

* Play Information *
Engine			: Anything that'll run doom2.wad should run this,
			  including doom2.exe v1.9.
Single Player           : Yes,thats what I intended!
Cooperative             : 2 starts are there.
Deathmatch              : No
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : Some doom2, and quake1 textures, some reworked.
New Sprites             : No
Demos Replaced          : None
================================================================

* Construction *

Base                    : My first 18 wads.
Editor(s) used          : Wauthor, XWE, Wintex4.3, glbsp
Known Bugs              : HOM caused by hardware acc. engines
                          Use a software rendering engine, or
                          just ignore it. I will not change my
                          maps.                       
Build Time              : A long while.
Compile machine         : Celery 600, 512mb's ram.
================================================================

* Copyright / Permissions *

THIS SOFTWARE IS PROVIDED AS IS AND COMES WITH NO WARRANTY OF
ANY KIND, EITHER EXPRESSED OR IMPLIED. IN NO EVENT WILL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY DAMAGES RESULTING FROM THE
USE OF THIS SOFTWARE.

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

Made by Jive between 7/déc./2004 and 28/janv./2005
For Doom Legacy Wads (aka DLW) users:
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
- Map08: I moved the red, yellow and blue walls, so that they are now
separated by a distance of 24, and not 16, which is not enough for Legacy
to allow the lowering of the last wall (the blue one). This old bug is 
not solved for now, at least for version 1.42 (birthday version).
  
- Map15: I removed the upper textures of the sectors 174 & 175, so that
there is no more the hideous see-throught bug when sectors have their
ceiling higher than the surrounding one, when this one has the sky for
texture of the ceiling.
         I have added also y offsets for the walls of the sector 119.
         I have also added a special Boom action somewhere, in order to
allow to come back if necessary (search of ammos or life, search of secret).
As far as this work of mine is dedicated to Doom Legacy Wads users, I guess
that the use of a Boom feature may not be a problem.

- Map16: I put here and there action to start and stop the crushers in
order to obtain a best framerate. Too many crushers were killing it!!!