===========================================================================
Update to               : perdition.wad
Advanced engine needed  : Vanilla Doom
Primary purpose         : Single and cooperative play
===========================================================================
Title                   : DOOM: Perdition
Filename                : perdition.wad
Version			: 1.21 (final)
Release date            : December 18, 2019
Author                  : Thomas 'Scorpius' Baden
Email Address		: [redacted]
Other Files By Author   : dthtown.WAD, remorse2.WAD
Misc. Author Info       : I've been an avid player of DOOM since 2010, first
			  time putting actual effort into making a DOOM WAD.
			  This is a short mapset as I'm just simply "testing
			  the waters" of DOOM editing for a bigger project.

Description             : DOOM: Perdition is a spiritual successor to Thy
			  Flesh Consumed. At the end of your last crusade
			  to Hell, the hideous wreck of the Spiderdemon
			  leaves behind a gateway. Passing through it, you
			  emerge in the green fields of Earth -- only to
			  find that everything is not as it should be ...

Additional Credits to   : id Software for the creation of The Ultimate DOOM.
			  American McGee, John Anderson, John Romero, Shawn
			  Green and Tim Willits for mapping inspiration.
===========================================================================
* What is included *

New levels              : 9 (new episode)
Sounds                  : No
Music                   : Yes (see MIDI music)
Graphics                : Yes (ENDOOM, ENDPIC, EPI4, WILVs)
Dehacked/BEX Patch      : Yes (level names and text)
Demos                   : Yes (1 Chocolate Doom recording)
Other                   : No
Other files required    : None


* Play Information *

Game                    : DOOM
Map #                   : E4M1-E4M9
Single Player           : Designed for
Cooperative 2-4 Player  : Designed for
Deathmatch 2-4 Player   : Designed for (see map list)
Other game styles       : None
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch
Build Time              : Half a year, part-time
Editor(s) used          : Doom Builder 2, SLADE 3
Known Bugs              : Visplane overflow in E4M5.
May Not Run With...     : None. Virtually runs on any port.
Tested With             : Chocolate Doom v3.0.0, GZDoom v3.7.2
===========================================================================
* MIDI Music *

E4M1: Sign of Evil from DOOM
E4M2: Deep Into the Code from DOOM
E4M3: Demons on the Prey from DOOM
E4M4: Goin' Down the Fast Way from Rise of the Triad
E4M5: Shipwrecked from Blood
E4M6: You Suck from Rise of the Triad
E4M7: Sneaky Snake from Duke Nukem 3D
E4M8: Retribution Dawns from PSX DOOM
E4M9: Run Like Smeg from Rise of the Triad
===========================================================================
* Installation / Compatibility *

Perdition is designed to be vanilla compatible, therefore it should run on
virtually any port. Selecting DOOM.WAD as the IWAD is a necessity. You can
run the WAD by either simply loading the file onto a source port executable
or by alternatively typing into the command line:

	"boom -iwad doom.wad -file perdition.wad"

Most advanced source ports support internal DEHACKED lumps, so you don't
require any steps before running the game. Engines that supports DEHACKED
without internal support need the -deh parameter to load the patch.
===========================================================================
* Map List *

* indicates built-in DM map

E4M1: Harbinger
E4M2: Against All Odds *
E4M3: Purgatorium
E4M4: Dawnbreaker
E4M5: Vertigo
E4M6: Excalibur *
E4M7: Flesh and Metal
E4M8: At the Heart of It All
E4M9: Twisted Steel *


* Map Info *

********* | E4M1 | ********* 
Level name	    : Harbinger
Build time   	    : Under a week
Known bugs   	    : No bugs known
Inspiration	    : E4M1 of DOOM
Authors comments    : Kicking things off with this gruelling yet small map that
		      opens the doors to the whole project, which suddenly dug
		      itself out of its grave. In the vein of Hell Beneath, it's
		      a small, punishing marble complex with channels of toxic
		      blood. I wanted to achieve a semi-open layout with multiple
		      paths and routes and this is how I'd imagine it. The results
		      turned out to be very pleasing!

********* | E4M2 | ********* 
Level name          : Against All Odds
Build time          : Over a week
Known bugs          : Visplane overflow in DM
Inspiration         : MAP08 of MM, MAP12 of MM2, E3M6 of DOOM (DM)
Authors comments    : Fun, short level, and one of those giant underground cavern
		      layouts with thin walkways and wooden structures over lava.
		      I had good fun with this one. It's quite tough, but not too
		      overly done I think. There's some good firefights and many
		      snipers to hinder your progress. Reminded me of The Waterway
		      and The Living End, only much smaller. DM part took three
		      hours to complete, modelled loosely after Mt. Erebus.

