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		ADDITIONAL INFORMATION
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This wad was originally started as a contribution to David Asaad's
Balls of Steel Community project, where MAP03 of this is included as
the final secret level. It was an outlier among all the hardcore slaughtery
levels and didn't really fit in, but I'm still proud of what we've made,
hence why the map got a standalone release. Alongside some additional smaller
maps, anyway. And yes, this was designed to be structured just like Swim
with the Whales, because it's a good wad structure.

"jbat_ws.wad" includes optional widescreen assets.

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Notes on individual maps:
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MAP01: Brick by Brick
X: Small exploration/puzzle map serving as an introduction to the bullshittery
that will be thrown your way. Not much to say. You might come to the conclusion
that some of the things you're meant to figure out are unfair and nonsensical.
They are.

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MAP02: Processing Station
X: Benchy made pretty much the entirety of this one, and the immaculate visuals
probably give that away immediately at first glance. One issue with the lad is
that he has a terrible habit of making his combat fun and balanced. That didn't
do at all, so that's where I stepped in. One decision I was pretty happy about
was choosing my music for the map. I don't know what led him to that, but I
swear I had no influence on it.

B: God my procrastinating will be the death of me but this map was very fun to 
put together and Xulgonoth gave me the encouragement I needed all along the way. 
I really like how this one's rooms fit into each other, like a little jigsaw puzzle, 
I've always been in awe of how people like Skilsaw and Tourniquet manage to fit 
their layouts together and make combat flow like a perfectly machined part. 
Speaking of, combat is where I feel I was most challenged in this map. Being more 
open than a lot of my other works and having many more angles and possibilities 
compounded on top of all the usual combat nuances and annoyances made this a new 
but welcome challenge. I experimented with the pallet and textures in this wad when 
map 3 was being made. however, I think with the more compact footprint of map 2 
I could play around with the smaller details and lighting that I’ll never say no to over 
utilise. As a result, texturing and detailing were constantly distracting me, like everyone, 
I love falling back into old habits -_-. Xulgonoth was a massive help in the end in 
terms of getting this map out the door and finishing the project, idk how the man does 
it but he works at lightning-fast pace.

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MAP03: Jack Builds a Techbase
X: The main event map, admittedly it very much suffers from a magnum opus
syndrome and gaslighting the player with "skill issue," but I consider it
an important stepping stone in how I should approach layout and progression
in further mapping endeavours. The size of the map sort of stems from the fact
that I had a specific layout in mind that needed more and more sections to be
added, so I invited Benchy to collab with me when it turned out I wouldn't
be able to make it to David's deadline. We ultimately pushed the deadline by
about two months, but I'm still glad I got the guy on board, he's fun to work
with. The name does come from the Lars von Trier movie, but I don't remember why
exactly, something about the map being as sadistic as possible in order to
challenge all the BoS contributors taht were much better at the game than me,
I think? It doesn't really matter much, it makes for a badass title regardless.

B: This is the first map I worked on for this project and god… burnout really got to me. 
We ended up putting back the deadlines by a couple of months, which I imagine David 
was pretty pissed about, but that was alright, it wasn’t that recognised buried deep in 
the secret maps of BoS. This is why we decided to release it as a stand-alone with a 
few more maps for colour. When I first saw the scale of the map it was pretty intimidating 
and fitting pieces into a constantly changing and pleasantly unpredictable multi-person 
workflow was definitely one of the biggest challenges, but I took things step by step, 
working around desyncs of the file and in the end I hope I learnt a bit more about very 
open combat and managing heavy burnout. A lot of the time Xulgonoth sharpened up my 
combat and helped with all the unbearable playtesting (as my skill level is nothing more than 
save scumming through an AA run) that I couldn’t bare to do. It was a real pleasure working 
with him on this project and we’ve got some big stuff coming together soon. 

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MAP04: Unravelled Creation
X: I made this in one sitting and it took longer than it was supposed to because
I managed to lose half the progress on the old amateur mistake of editing
the same wad in UDB and Slade at the same time. Fuck this map.

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MAP31: Toxic Tide
X: An homage to my favourite map from Nova 1. Since this is a bonus level,
I thought I might get away with stuff that even I wouldn't dare to put inside
a regular map. I can't promise you're going to be as amused playing it as I
was making it, though.
