﻿
  =======================================================
   180 Minutes Pour Vivre

	by the French Doom Community & friends



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



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CONTENT :
---------

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

    3.1 General Installation 
    3.2 Bonus Wad : Extra Map 30 + Story

4.  GAME INFORMATION

    4.1 New Monsters
    4.2 Difficulty

5.  LEVEL INFORMATION

    5.1 Map List
    5.2 Map Info

6.  BUGS

7.  TEAM INFORMATION

    7.1 The Team
    7.2 Texture Credit List
    7.3 Music & Sound Credit List
    7.4 Q & A
    7.5 Special Thanks

------------------------------------------------------

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

  180 Minutes Pour Vivre is a new Doom II megawad containing 32 maps for Limit Removing 
source ports, created over the span of a year and a half.

  It is basically the spiritual successor of the 3 Heures d'Agonie series.
The general rule that all submitted maps were to be made within a time limit of 3 hours 
was still applied here, although the rule was more of a guidance than an enforced restriction.

  Some maps (particularly map 30) are much bigger than what you'd expect from a speedmap.

[1.1 Compatibility]

  180 Minutes Pour Vivre should work with any Limit Removing port, such as PrBoom, ZDoom,
GZDoom, Zandronum, etc.

  PrBoom is the recommended port (with compatibility level set to 2).

  The project was made with vanilla in mind, though. 
  Most of the maps will work with Chocolate Doom, unless stated otherwise (see the "Bugs" section).
  For Chocolate Doom, you'll have to use the "-deh" option to launch the required DEHACKED patch
file, "180mpv_deh.deh", otherwise the new monsters won't show up and the game won't behave 
correctly.
See section 3 for details.

[1.2 Resources]

   Textures :
	180 Minutes Pour Vivre comes with a dedicated texture pack that allows for a multitude
	of themes.
	Some were found in well-known resource wads such as cc4-tex.wad, others come from
	classic Doom-era games such as Hexen and Heretic, and others were edited/recolored
	from various sources.

	Please check section 7.2 below for a comprehensive list of texture credits.

   Sprites :
	Some of the classic Doom II monsters got a new sprite set in 180 Minutes Pour Vivre, to
	reinforce the hellish atmosphere of the game.
	
	These sprite sets come from :
	- Arachnotron : Araknight from Eriance's Hell-Forged
	- Revenant : a recoloration of Eriance's Revenant in Hell-Forged, made by James Paddock
	for Jungle Spirits
	- Mancubus : Corpulent from Eriance's Hell-Forged
	
	New monsters :
	- Nightwatch Cacodemon : comes from Cacolord.wad, by an unknown author 
	(if you know who made this, please get in touch with us !)
	Some of the Cacolord sprites have been modified by [WH]-Wilou84, such as 
	the death sequence.
	- Heresiarch : comes from Hexen and converted to the Doom palette.

	There are also two new decorative elements :
	- Red candle : made by Eriance for Demon Eclipse / Hell-Forged
	- Red gargoyle statue : comes from Hexen.

   GFX :
	- M_DOOM, TITLEPIC, INTERPIC, BOSSBACK, ENDOOM and status bar elements 
	have been made by Franck "franckFRAG" Livolant.
	Check his work at http://www.franckliv.com/ !
	- ENDOOM has also been reworked by William "[WH]-Wilou84" Huber.
	- CWILV* graphics have been made by William "[WH]-Wilou84" Huber.
	

[1.3 MIDI Music]

   (Check map information for more details)

[1.4 Mod Compatibility]

  180 Minutes Pour Vivre features :
	-Sprite replacements for some of the classic Doom II monsters,
	-A DEHACKED patch that heavily modify some of the monsters and decoration.

  Thus, playing 180 Minutes Pour Vivre with mods that modify the gameplay is NOT encouraged and
will probably result in bugs and / or incorrect behavior.

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

  180 Minutes Pour Vivre by itself doesn't have a backstory.

  The bonus wad 180mpv_b.wad features a story though. See 180mpv_b.txt for details.

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

[3.1 General Installation]

  Simply drag & drop 180mpv.wad onto a source port executable (i.e. ZDoom or PrBoom).
  
  Alternatively you can type into the command line :
  " zdoom.exe -iwad doom2.wad -file 180mpv.wad " on DOS.
  
  If you aren't using zdoom.exe, replace zdoom.exe with the name of your source port of choice.

  180mpv.wad contains an internal DEHACKED patch, used for the custom content (monsters,
new decoration, in-game texts).
  
  An additional external .deh file comes along with 180mpv.wad. It is the same as the internal 
DEHACKED patch. Engines that do not support internal patches need the "-deh" parameter to load 
said external patch. 
Here's an example with Chocolate Doom :
  " chocolate-doom.exe -iwad doom2.wad -merge 180mpv.wad -deh 180mpv_deh.deh"

  Engines that do not support DEHACKED patches at all (including Doom95, that is included
  in various releases of Final Doom) will NOT be able to properly run this wad.