********* | E4M3 | ********* 
Level name          : Purgatorium
Build time          : Over a week
Known bugs          : No bugs known
Inspiration         : MAP23 of AV, BLACKTWR
Authors comments    : Wow. An enormous and gorgeous demonic castle, it was quite
		      the experience to work on. I intended the castle to be much
		      larger, but I kinda accidentally stopped myself from doing
		      so. Besides, I didn't want to mess up the layout. Making a
		      large, detailed castle with the limitations of vanilla Doom
		      (i.e. avoiding VPOs and HOMs) is a pretty damn hard task to
		      accomplish. It was very time-consuming, with many sketches,
		      blueprints and drafts, to get this right. This map ended up
		      quite better than I expected. Oh and one last thing, the map
		      corrupted, so I had to remake the map for the 5th. *sigh*

		      V1.21: I think this slowly transformed into a new favourite.
		      Meanwhile, I decided to include a special, secret easter egg
		      that I added as a little joke, can you find it? :)

********* | E4M4 | ********* 
Level name          : Dawnbreaker
Build time          : A single week
Known bugs          : No bugs known
Inspiration         : MAP15 of DOOM2
Authors comments    : One of the maps I became addicted on. It is a rework of a
		      level I made a while ago. It's a large map revolving around
		      the navel structure set in a bloody landscape. There's plenty
		      of buildings, all supporting a hectic gameplay style. I am
		      satisfied with the visuals and the difficulty. Variety in
		      the architecture was important to tell apart the buildings
		      and lower confusion, especially for those areas previously
		      visited. It's simple, but it gets the job done.

********* | E4M5 | ********* 
Level name          : Vertigo
Build time          : Two weeks
Known bugs          : Visplane overflow
Inspiration         : E5M5 of SIGIL
Authors comments    : I really cherish how this map came to life. From the very
		      beginning, I knew the design of this map would resemble an
		      enormous cavity that has manifested in a dark cavern. I love
		      the large structures in an infinite abyss theme, and I think
		      this map pulls it off rather nicely. I started with the start
		      point and the Blue Key tower, when a quality idea hit me -
		      three cyberdemons as the "guardians" (or for a very quick
		      game of cat and mouse). Brilliant! I immediately began work
		      on the Red Key and outside areas. The Yellow Key section went
		      through many variations until I settled on a maze. Finally, I
		      put together the final exit, which looks much better than the
		      original. I love how this map ended up. Very satisfied!

********* | E4M6 | ********* 
Level name          : Excalibur
Build time          : Under a week
Known bugs          : No bugs known
Inspiration         : MAP12 of DOOM64, MAP15 of REQ (DM)
Authors comments    : Originally an experimental map, it's a little something
		      different. I started with the outlines and the walkways. No
		      problem. I moved on to the east and west buildings, and I
		      quickly sketched out the south building. Let it be known
		      that no other changes was necessary, not even detailing.
		      Thank christ. The idea of the pentagram when walked upon
		      evelates a switch beyond suddenly. The Yellow caves was
		      redrawn from an older E4M2. The DM map is an old creation
		      I built on New Year's Eve 2018. According to the text file,
		      it was supposedly influenced by "You Don't Know" by Psalm
		      Trees (I listen to a great deal of lo-fi hip hop).

********* | E4M7 | ********* 
Level name          : Flesh and Metal
Build time          : Under a month
Known bugs          : No bugs known
Inspiration         : MAP11 of AV, MAP08 of MM, E4M6 of DOOM
Authors comments    : An enormous, gorgeous level composed of a marble stronghold,
		      in the style of Against Thee Wickedly & Nemesis, built upon
		      a pretty fun underground expanse, that reminds me of And the
		      Dead Shall Rise. It's very cool and beautiful, but insanely
		      difficult. Virtually every portion of the map is deadly, with
		      lots of snipers to pick you off in the caverns and plenty of
		      nasties including three Cyberdemons! I begun with the Red Key
		      area and its surroundings, and expanded it to the ends of the
		      universe. This plan kinda crashed because the map suddenly
		      became too big. Unfortunately, I had to remove a lot of the
		      map. The Blue Key section was a last minute change to fix
		      several bugs and design flaws, and the Yellow Key was moved
		      from the starting canyon to the far side of the periphery.
		      This map remains striking to me, not just for its unbridled
		      sense of scale and grandeur, but for the poignant air of
		      melancholy that fills the vast chambers, sombre halls and
		      monstrous chasms. Thank you Lee Jackson! Lastly, I was very
		      worried how could it end up, I was expecting many visplanes,
		      HOMs and so on. But the final result looked rather nice, no
		      major problems at all. Very satisfied with that. This is my
		      best level by this time. Merry Christmas, ya filthy animals!

