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   Le Gars Qui A Fait Doom - Level Collection

	by the French Doom Community



		- Extra information -
   =======================================================



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CONTENT :
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1.  INTRODUCTION            
                                
    1.1 Compatibility           
    1.2 Resources               
    1.3 MIDI Music
    1.4 Mod Compatibility
                           
2.  STORY
                            
3.  INSTALLATION                          

4.  LEVEL INFORMATION

5.  BUGS

6.  TEAM INFORMATION

    6.1 The Team
    6.2 Texture Credit List
    6.3 Special Thanks

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[1] INTRODUCTION :
------------------

  Le Gars Qui A Fait Doom - Level Collection is a series of 8 new maps for Limit Removing
source ports, using The Ultimate Doom as the IWad of choice.

  These maps were created over the span of a month, in January of 2024. They were made to
be released alongside "Le Gars Qui A Fait Doom", the official French translation of John
Romero's autobiography ("Doom Guy - Life in First Person"), due to be released in March of
2024 by Omaké Books - a French book editor dedicated to gaming, japanese culture and 
YouTube content creators' related publications.

  All of these maps are inspired by John Romero's levels, work, or even personal life events.


[1.1 Compatibility]

  Le Gars Qui A Fait Doom - Level Collection should work with any Limit Removing port, 
such as PrBoom, ZDoom, GZDoom, Zandronum, etc.

  DSDA Doom is the recommended port (with compatibility level set to 3).


[1.2 Resources]

   Textures :
	Le Gars Qui A Fait Doom - Level Collection comes with a dedicated texture pack 
that includes content from other Romero games, such as Quake.

	Please check section 6.2 below for a comprehensive list of texture credits.

   GFX :
	- TITLEPIC, CREDIT, M_DOOM and intermission map screens / level names
	were created by William "[WH]-Wilou84" Huber using elements
	from the official Omaké Books cover art.
	

[1.3 MIDI Music]

   (Check map information for more details)

[1.4 Mod Compatibility]

  Le Gars Qui A Fait Doom - Level Collection should work well with mods, as it doesn't
contain any major modification (aside from level names in the DEHACKED patch).

[2] STORY :
-----------

  (Check map information for more details)

[3] INSTALLATION :
------------------

  Simply drag & drop LGQAFD_[Author]_[Map slot].wad onto a source port executable (i.e. ZDoom or PrBoom).
  
  Alternatively you can type into the command line :
  " zdoom.exe -iwad doom.wad -file LGQAFD_[Author]_[Map slot].wad "
  
  If you aren't using zdoom.exe, replace zdoom.exe with the name of your source port of choice.

  Each wad contains a single map that is accessible at a given map slot. For example,
in LGQAFD_Alephany_E1M8.wad, you'll be able to play a map by Alephany located at the
E1M8 slot.
	

[4] MAP INFORMATION :
---------------------

-=-=-=--=-=|Alephany_E1M8|=-=-=--=-=-
Level name : Undesired Reincarnation
Author(s) : Alephany
Build time : 2-3 weeks
Editor(s) used : Ultimate Doom Builder
Music track : Ultimate Doom - Sinister
Bugs : No idea
Inspiration : N/A
Author comments : The goal while making this map was to be the most classic Doom map I could do. Using only stock textures, I'm pretty surprised it took so little time to make.
In case anyone thinks it's not beatable with No Monster, I've added a little something in the map just for that. Nothing impossible but just be fast and you'll be fine.

Don't expect much for the deathmatch part. I've never played any and very low effort went into it.


-=-=-=--=-=|Datacore_E1M1|=-=-=--=-=-
Level name : Nouveau Sang
Author(s) : Maxime "Datacore" Bisiaux
Build time : 7 days
Editor(s) used : Doom Builder 1.68
Music track : 
Bugs : No.
Inspiration : N/A
Author comments : N/A

-=-=-=--=-=|Duskolos_E3M1|=-=-=--=-=-
Level name : Lift & Traps
Author(s) : Duskolos
Build time : 2 weeks
Editor(s) used : Ultimate Doom Builder
Music track : ~
Bugs : 
Inspiration : Wolfenstein, sigil, doom 2
Author comments : The time we had to make a map was not the best condition to come up with something good and complex. 
Without much inspiration and time available I tried to concentrate the map on one gimmick (the lift) and 
make multiple linear sections at each floor, also the level plays differently if you choose UV. 

