
Todo:
=====
- [Map] MAP04.
- [Bug] Various strings not changed in Boom. (GOTCELL, PD_ANY...)

v4:
===
- Increased voidstaff ammo usage back to 40.
- Magic orbs, dropped or not, now always give 20 in ZDoom and derivative ports.
- Made MAP01's lowering bookcase glow.
- Moved some problematic stalactites on MAP02.
- Fixed MAP02's door and bars to be green on the automap.
- Fixed MAP03's key switches to show up as blue and red on the automap.
- All obituaries show in green in Eternity now. (Thanks Altazimuth!)

v3:
===
- Added par times for all maps.
- Converted the bitmap smallfont to individual graphics. Color-remapped them to
be completely within the green range minus the drop shadow.
- Added Boom translation tables. Many thanks to Altazimuth for doing them.
- Changed the M_DOOM to a previous iteration without the "realms of".
- Increased the damage done by Bishop attacks from 1 to 3.
- Reduced the radius of damage done by Slime Dweller corpses. It's still pretty
much equally fatal if you just stand on top of one, though.
- Enemies can now die to Slime Dweller corpses. Including Slime Dwellers. :^)
- New sprites for the Baron's attack courtesy of David G (ItsNatureToDie).
- Imp/catharsi ball now uses all 5 frames of its animation effectively.
- Added GAMEINFO (doom2.wad now loaded automatically on ZDoom startup).
- Added MENUDEF. Just changes some colors in the ZDoom options menu.

v2:
===
- MAP01's closeted monsters aren't deaf anymore.
- MAP02 has a couple extra radsuits.
- MAP03 has some more ammo.
- Final fight can't be cheesed anymore.
- Crucial switches made more obvious.
- Some new sounds.
- Egregious texture misalignments fixed, for the most part I hope.
- Beefier-looking voidstaff attack (thanks D64 for sprites).
- Extensive testing in Eternity Engine, plus some EDF lumps that define the new
strings in a working manner. Thanks heaps to Altazimuth for guidance.

v1:
===
- Initial release!