********* | E4M8 | ********* 
Level name 	    : At the Heart of It All
Build time          : Couple of hours
Known bugs          : No bugs known
Inspiration         : E3M8 of DTWID, MAP54 of PSX
Author's comments   : The final map of Perdition, where the opening to Hell is
		      guarded by the ultimate evil that brought forth eternal
		      damnation (i.e. the spiderdemon). It's quite challenging
		      with a few twists and surprises of my own. This level will
		      hopefully give you a remarkable showdown. It's full of
		      tension and dread ... and it's awesome.

********* | E4M9 | ********* 
Level name          : Twisted Steel
Build time          : A single week
Known bugs          : No bugs known
Inspiration         : E4M9 of DOOM, ATTACK, E1M1 of DOOM (DM)
Authors comments    : A very early creation of mine, and one of the few maps I
		      ended up redoing completely. It takes place in a refuelling
		      and storage base for starships. As always, you have to play
		      quickly or you'll be in deep shit rather fast. Overall, the
		      gameplay turned out great and I'm satisfied with the visuals.
		      If it wasn't obvious already, this was originally a map I
		      created in the style of Knee-Deep in the Dead. And before I
		      get complaints, it's supposed to be really hard, with the
		      shiny reward of the BFG9000 early and a soulsphere. Just be
		      aware and cautious of the hitscanners, not too hard, ey?
		      The DM part was an old map for DOOM2. I just retextured it,
		      added detail & light effects, added multiple paths, etc.
===========================================================================
* Author Information *

Designer            : Scorpius
Also known as	    : Thomas Baden
Thanks/Greetings    : I would like to thank all of those who helped by providing
                      feedback and criticism. You have just made my dream come true,
		      one of which I am proud of! My compliments to Adolf Vojta, Orin
		      Flaharty, & Jens Nielsen, who keeps amazing me with their maps.
		      Most of which are from over a decade ago! Mental. They truly
		      inspired me to create DOOM maps. :3

Comments            : I am very proud and super happy with this product. Thank you
		      for waiting so patiently while I worked hard to create the
		      best maps I could. The initial goal was to make these maps as
		      authentic to the original Thy Flesh Consumed levels without
		      losing its core identity as an infamous episode, particularly
		      the inclusion of the inconsistent difficulty curve. Most of
		      the maps are designed in the style of classic megawads, such
		      as Memento Mori, to revitalize the feel and look of the levels,
		      as well as a reminder of the "good old days." It is designed
		      to be much more difficult than Ultimate DOOM, especially on
		      Ultra-Violence. The project started mid Spring, during my first
		      year of college. I was so caught up with the assignments and
		      exams I was given, that I thought to try something relatively
		      new, making DOOM maps! This was pretty therapeutic for me, to
		      work my artistic skills into something I am very passionate
		      about. At the beginning I was quite unfamiliar with the episode.
		      Easy enough, just played the living shit out of it. I actually
		      know every secret and monster spawns like the back of my hand.
		      Overall, I really enjoyed creating Perdition. It was great
		      experience, though my tendency to leave maps unfinished and
		      nasty habit of designing areas that were too similar to other
		      levels (and sometimes downright copy them), really irritated
		      me. By the time Winter rolled in, I decided to incorporate some
		      Deathmatch levels. I imported two of my older maps, refurbished
		      them for Ultimate DOOM, and I quickly designed a third map. I
		      personally think they together really add to the experience.
		      Anyhow, I rambled on for way too long. Thank you for reading
		      and hey, thanks for downloading and playing DOOM: Perdition! <3
===========================================================================
* Copyright / Permissions *

Authors may NOT use the contents of this file as a base for modification or
reuse. Permissions have been obtained from original authors for any of their
resources modified or included in this file.

You MAY distribute this file, provided you include this text file, with no
modifications. You may distribute this file in any electronic format (BBS,
Diskette, CD, etc) as long as you include this file intact. I have received
permission from the original authors of any modified or included content
in this file to allow further distribution.


* Where to get the file that this text file describes *

The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors