There's a story which you'll probably need to understand the plot (good lord, there's a plot?!) so read it or I might have to beat you down. It's at the bottom of this file. If you read anything, at least read that.
id for Doom and Q2, Raven for Hexen/ACS, Lee Killough for Boom/MBF, Randy Heit for ZDoom, Valve for Half-Life, Gearbox for OpFor, Stephen Monteith for MassMouth, TiC for the Sonic Blaster gfx/sounds, Kennith Scott for the status bar.
GFX: All new monsters are from OpFor or Half-Life. MassMouth is a Q2 PPM. The status bar is from Ken Scott's thetick.wad (spooon.zip on CDROM.com). The new BFG sprites are made by TiC (http://www.tic.de). All other weapons are from OpFor. 'The Eye' taken from Hexen (please don't kill me!).
Sounds: All enemy sounds except MassMouth's and the Stuka Bat's from OpFor or Half-Life (those two were made by me). Weapon/ambient sounds from Half-Life/Opfor/Q2. The Worm's sounds made by me, except his death sound (from OpFor). Small sample (22 secs) from 'No Leaf Clover' by Metallica also included.
Music: It's all Mark Klem and Dave Shaw stuff (because they rock total ass) except for map02 and the title music which have authors I do not know (darn).
Much, much too long. Probably four or five months.
WadED, WadAuthor, Warm, Paint Shop Pro 5/6, Sound Forge 5, WinTex, Dehacked, WadCat (the only way to merge maps without overwriting SCRIPTS lumps).
I've tried to minimize cheating (aka taking the easy way out) as much as possible, but it's tough. Anyway, I'll leave it up to you if you want to take a shortcut, but I think I got rid of them all.
As for real bugs, sometimes if you cross over a linedef a certain way you'll only set off half the script, or none of it at all. This doesn't happen very often, and I probably only know it because I playtested this thing so much.