===========================================================================
Update to               : https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/c3
Advanced engine needed  : Limit removing, Boom, ZDoom
Primary purpose         : Single play
===========================================================================
Title                   : Contaminant Containment Control
Filename                : C3.wad
Release date            : 07/28/22
Author                  : Lucius Wooding
Email Address           : [redacted]

Description             : This is a non linear, standalone Doom 2 map which
                          I
                          made as my first project to try and learn the
                          editor. It is designed with close to vanilla
                          gameplay in mind; I recommend no mods, freelook,
                          or
                          altered monster collision but that is up to the
                          player. I also recommend software lighting mode
                          since some areas can go from nice looking to pitch
                          dark on OpenGL. Use what settings are needed to
                          see
                          if the second room is too dark, I don't judge but
                          it may affect the aesthetics. It's certainly not
                          the darkest map out there.
                          My inspiration was partly from Doom's Episode 2,
                          particularly map 4 but in general there's a mix of
                          hellish, techbase, and abstract areas. I also had
                          played the early maps of Sunlust and Going Down
                          prior to this; the latter's texture usage was
                          something of an influence since I stuck with
                          vanilla textures. I didn't build it to have the
                          sort of grand architecture and scale of some maps,
                          but the geometry is mostly pretty detailed and I'm
                          happy with the looks and some of the visual
                          signposting motifs. The music was simply a solid
                          midi version of one of the more fitting DKC
                          tracks,
                          mostly a courtesy to those who got tired of
                          hearing
                          D_RUNNIN like I did when playtesting it. A bit of
                          an afterthought, but it still bangs.
                          It's roughly a 15-30 minute map to UV max and I'd
                          consider it somewhat difficult but certainly not
                          beyond the skill of most players familiar with
                          custom maps. Personally I tend to struggle with
                          the
                          hardest maps of popular megawads on UV and I don't
                          like to map beyond my own skill level, though
                          difficulty can be very subjective.
                          After the initial chaos, you'll find yourself on
                          the edge of a large slime pit with several paths
                          to
                          explore. You'll need to find all 3 keys and
                          activate a pair of switches each to unlock the
                          exit. This can be done in any order and I
                          encourage
                          trying various routing strategies, especially for
                          replay value. Resources are spread out to pressure
                          the player into contested territory. There is
                          ample
                          healing, but limited mostly to stimpacks; this
                          allows for recovery but makes mega health precious
                          and sometimes difficult to hold onto. Combined
                          with
                          some high damage monsters, this means deciding
                          when
                          to use powerups and the order in which you do
                          things can make a big difference. Usually there
                          are
                          multiple viable strategies for each fight, and
                          features designed to help the crafty player out.
                          Secrets are fairly rewarding and not too difficult
                          to find for the observant player, since they all
                          appear on the map. Several non secret areas and
                          little easter eggs are also here for those who
                          enjoy exploring. Lovers of doomcute and tasteful
                          visual details based around vanilla textures will
                          be pleased, as I spent a fair amount of time
                          learning to utilize them. 
                          Lastly, thank you for playing. I encourage you to
                          try getting the keys in various orders since the
                          experience can be very different and unique. I
                          also
                          would love to hear questions and thoughtful
                          criticisms about the fights or any rookie mistakes
                          I may have made in the process of creating this
                          thing. Either do so on doomworld/idgames, or in
                          the
                          forum thread I'll start once this is uploaded.
                          Also
                          feel free to distribute as long as credit is
                          given;
                          I don't really know where else to post it since
                          I'm
                          new to the community but I'm happy if more people
                          get a chance to play it.
                          
                          EDIT: I updated a few minor things such as placing
                          an extra rocket launcher, making progression a bit
                          clearer, and preventing sequence breaks on the red
                          and yellow switches.

Additional Credits to   : The Ultimate Koopa, arranger of the midi
                          David Wise, original composer
                          My IRL homie who helped beta test it
===========================================================================
* What is included *

New levels              : 1
Sounds                  : No
Music                   : Yes
Graphics                : No
Dehacked/BEX Patch      : Yes
Demos                   : No
Other                   : No
Other files required    : None


* Play Information *

Game                    : Doom 2
Map #                   : 01
Single Player           : Designed for
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Other game styles       : None
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch
Build Time              : Roughly one month, mostly just learning the editor,
                          polishing and embellishment
Editor(s) used          : Doom Builder
Known Bugs              : -A couple slime trails are likely in places,
                          depending on your source port. 
                          
                          -For limit removing ports only, since there are
                          sure to be visplane overflows in a number of
                          places, as well as other such issues.
                          
                          -Use software lighting mode or adjust gamma as
                          needed, as some OpenGL settings can be quite dark.
                          
                          -The yellow and red switches by the keys could be
                          triggered from the ground level but now have thin
                          walls that should block them.
May Not Run With        : Non limit removing ports, and I gave no
                          consideration to supporting mods of any kind. It
                          doesn't make use of any Boom features but PRBoom+
                          is the most basic port tested.
Tested With             : PRBoom+ v2.6.2 (Complevels 2 and 9), GZDoom v3.7.2,
                          Zandronum


* Copyright / Permissions *

This work is licensed under the Creative Commons Attribution 4.0
International License. To view a copy of this license, visit
http://creativecommons.org/licenses/by/4.0/

You are free to copy and redistribute the material in any medium or format;
and remix, transform, and build upon the material for any purpose, even
commercially. If you do so, you must give appropriate credit, provide a link
to the license, and indicate if changes were made. You may do so in any
reasonable manner, but not in any way that suggests the licensor endorses you
or your use.

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

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