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

     Although the levels have been only tested for a single player
game, each one of them should be able to be played as a cooperative or
deathmatch level.  I never played multi-player Doom.  Therefore, I
never had a chance to test each level except in single-player mode.

     Each level has a two-player cooperative exit.  In other words,
the single player exit is sealed off in multiplayer (by torches,
floating skulls, or other obstacles), and you need the help of one
other player in order to exit the level.

     Note to deathmatchers:  MAP16, MAP17, MAP19, and MAP20 should
be feasible for deathmatch.  If you want monsters, play at skill
levels 1 or 2.  Otherwise, play at skill level 5.

     Story?:  You have one already:  Id's Hell on Earth.

----------------------------------------------------------------------

Below are brief descriptions and hints of all the levels:


MAP15 - "Demon Pyramid"

Build Time:  3 months. - 1st level

Description:
   A stepped pyramid is at the north end of a huge outdoor area.  Two
sniper ledges flank the pyramid.  South of this outdoor area is a
winding maze of overgrown vines.  Separating the maze and pyramid is a
fissure whose bottom is filled with lava.  If you fall in, you will
certainly feel the burn.

Theme:
   I wanted a level with a little Indiana Jones theme.  The vine maze
is the jungle and the pyramid is the ancient temple which is guarded
by obstacles.  I also wanted a fairly simple level because I did NOT
have a good nodes builder when I started constructing this level.

Hints:
   * Do NOT fall into the river of lava; no items are hidden there
      and you will be stuck there until you die.
   * Some secrets are hidden near by armor helmets.
   * Look for misaligned textures while you travel on the sniper
      ledges.


MAP16 - "Outpost"

Build Time:  1 week. - 8th level

Description:
   A relatively small base taken over by demons when UAC began
experiments on interdimensional travel.  The base contains a marble
structure in the shape of an inverted cross.

Theme:
   I wanted a small level that could replace Doom's E2M1.  I also
wanted this level to be a fun deathmatch level where you can score
many frags quickly.  (Too bad I don't know someone to play Doom
with. :(  )

Hints:
   * Computer terminals can act as switches.
   * Practice your jumping skills.


MAP17 - "Death Camp"

Build Time:  3 weeks. - 3rd level

Description:
   The name of this level speaks for itself.  This base has several
places where you can gun down many troopers.  These places include:
a trench, a couple jail cells, and a mess hall.

Theme:
   Your marine is the executioner in a concentration camp.  The
humanoids in the base are just mere beasts to be slaughtered.

Hint:
   * Proceed with caution when you tread in a jail cell.


MAP18 - "River of the Damned"

Build Time:  1 week. - 6th level

Description:
   This level is a very large maze with a tiny shrine at its core.
You have many winding passages.  There are few dead ends, but it is
easy to run circles.  BTW, avoid a swim in the river unless you are
wearing a bathing suit.

Theme:
   This is an extension of the vine maze idea from "Demon Pyramid".

Hints:
   * Use your auto-map frequently.
   * Some secrets are hidden near by pools of blood or other items.
   * The tranquillity of the circle shall be broken upon thy
      arrival.
   * Be wary of items left apparently unguarded in certain rooms.
   * Take a leap of faith in certain key rooms.


MAP19 - "Square City"

Build Time:  1 month. - 9th level

Description:  
   The layout of this level is one big square containing nine
buildings.  The buildings are organized in a 3 x 3 matrix.  This
level contains a large stockpile of weapons and an army of monsters.

Theme:
   I wanted a small base or city that contains (nearly) everything
such as a huge armory where you can max out your weapons.

Hints:
   * Grab a weapon and the soul sphere ASAP.
   * Computer terminals can act as switches.


MAP20 - "Demon Hotel"

Build Time:  1 week. - 5th level

Description:
   Welcome to their lavish hotel and the gateway to hell.  This
building contains nearly 150 rockets.  This level is fairly brief and
relatively easy... unless you want to kill the one or two cyberdemons
residing in the building.  Beware of the spider.

Theme:
   This was designed to be a cyberdemon boss stage (i.e. Tower of
Babel replacement).  I thought it would be interesting to fight in
and around a single skyscraper.

Hints:
   * Look for the texture that does not match its surroundings.
   * Some secrets can be revealed if you can reach the exit.


MAP21 - "Dark Circuit"

4th level - Build Time:  1 week.

Description:
   You start in the middle of a circular arena.  Many former humans
and weapons surround you.  Outside this area is pitch dark and
invisible to your area map.  This dark circuit contains several
shotgun sergeants, specters, and barrels.

Theme:
   I wanted a level of darkness.  However, if the level was
completely dark, it would not be any fun.  Therefore the area in
the beginning of the level (i.e. the inner circle) is lit.
This was originally designed to be a secret level.

Hints:
   * The candles shall light thy path. (There are fewer candles on
      higher difficulty settings.)
   * There are no official secrets, but the sector surrounding the
      exit is tagged so you will get 100% secrets.
   * The multiplayer exit is located in one of four corners of the
      darkness.


MAP22 - "Underworld"

2nd level - Build Time:  2 months.

Description:
   The best description that I can think of for this level is that
of a fleshy wasteland connected by rocky strobe light tunnels and a
teleporter maze.  

Theme:
   The level was originally going to be a blood 'n brains wasteland.
Instead, it wound up as sort of my experimental level.  I started on
this level first, but I did not finish it until long after "Demon
Pyramid" was finished.  The reason:  severe HOMs I could not fix
until I got a good nodes builder.

Hints:
   * There are several false walls.  Your auto-map will expose some
      but not all of them.
   * Can't reach the blue key?  On ITYTD or ...Not Too Rough, play
      connect-the-dots with the candles.
   * Be careful when you shoot a barrel.
   * A very nasty surprise awaits the unwary near the exit.


MAP23 - "Toxic Hell"

Build Time:  1 week. - 7th level

Description:
   A "barrels o' fun" type of level.  Your primary threat are barrels,
rather than monsters.  The quick can survive, but the greedy will die!

Theme:
   This level was designed as a replacement for MAP23, ID's "Barrels
O' Fun".  I also wanted a level with booby traps that can kill
greedy players no matter how powerful you are.

Hints:
   * Don't try to grab more than one weapon when you start this level.
   * Watch out for the megasphere.
   * The cacodemons guard secrets.
   * Get ready to move when you flip a switch.

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

Q & A:  Below are some questions and answers I wrote up.
--------------------------------------------------------

Q:  What does PM1523.WAD mean?

A:  PM are my initials, 15 is the first level of my episode, and 23
   is the last level of the episode.


Q:  How many platforms occupied by the enemy can I access?

A:  If you see someone walking on a platform, you can reach it.
   There are two exceptions.  In MAP17, you can't dance on the food
   table (fresh brains!), and in MAP21, you can't reach the platforms
   where the imps are hiding.


Q:  Are there any inescapable traps?

A:  Yes, two to be exact.  In MAP15, if you fall into the lava, you
   are as good as dead.  In MAP17, if you get caught by the crushing
   floor but survive, you are trapped until you kill yourself with
   the rocket launcher, someone else kills you (the plasma gun can't
   touch you though), or you type a cheat code (you know what they
   are).

   (Personally, I despise inescapable traps.  Unless there exists a
    compelling reason, such as deathmatch traps for an easy frag,
    I do NOT use them.)


Q:  Are there any bugs in PM1523.WAD?

A:  Unfortunately, yes.  I discovered a few HOMs in MAP15 near
   the SW and NE corners of the pyramid.  To my surprise,
   these HOMs exist in earlier versions of "Demon Pyramid".  I
   playtested this level numerous times and never found them.  To
   see the HOM, turn your map grid on, then stand about two squares
   south of the SW corner of the pyramid and face north.  I have
   spent several hours trying to fix this bug, all in vain.
    I also had HOM problems in MAP21, I moved vertices and I tried
   BSP and Warm.  It fixed most but not all HOMs.  Now, thanks to
   Zennode, the HOM seems to have gone away (and I hope it stays
   that way).
    In short, I do my best to fix bugs when I find them.


Q:  Does a FAQ for PM1523.WAD exist?

A:  You mean "Did I write how to find all the secrets?"  No.  You
   have PM1523.WAD.  Therefore, you must have Doom or Doom][ and
   you probably have a level editor such as DEU  (or know someone
   who can get you one).  Use the level editor to examine a level
   if you can't find all the secrets.  There are some hints above.


Q:  Why are some of the levels of PM1523.WAD so difficult on UV?

A:  I am tired of listening to people who say you're NOT a man if
   you can't play Doom on UV.  The way I see it, HMP should be the
   standard, not UV.  Unfortunately, I have played many levels that
   are relatively easy on UV and, on a few occasions, even Nightmare.
   "Knee Deep in the Dead" is a perfect example of what I mean.
   Another complaint I have on difficulty levels is that the
   increase of difficulty from UV to Nightmare can be very high;
   even more so than the increase from ITYTD to UV.

    If you can't play on UV, play HMP or lower.  This is why
   difficulty levels exist.

    One final note:  If you think my levels are easy, send me a
   LMP.  Any feedback is appreciated.


You have reached the end of this file.
Enjoy your game.  Have a nice day! :)

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