I'm satisfied with the level nonetheless, if given more time I would undoubtedly taken more inspired 
by sandy petersen's mapping and accentuate romero's legacy with references. 

Enjoy. 


-=-=-=--=-=|franckFRAG_E3M1|=-=-=--=-=-
Level name : Encounter of the third John / Rencontre du troisième John
Author(s) : franckFRAG
Build time : 1 month
Editor(s) used : Ultimate Doom Builder, Slade
Music track : E2M4 from Ultimate Doom
Bugs : Some items may be on-high on the STEPTOP deck
Inspiration : Ultimate Doom, Romero's maps from Doom, SIGIL 1 & 2

Author comments : 
I made this map inspired mainly by Sigil 1&2. The difficulty of the map rises in niche, until the meeting of John, where the difficulty reaches its paroxism. Find the yellow key to John Romero’s office in order to be better helped in your progress.

If you are a beginner, or you don't like to play hard maps, I suggest you to play the map in Hurt Me Plenty.


-=-=-=--=-=|Nixx_E1M5|=-=-=--=-=-
Level name : Ère Romerienne / Romerian Era
Author(s) : Nixx
Build time : 3 weeks
Editor(s) used : Ultimate doom builder
Music track : "Suspense" from Doom
Bugs : ~
Inspiration : Ultimate Doom, Doom II, Romero's maps from Doom, Quake and SIGIL

Author comments : 
The guideline of this map was to try to reproduce certain level design gimmicks from John Romero, 
while introducing certain more or less subtle references from different maps that he designed. 
The most striking is obviously the first part of the map, resembling SIGIL visually but using a layout and certain elements from E1M1.
The other element to respect was to follow the level design rules mentioned, but not systematically, 
Romero himself did not always respect them


-=-=-=--=-=|Roofi_E1M1|=-=-=--=-=-
Level name : Grand Canyon
Author(s) : Roofi
Build time : 2-3 intense weeks
Editor(s) used : Gzdoombuilder, Slade, my brain
Music track : "Sign of Evil" by Bobby Prince, from Doom
Bugs : Some homs appear if you die in the pools with the deep water effect but you're unlikely to be killed in them. Some annoying slimetrails may appear too.
Inspiration : I got inspired by several wads, video games and real-life locations and of course Romero's personal life. Let list them as much as possible !

I - Real-life location

1) First of all, the goal was to recreate a way more hostile version of the Sonora Desert with nothing else than the stock resources. Why the Sonora Desert? Because Romero lived in Tucson, a town located next to it. I searched images on google in order to catch the overall theme. 

II - Other video games

a) Half-Life, and more specifically a specific part from "Surface Tension" chapter in which you reach a cliff from a pipe. This is one of the most oustanding passage from the game and I wanted to do a small homage for the 25th birthday too.
b) Tomb Raider III, it has a cool mesa-themed level inside.

III - Other Wads

a) Map 17 "Rocket Luncher" from Warrior.wad by Ilya N. Pashchenko, I took the wrecked helicopter from this map and reworked it in my way. Beside that, I love the classic adventurous feeling of this map and this wad.
b) Doomsday of UAC by Leon Martin Lim. It contains a destroyed car in it. I used it as inspiration for the truck in this map.
c) My own map from Tangerine Nightmare for the secret key

Author comments : Your team's helicopter was destroyed in mid-air by
                          an unidentified projectile from a non-human force.
                          You are the only survivor, and your only hope is to
                          contact the rescue services to come and get you out
                          of this immense desert.


-=-=-=--=-=|Yugiboy_E4M1|=-=-=--=-=-
Level name : Say Hello to Sunshine
Author(s) : Yugiboy85
Build time : About a week, on and off
Editor(s) used : Ultimate Doom Builder, Slade
Music track : "Undefined" by AD_79  
Bugs : None that I can think of
Inspiration : N/A
	
Author comments :
	 This map was initially done for a project (sort of) started in correlation with the anouncement of the impending release of john romero's biography in france. When I heard about this project, I was a little worried that I couldn't do anything for it. Mainly due to the limited roster of doom 1 and, my inexperience altogether with this Iwad. But, I decided to step aside all that and started drawing shapes. Lo and behold, it turned into this map. 

The water raising gimmick was something that came along with me fooling around with "floor raise by 24" which I had never used before and, that was pretty fun. I did decide to introduce the player to the gimmick as soon as the map is loaded so that they know exactly what to do. Hopefully it translates well. 

The general theme for this map is more on the quake side of things, mixed with some sand areas. One of my fellow mappers told me that it kinda had an egyptian feel to it which is, surprising, but, you know what, I'll go with it :D 

There were so many times where my mind was like "oh, an archvile would be nice here" or "oh, a bunch of revs and a few mancubi would be cool here" and then, I remembered this was doom 1 haha. 

It's pretty easy, slaughter-light and should be a pushover for most players. Don't let your guard down on the final fight though, that one can get explosive really quickcly :D 

This layout, imo, works pretty well for DM too actually.

A second version of the map (for DM) was actually made and, I will share it here too. (there are no player 1 starts)
Do note that the DM version was untested and just has a few weapons/items slashed around. It's the same map but, everything is opened up already (the water is also raised) and most of the railings were taken out to ease the flow.  

The sky was edited by franckFRAG 
Ask him if you wanna use it elsewhere, it's not really my place to decide haha. I don't really see where you could use it though  


-=-=-=--=-=|WH_E2M1|=-=-=--=-=-
Level name : Icons from the Deep
Author(s) : William "[WH]-Wilou84" Huber
Build time : 1 month (yes, I've been ON FIRE)
Editor(s) used : Ultimate Doom Builder
Music track : "Into the Beast's Belly" by L. A. Sieben
Bugs : None, hopefully
Inspiration : Sunder, Return to Hadron, Counterattack, SIGIL II
Author comments : One of our contractor's original ideas for this mapping project was to have a map taking place in Omaké Books' office and then in id's, located deep down in a sepia-tinted version of Hell. I liked this premise and decided I'd have a go at it.

Obviously, recreating real life places (offices, houses etc.) in Doom does not make for enjoyable gameplay, so I opted for original designs for both places.

Each locale features its own gameplay style. The Omaké Books section is my standard "Shotgun massacre" brand of action, while the second part prominently showcases rocket usage against Cacodemons and Barons (the only heavyweight monsters in OG Doom). The map is easy (by my standards anyway) and encourages fun, explosive, fast-paced action.

Glad this delivery turned out Ok, considering we only had a month worth of mapping time.



[5] BUGS :
----------

  All maps have been thoroughly playtested and all the major bugs should have been nuked 
by now. Please contact us in case you've found something, though. Thanks in advance for your
help !


[6] TEAM INFORMATION :
----------------------

[6.1 The Team]

  Project Leader :
	- William "[WH]-Wilou84" Huber

  Level Designers :
	- Alephany
        - Duskolos (formerly known as "Blême")
	- Datacore
	- franckFRAG
	- Nixx
	- Roofi
        - Yugiboy
	- [WH]-Wilou84

  GFX :
	- [WH]-Wilou84

  DEHACKED Patch :
	- [WH]-Wilou84

  Testing :
	- Gromat
	- Panzy

  Resource management :
	- [WH]-Wilou84

  Readme files :
	- [WH]-Wilou84



[6.2 Texture Credit List]

- DefconRazor32 (Doom II Recolored)
- Eric "Amuscaria" Ou (Demon Eclipse)
- Franck "franckFRAG" Livolant (SKY4 edit for Yugiboy's map)
- id Software (Quake)
- Natalie Greer Studios (original John Romero photography)
- Nick "NiGHTMARE" Baker (recolorations)
- The GothicTX Crew (see disclaimer below)
- William "[WH]-Wilou84" Huber (recolorations, composites and edits, resource management)

* DISCLAIMER *
This PWAD contains select texture(s) and flat(s) that can originally be found
in GothicDM or Gothic2. Credit and thanks go out to the artist(s) of said
flat(s) and texture(s) and also to the rest of the Gothic Crew (1997/98). The
ORIGINAL GothicDM(2).ZIP can be found at CDROM.COM. Each said PKZIP archive
contains thirty-two professional quality levels and music.
http://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothicdm.zip
http://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothic2.zip



[6.3 Special Thanks]

  Le Gars Qui A Fait Doom - Level Collection would not exist without the work of these people :
	- id Software,
	- John Romero in particular, as the author of the original version of the book,
	- The mapping team and everyone at the French Doom Community,
        - Omaké Books & the team behind "Le Gars Qui A Fait Doom",
	- Authors of the resources we've used : textures, sprites, music
files, sounds, etc.,
	- Authors of the various editing tools we've used (Doom Builder, SLADE,
Adobe Photoshop, etc.),
	- Source port developers, for playing a big part in keeping this community alive.

  We'd also like to thank the following :
	- Our family & friends,
	- YOU, the players !