  The bonus map 30 (contained in 180mpv_b.wad) won't work with Chocolate Doom.
When playing with it, you won't need to load the external .deh file.

[3.2 Bonus Wad : Extra Map 30 + Story]

  Also included is an optional wad, 180mpv_b.wad, that contains :
	- Backstory elements (intermission texts)
	- An extra map 30, "Coeur de Haine".
  You may want to play with this bonus wad as well, if you want a different take on 180mpv.
Be warned that the extra map 30 is even harder than the regular one (although it contains less
sections).

  Due to potential DEHACKED conflicts, when playing with 180mpv_b.wad, make sure to load 
the wads in this order :
180mpv.wad THEN 180mpv_b.wad.

  You DO NOT need to load the external .deh file (180mpv_deh.deh) when playing with 180mpv_b.wad,
since the map won't run with Chocolate Doom.


[4] GAME INFORMATION :
----------------------

[4.1 New Monsters]

  180 Minutes Pour Vivre features two new creatures that come straight from the depths of Hell.

	*** Nightwatch Cacodemon ***

	A cousin of the regular Cacodemon, with darker and thicker skin, this mighty beast 
	reinforces the aerial forces of the demons.
	The Nightwatch Cacodemon makes up for his slow speed with the ability to spit 
	devastating waves of fire on his preys.
	He'll always keep at least one eye out for you.

	Category : mid-tier
	Special ability : flies

	*** Heresiarch ***

	The Heresiarch is a powerful demonic sorcerer able to cast volleys of flames and
	purple plasma. A champion of Hell, he leads the infernal armies into combat.
	He has dedicated his existence to studying the principles of black magic, and is 
	devoid of any kind of mercy. Even the Cyberdemon fears him.

	Category : boss
	Special ability : explosions deal less damage to him

[4.2 Difficulty]

  180 Minutes Pour Vivre has a traditional difficulty curve : the first episode is relatively easy
by today's standards, and then it escalates till the Hell maps.

  Be warned, though : on average, this outing is harder than your typical Doom II levelset. 
The second episode is close to what you'd find in The Plutonia Experiment, and most of the 
maps in the third episode contain frenetic battle scenarios that will definitely put your 
Doom abilities to the test.

  The two new monsters also play a part in said increase in difficulty, as their attacks can make
short work of an unwary player.

  Skill levels have been implemented on all levels. Do not be afraid to use them, particularly
if you have trouble with certain maps.
	

[5] MAP INFORMATION :
---------------------

[5.1 Map List]

Map01 - De Bronze et de Brique			- Oxyde
Map02 - Yttrium 				- [WH]-Wilou84
Map03 - Retour sur Terre			- Datacore
Map04 - Ignominie				- Thenuke - Alia Immortalis
Map05 - Grand Bleu				- Roofi
Map06 - Complexe Cendré				- JC
Map07 - Chaologie Quantique			- Datacore / [WH]-Wilou84
Map08 - Ruée vers Laure			 	- Roofi
Map09 - Pour une Vengeance		 	- [WH]-Wilou84
Map10 - Triléthal		 		- Oxyde / JC

Map11 - Où Est le Berger			- franckFRAG
Map12 - Impact Ecologique	 		- Datacore
Map13 - Chair Boueuse				- Blême
Map14 - La Belle et la Bête	 		- Roofi
Map15 - Feinte					- [WH]-Wilou84
Map16 - Sur le Chemin de Satan			- Nemo06
Map17 - Etat D'Urgence				- Oxyde / [WH]-Wilou84
Map18 - Le Temple des Damnés			- Nemo06
Map19 - Inquiétude				- [WH]-Wilou84
Map20 - Infernale Résurgence			- Datacore

Map21 - Canicule				- Datacore
Map22 - Une Journée en Enfer			- Nemo06
Map23 - Anomalie Eternelle			- Datacore / [WH]-Wilou84
Map24 - Rêve Lucide				- Roofi
Map25 - Geôle Nécrosée				- [WH]-Wilou84
Map26 - Monument en Béton			- Darkwave0000
Map27 - Sable Brûlant				- Roofi
Map28 - Inhumation				- JC
Map29 - Xanthophobie				- [WH]-Wilou84
Map30 - Celui-Qui-Voit-Les-Mondes		- Datacore, Roofi, franckFRAG, JC,
						Oxyde, [WH]-Wilou84

Map31 - Dictes Moy Où, N'en Quel Pays est Sérana, la Belle Doomeuse		 	
						- Jambon
Map32 - Rêve Brisé				- Roofi


[3.2 Map Info]

-=-=-=--=-=|Map01|=-=-=--=-=-
Level name : De Bronze Et De Brique
Author(s) : Arnaud "Oxyde" Florian
Build time : 2h45
Editor(s) used : N/A
Music track : Metroid Prime & Super Metroid : Chozo Ruins / Plant Overgrowth Area
Bugs : None known
Inspiration : N/A
Author comments : Definitely hyped for a new French speed mapping project, I wanted to put 
	my skills to the test. It looks like I still got it!
	I wanted to build a simple "Map01" type of level that would not take long to 
	build/finish so I ended up doing this neat little layout.
	Most of the inspiration for this map came after playing Eviternity RC1!


-=-=-=--=-=|Map02|=-=-=--=-=-
Level name : Yttrium
Author(s) : William "[WH]-Wilou84" Huber
Build time : N/A
Editor(s) used : Doom Builder 1.68
Music track : Megaman X 2 - Wire Sponge
Bugs : None known 
Inspiration : Doom E2M1
Author comments : A short techbase level featuring fast-paced action in the vein of some
		other Doom-styled maps of mine.

		A reinterpretation of Doom E2M1, with rooms connected by teleporters
		and windows. It even has a secret containing a Plasma Gun and a...
		Cacodemon. Kind of. :)

		This map serves at least two purposes :
		- Bridge the gap between Oxyde's map 01 and the other maps theme-wise,
		- Introduce the Nightwatch Cacodemon in a cool fashion, although it's in a
		secret so player experience will vary.


-=-=-=--=-=|Map03|=-=-=--=-=-
Level name : Retour sur Terre
Author(s) : Maxime "Datacore" Bisiaux
Build time : 3H45
Editor(s) used : DoomBuilder 1.68
Music track : Finntroll - Födosagan
Bugs : None known
Inspiration : DOOM II - Map 05
Author comments : N/A


-=-=-=--=-=|Map04|=-=-=--=-=-
Level name : Ignominie
Author(s) : Thenuke - Alia Immortalis
Build time : 3-4 hours
Editor(s) used : GZDOOM Builder
Music track : Show Me How To Live by Audioslave (MIDI)
Bugs : None that I know of
Inspiration : TNT Evilution Map07 ; Maybe some parts of BTSX Episode 1 & 2
Author comments : Not my proudest work but I hope it's okay


-=-=-=--=-=|Map05|=-=-=--=-=-
Level name : Grand Bleu
Author(s) : Roofi
Build time : 3h15 (without counting the bug fixes and the balancing)
Editor(s) used : Gzdoom Builder + Slade
Music track : Air Buster - Seaside Front
Bugs : Maybe but nothing major
Inspiration : Map 02 and 15 from 3ha3, map 07 of ESP
Author comments : Kill all the monsters on the beach !


-=-=-=--=-=|Map06|=-=-=--=-=-
Level name : Complexe Cendré
Author(s) : JC Dorne
Build time : 3h for the layout and 1h for fixes and things placement
Editor(s) used : Gzdoom Builder + Slade
Music track : TNT Revilution Map02 - Neato by Jeremy Doyle
Bugs : N/A
Inspiration : N/A
Author comments : I'm really surprised by my new mapping style ! 
	I tried to make some new shapes and this fit perfectly the theme I wanted !


-=-=-=--=-=|Map07|=-=-=--=-=-
Level name : Chaologie Quantique
Author(s) : Maxime "Datacore" Bisiaux / William "[WH]-Wilou84" Huber
Build time : 
	Datacore : 3 hours 
	[WH]-Wilou84 : a good two hours
Editor(s) used : Doom Builder 1.68
Music track : TNT Evilution - Map 20 ("Horizon", by Tom Mustaine)
Bugs : None known
Inspiration : 
	Datacore : A documentary about Quantum physics
	[WH]-Wilou84 : Nothing in particular.
Author comments :
	Datacore : N/A
	[WH]-Wilou84 : Datacore submitted the first version of this map for 180mpv
	back in december of 2018. It had some good ideas, but felt very symmetrical
	and I offered to rework it, instead of it being ditched. 
	So I've completely redone the part in the south, starting with the Arachnotron 
	on its platform, added some detailing, improved the lighting
	and gameplay, added a secret... And that's about it I think.

	All in all, a pretty decent map !
	I had fun working on it, thanks Data for the opportunity :)
	I like its theme. The blue ending is somewhat mysterious and could have served
	as a transition between themes.

	The map was not designed with slot 7 in mind, it ended here due to maplist organization.


-=-=-=--=-=|Map08|=-=-=--=-=-
Level name : Ruée vers Laure
Author(s) : Roofi
Build time : 3h45 (without counting the bug fixes and the balancing)
Editor(s) used : Gzdoom Builder + Slade
Music track : Psyrus - Crystalline
Bugs : Maybe but nothing major
Inspiration : Gold mine level from Wild Guns
Author comments : a rather easy map taking place in a gold mine



-=-=-=--=-=|Map09|=-=-=--=-=-
Level name : Pour une Vengeance
Author(s) : William "[WH]-Wilou84" Huber
Build time : N/A
Editor(s) used : Doom Builder 1.68, Adobe Photoshop CS5.1, Paint.NET, XWE, SLADE
Music track : Heretic E1M1
Bugs : None known
Inspiration : Alien Vendetta map 11
Author comments : While I was watching a UV Max movie on Alien Vendetta the other day, 
		I thought that map 11's concept was really cool. Even though it's not 
		a map that I particularly like, the idea of starting down below, in the 
		sea, and seeing a fortress up above that you had to climb towards was a 
		great setting.
		Basically, this is what I've tried to do here as well.

		With the medieval theme comes the Heresiarch. Introducing this new boss
		in a "casual" manner is one of this map's purposes, just so that the players
		get used to him before encountering him later on in less forgiving 
		situations.

		This map was supposed to be map 11, but when Franck made "Où Est le Berger",
		we decided to reorganize the maplist a bit to accomodate for that map's 
		difficulty.

		The ending fight with Cacodemons and their dark brethrens shouldn't be too 
		hard, it's just some kind of introduction to the things to come.

		The map name is an obscure reference to a Simpsons episode in French, a 
		recurring line from Sideshow Bob that never fails to crack my sister up.
		

-=-=-=--=-=|Map10|=-=-=--=-=-
Level name : Triléthal
Author(s) : Arnaud "Oxyde" Florian / JC Dorne
Build time : 3h30 for the layout and hundred of hours for fixes and things placement
Editor(s) used : N/A
Music track : Phantasy Star Online - Origin of Revolution Part 1 (Episode 1 - Ruins)
Bugs : None known.
Inspiration : N/A
Author comments : None


-=-=-=--=-=|Map11|=-=-=--=-=-
Level name : Où Est le Berger
Author(s) : franckFRAG
Build time : Some jupiterian days
Editor(s) used : GZDB / Slade
Music track : "Icicles" by James Paddock
Bugs : In Chocolate-Doom, or DOS, when there are many items in the game, not everything 
	appears correctly.
Inspiration : Angles of my bedroom.
Author comments : There are 499 monsters, but I would like 500 monsters in a 
	Cubicombe's map.


-=-=-=--=-=|Map12|=-=-=--=-=-
Level name : Impact Ecologique
Author(s) : Maxime Bisiaux "Datacore"
Build time : 3H20
Editor(s) used : DoomBuilder 1.68
Music track : Finntroll - Trollhammaren
Bugs : ?
Inspiration : A newspaper article about ecology & The Ultimate Doom - E3M4
Author comments : ?


-=-=-=--=-=|Map13|=-=-=--=-=-
Level name : Chair Boueuse
Author(s) : Blême
Build time : 3h30
Editor(s) used : N/A
Music track : GoldenEye 64 - Caverns
Bugs : None known
Inspiration : N/A
Author comments : C'est mon premier projet ""sérieux"" avant ça je bidouillais dans 
divers formats (UDMF et DOOM 2: doom format) et je me considère comme débutant encore 
donc je sais pas si je suis capable d'être objectif quant à la qualité de la map et je 
pense qu'avec un peu plus d'expérience j'aurais pu mieux me débrouiller mais j'ai diversifié du 
mieux que j'ai pu.
Du coup j'ai un peu galéré avec la consigne des 3h et les nouvelles textures mais je suis 
plutôt content du résultat. Je suis juste assez deçu que le niveau manque de verticalité. 
J'ai essayé de faire chaque partie organique comme un affrontement et d'y placer chaque clef. 
Autrement je sais pas si elle convient à un slot 19, elle peut largement être déplacée plus tôt.


-=-=-=--=-=|Map14|=-=-=--=-=-
Level name : La Belle et la Bête
Author(s) : Roofi
Build time : 3h30 (without counting the bug fixes and the balancing)
Editor(s) used : Gzdoom Builder + Slade
Music track : Psyrus - Umbra
Bugs : Maybe but nothing major
Inspiration : The interior of a hospital
Author comments : A creepy gimmicky map


-=-=-=--=-=|Map15|=-=-=--=-=-
Level name : Feinte
Author(s) : William "[WH]-Wilou84" Huber
Build time : N/A
Editor(s) used : Doom Builder 1.68, Adobe Photoshop CS5.1, Paint.NET, XWE, SLADE
Music track : "Your Move, Cybie" by John "PRIMEVAL" Weekley, from Unholy Realms
Bugs : None known
Inspiration : Plutonia Map 12
Author comments : My fourth map submitted to the project, and a reinterpretation of an 
	all-time classic, "Speed" from Plutonia, complete with its Cyberdemon on top of 
	some tower.
	
	The theme is very different though, and features concrete and rusty metal 
	coupled with blue tints and water pools.


-=-=-=--=-=|Map16|=-=-=--=-=-
Level name : Sur le Chemin de Satan
Author(s) : Nemo06
Build time : 2h
Editor(s) used : Doom Builder
Music track : Donkey Kong Country 3 - Boss Boogie
Bugs : None
Inspiration : N/A
Author comments : N/A


-=-=-=--=-=|Map17|=-=-=--=-=-
Level name : Etat D'Urgence
Author(s) : Arnaud "Oxyde" Florian / William "[WH]-Wilou84" Huber
Build time : 
	Oxyde : Somwhere between 1h30 and 1h40
	[WH]-Wilou84 : 2 days worth of work
Editor(s) used : Doom Builder 1.68, SLADE
Music track : Unreal Tournament - Run (MIDI edit by maxmanium)
Bugs : Large HOMs can be seen almost everywhere in the outside areas if you play 
	this map with Chocolate Doom.
	There's hopefully no VPO left, though.
Inspiration : 
	Oxyde : Warframe - Escort mission on Ceres
	[WH]-Wilou84 : Oxyde's base work, Plutonia Map 17
Author comments : 
	Oxyde :  As with any UAC facility, you know how not tight their security is.
 	Navigate the place, locate all 3 exit locks to release the access to the exit.
 	Be quick though, the monsters swarming you are here to tell you that!
 
 	Major thanks to [WH]-Wilou84 for finishing this map. I couldn't have done it 
	myself. There was a lot to do left (finish architecture, detail, monsters) and 
	I didn't feel I could bring something to the quality of the project, hence why 
	I asked Wilou.
 
 	I'm very pleased with the switch system gimmick; Basically, a switch will raise 
	three different platforms, creating a bridge for you to access another securit 
	unlock switch. Finding one of the three security lock will turn lights green 
	and allow one bridge to raise.
 
 	Funnily enough, Wilou was inspired by Plutonia Map17 which turns out to be 
	my favorite! Again, Wilou did a fantastic job on completing this map and 
	pulled it off exactly, if not better than I imagined at first.

	[WH]-Wilou84 : A sense of urgency runs through your veins as you
	traverse this monster-filled UAC installation by the sea. You can explore most
	of the map at will right from the start, but heavyweight monsters will 
	make sure to remind careless players how deadly they can be.

	This level has an unusual development cycle, that I'll share here for trivia 
	reasons. 
	Basically, Oxyde's had two attempts at creating a map 17 for 180mpv. 
	Both of them resulted as unfinished scraps, yet found their way in the project
	in a form or another. 

	The map you see here is a reworking of Oxyde's first attempt, which was a relatively 
	large-scale techbase mixing rusty and TEKGREN themes, along with an underground part 
	and a dark, unfinished final room.
	I found it quite promising, but the map wasn't really made with vanilla constraints 
	in mind and there were HOMs and possibly VPOs everywhere (which explained why
	it ended as a scrap at first). Layout-wise, most of the map was done already, 
	but it was entirely devoid of Things and new areas needed to be added 
	(most notably the ending, and some parts at the east of the map).

	Adding monsters and items to an otherwise "empty" map is a situation I 
	wasn't familiar with, yet I think the result is pretty satisfying and the 
	"run and gun" gameplay is frantic enough for the map to be memorable.

	The excellent Unreal Tournament music that Oxyde had picked up was also a definite
	selling point for me. The map is practically built around this tune.
	On that matter, I'd like to give a huge shout out to maxmanium, who fixed the MIDI
	file so that it could work with Chocolate Doom without butchering it. 
	Thanks !


-=-=-=--=-=|Map18|=-=-=--=-=-
Level name : Le Temple des Damnés
Author(s) : Nemo06
Build time : 2h
Editor(s) used : Doom Builder
Music track : Actraiser 2, Ice Palace - Deception
Bugs : None
Inspiration : Sunlust
Author comments : N/A


-=-=-=--=-=|Map19|=-=-=--=-=-
Level name : Inquiétude
Author(s) : William "[WH]-Wilou84" Huber
Build time : N/A
Editor(s) used : Doom Builder 1.68
Music track : Metabolist - Insatanity (from Hell Revealed II Map 05)
Bugs : None known
Inspiration : Monuments of Mars, Doom 64 For Doom II, Stardate 20X6
Author comments : A techbase embedded in some hellish mountain, with lava all around
	and strange beasts awaiting.

	The very first map made for this project, it served as a trailer for 
	the whole thing : high difficulty, liberal use of a new monster, a 
	Stardate 20X6-inspired fight, and somewhat depressing visual themes thanks 
	to that eerie sky from Doom 64 For Doom II.
	That's exactly what you get in 180mpv. :)


-=-=-=--=-=|Map20|=-=-=--=-=-
Level name : Infernale Résurgence
Author(s) : Maxime Bisiaux "Datacore"
Build time : 3H45
Editor(s) used : DoomBuilder 1.68
Music track : Freedoom 0.4.1-0.6.2 Map 09
Bugs : None known
Inspiration : 3 Heures D'Agonie 3 - Map 23
Author comments : N/A


-=-=-=--=-=|Map21|=-=-=--=-=-
Level name : Canicule
Author(s) : Maxime Bisiaux "Datacore"
Build time : 3H55
Editor(s) used : DoomBuilder 1.68
Music track : Mark Klem - Lordly Might
Bugs : ?
Inspiration : The heat wave of summer 2019
Author comments : ?


-=-=-=--=-=|Map22|=-=-=--=-=-
Level name : Une Journée en Enfer
Author(s) : Nemo06
Build time : 2h
Editor(s) used : Doom Builder
Music track : Starwing - Macbeth-KM
Bugs : Music won't work with ZDoom
Inspiration : Sunder, Chillax
Author comments : ?


-=-=-=--=-=|Map23|=-=-=--=-=-
Level name : Anomalie Eternelle
Author(s) : Maxime "Datacore" Bisiaux / William "[WH]-Wilou84" Huber
Build time : 
	Datacore : 3H55
	[WH]-Wilou84 : three or four evenings
Editor(s) used : Doom Builder 1.68
Music track : Bobby Prince - Sign of Evil (from The Ultimate Doom, E1M8)
Bugs : None known
Inspiration : 
	Datacore : Phobos Anomaly
	[WH]-Wilou84 : Datacore's original design
Author comments : 
	Datacore : N/A
	[WH]-Wilou84 : "Anomalie Eternelle" is one of the three hellish maps that Datacore 
	has committed to 180 Minutes Pour Vivre, along with "Infernale Résurgence" and 
	"Canicule". It wasn't the hardest map of the three at first, and they were roughly 
	equivalent in terms of difficulty. Thus, and since we didn't have any early-E3 map that
	could match these maps difficulty-wise, all of Datacore's hellish maps ended up next 
	to each other in the maplist, in a consecutive order.

	This particular situation (considering it's a community project) led to 
	internal discussion between the team. 
	To be honest, I didn't mind too much having three consecutive maps by Datacore 
	following themselves, since they were so different in both theme and gameplay 
	style, but the discussion went on and JC had a good suggestion : one of 
	Datacore's maps could be made a bit harder. Thus, we could fit in Nemo06's 
	"Une Journée En Enfer" between Datacore's levels.

	So, in agreement with Datacore, I chose this map and reworked it, to make it harder
	and worthy of a later slot in the third episode. I've reworked the detailing,
	made changes to the gameplay and added some meat to the monster lines, 
	as well as an ending fight worthy of the name. Since Datacore put a BFG9000 in the map,
	I figured that it had to serve somehow. :)

	Since Data didn't put any of the two 180mpv-exclusive monsters in his map, I 
	didn't add any as well, although it would've been a good opportunity to 
	implement a fight.

	As for the map itself, it's a pretty cool hellish crypt, with plenty of
	different sub-themes that stick together.
	Datacore is a fan of SIGIL, and it shows in one of the secrets :)	


-=-=-=--=-=|Map24|=-=-=--=-=-
Level name : Rêve Lucide
Author(s) : Roofi
Build time : 3h30 (without counting the bug fixes and the balancing)
Editor(s) used : Gzdoom Builder + Slade
Music track : Porcupine Tree - Lightbulb Sun
Bugs : Maybe but nothing major
Inspiration : map 11 Dark Resolution 2008 , map 16 Kama Sutra...
Author comments : A dreamy but hard semi-linear map.


-=-=-=--=-=|Map25|=-=-=--=-=-
Level name : Geôle Nécrosée
Author(s) : William "[WH]-Wilou84" Huber
Build time : N/A
Editor(s) used : Doom Builder 1.68, Adobe Photoshop CS5.1, Paint.NET, XWE, SLADE
Music track : Petter "Thyrbse" Martensen - Risen from the Dead (from Hell Revealed II Map 17)
Bugs : When playing with PrBoom or PrBoom-plus, purple textures will look ugly if you
	use an 8-bit video mode. 16-bit is suggested.
Inspiration : Stardate 20X6, Quake, Eviternity
Author comments : A dark, mysterious and definitely evil locale, set entirely underground.

		I'm very satisfied with how this map turned out, I wanted to create a 
		dark / green-ish level, somewhat alluding to Necromantic Thirst but
		without its resources, and with some vegetal elements in there as well.

		Gameplay is pretty much my vision of Stardate 20X6, with some nasty and
		hopefully memorable choregraphed fights. I wanted to showcase the 
		Heresiarch's power here, in various combat situations. I also wish I had
		more map slots to try other battle scenarios with him and with the
		Nightwatch Cacodemon, but there's only so much a man can do.

		After playing Eviternity, I also had an urge to make a level containing a 
		purple section, and it's definitely possible in vanilla Doom despite the
		palette restrictions, as long as you apply fullbright light levels to the
		purple textures.

		This is also one of my first attempts at creating a platforming section, since
		I despise them so much in recent releases (Flotsam, Frog & Toad etc.) but
		I understand and appreciate the sense of pressure it puts on the player,
		and the intense satisfaction you get when you complete the section.
		Here, the platforming part is rather easy, so that UV Max players don't curse
		my name too much. :)
		I'll certainly try and include more of those, although not as hard and
		frustrating as you typically see in aforementioned releases.

		The ending of "Geôle Nécrosée" can be very hard, you'll have to stay 
		sharp and focus on repelling the most immediate threats. Rocket Launcher 
		is your best friend here - your only friend here, I should say.


-=-=-=--=-=|Map26|=-=-=--=-=-
Level name : Monument en Béton
Author(s) : Darkwave0000
Build time : 3.5 hours
Editor(s) used : Slade 3
Music track : MAP05 from TNT.WAD
Bugs : N/A
Inspiration : N/A
Author comments : This is a green and brown map with many enemies. 
	It is a smaller and more linear map than the maps that I made for 3ha, but 
	I hope that you would enjoy the gameplay and ambiance. 
	Thanks for playing the map!


-=-=-=--=-=|Map27|=-=-=--=-=-
Level name : Sable Brûlant
Author(s) : Roofi
Build time : 3H45
Editor(s) used : GZDB, Slade
Music track : Grime.wad
Bugs : N/A
Inspiration : Disturbia, Grime, Petra temple (real place)
Author comments : Hard desert themed map


-=-=-=--=-=|Map28|=-=-=--=-=-
Level name : Inhumation
Author(s) : JC Dorne
Build time : 4h & hundred of hours for fixes and things placement
Editor(s) used : N/A
Music track : Descent of Madness by Eris Falling
Bugs : N/A
Inspiration : N/A
Author comments : N/A


-=-=-=--=-=|Map29|=-=-=--=-=-
Level name : Xanthophobie
Author(s) : William "[WH]-Wilou84" Huber
Build time : Wait... The project's name is "180 Heures Pour Vivre", right ?
Editor(s) used : Doom Builder 1.68, Adobe Photoshop CS5.1, Paint.NET, XWE, SLADE
Music track : Stuart "stewbvoy" Rynn - Weird (from Speed of Doom Map 26)
Bugs : In Chocolate Doom, the sprite limit will be reached, which means that extra sprites won't
	be displayed properly.
	The "all-ghosts" effect may occur.
Inspiration : Sunder, Alien Vendetta Map 29
Author comments : As you get deeper into infernal territory, you end up in this dark bastion,
		one of Hell's countless outposts. Its evil inhabitants are out in force 
		and have prepared some insane surprises for the unlucky few that managed 
		to survive this far.

		Is there any hope left in you... ?

		"Xanthophobie" is the third map I made for 180 Minutes Pour Vivre,
		and I wanted a new hellish texture set for that one.
		So, I've recolored a set of textures adapted from Quake III Arena by 
		Todd 'Mr.CleaN' Rose and Robert "Fat Controller" Cruickshank, which
		brought a fresh and unique look for the project's Hell segments.

		It's a tough map, one of the hardest of the pack. First, there's the Revenant
		scene with the BFG9000, obviously a nod to Alien Vendetta Map 29 (I love
		that map so much). I absolutely wanted to have nasty Revenant fights with these cool
		brown Revenant sprites, so here you are (and I've got another big Revenant fight
		in store in map 30, hehe). 
		Then, you have the ending fight, with 3 Invulnerabilities that you can use 
		whenever you want, but the thing is, there are maybe more than 3 moments in 
		the fight that would require an Invulnerability, depending on your 
		skills in combat... Even good players should have some trouble here, so don't
		hesitate to drop down a skill level if needed. Nobody else will know, anyway. :p


-=-=-=--=-=|Map30|=-=-=--=-=-
Level name : Celui-Qui-Voit-Les-Mondes
Author(s) : Datacore / Roofi / franckFRAG / JC / Oxyde / [WH]-Wilou84
Build time :
	Datacore : 3h
	Roofi : 3h30
	franckFRAG : 3h and wheelbarrows.
	JC : 2h45
	Oxyde : N/A
	[WH]-Wilou84 : N/A
Editor(s) used : Doom Builder 1.68, GZDoom Builder, Adobe Photoshop CS5.1, Paint.NET, XWE, 
	SLADE
Music track : Eris Falling - Aorta
Bugs : In franckFRAG's section, the Cyberdemons on their pillars in the first room can be stuck on 
	PrBoom.
Inspiration :
	Datacore : N/A
	Roofi : Sunder Map 32
	franckFRAG : My chess board.
	JC : Wilou's handgun on my head
	Oxyde : N/A
	[WH]-Wilou84 : My fascination for eyes, perhaps
Author comments :
	Datacore (about his section) : N/A
	Roofi (about his section) : Dark Forest with deadly traps (section is dubbed "Bois 
	Mort").
	franckFRAG (about his section) : I wanted to make my section more challenging than 
	map29.
	JC (about his section) : Just got some inspirations from Vanguard map01 :)
	Oxyde (about his section) : N/A
	[WH]-Wilou84 (about the whole map) : You've made it quite far, but there's still much to overcome.
		Battle your way through 5 insane dimensions to unlock the path to your dreadful final enemy,
		an ancient threat from the past that has seen more things than humans will ever learn.

		Do you have what it takes to stay alive and kill the evil entity behind
		all this ?

		--

		This is the very last map made for this project. Conception started in mid-2020,
		after an internal release of 180mpv. The 5 sections were done already, and were
		included in another map 30 at that time.

		"Celui-Qui-Voit-Les-Mondes" started as the polar opposite to
		"Coeur de Haine", the previous map 30. As regards to "Coeur de Haine", 
		my team members didn't like the idea of including princess Peach in there 
		(which I can understand), and most of them wanted to be able to 
		actually fight the boss instead of merely incapacitating it.
		So, "Coeur de Haine" was removed from the megawad and served as the bonus 
		map 30 that you could play in 180mpv_b.wad, and a new map 30 was made.

		I said "polar opposite" because on paper, the core concepts of this new map
		were to be the contrary of what I've done in "Coeur de Haine".
		The hub would be right at the start due to vanilla limits, and you'd get to 
		the boss right away after completing the 5 sections. The boss would also be 
		more classic, featuring intense BFG9000-based gameplay à la 3 Heures d'Agonie 3 map 30.
		Besides, considering that we were already close to the vanilla BLOCKMAP size limit
		with the 5 sections alone, I didn't have much room left to make more
		rooms besides a small hub and a boss aera.

		Fortunately, I had enough room to be able to make a nice little hub, and more
		importantly a rather big boss area that's still interesting.

		I've got plenty of ideas for horrible creatures, and a large demon with
		plenty of eyes of different shapes and sizes is one of them. :)

		Even if the boss still uses monster spawning mechanics, it's not
		your typical Icon of Sin fight (I don't like these, to be honest).
		Instead of spawning enemies at random, this horrible entity floods the area
		with Lost Souls - everyone's favorite monster.

		Some more info : as I said in 180mpv_b.txt, in "Coeur de Haine", 
		the boss is displayed on the ground and I had been considering using 
		wall textures instead at first.
		Here, for "Celui-Qui-Voit-Les-Mondes", the boss is represented with wall
		textures, and it's probably easier to notice and observe this way.

		All in all, I'm pretty proud of this new boss, and this has been a solid opportunity
		to put 180mpv's exclusive monsters to good use once again.
		

-=-=-=--=-=|Map31|=-=-=--=-=-
Level name : Dictes moy ou, n'en quel pays est Sérana, la belle Doomeuse
Author(s) : Jean "Jambon" Bon
Build time : I'm a tortoise
Editor(s) used : Ultimate Doom Builder / Slade
Music track : A midi version of Command & Conquer Red Alert - Bigfoot
Bugs : None known
Inspiration : /
Author comments : Not even a running gag.


-=-=-=--=-=|Map32|=-=-=--=-=-
Level name : Rêve Brisé
Author(s) : Roofi
Build time : 3h45 (and billions hours of testing)
Editor(s) used : N/A
Music track : Tomb Raider - main theme arranged
Bugs : ?
Inspiration : Sunder map 12, Disturbia, Tomb Raider's manor, forest temple from Zelda oot, 
	my own maps
Author comments : Hard oniric map. Saves are recommanded on UV. Be careful of black 
	monsters, they need a specific way to be killed. :)


[6] 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 !

  Most maps will run fine with Chocolate Doom, aside from these maps :
	* Map 26 : large HOMs will be seen in the first big room and the ending.
	Also, the 128 sprite limit will be reached.
	* Map 28 : the 128 sprite limit will possibly be reached.
	* Map 29 : the 128 sprite limit will be reached.
	* Map 30 : the 128 sprite limit will be reached.

  As mentioned earlier, 180 Minutes Pour Vivre relies on DEHACKED to work. It won't
get along with other mods, and with ports that don't support DEHACKED.

  The DEHACKED lump won't open in Whacked, you'll get an error message if you try. 
It is normal. To open the DEHACKED file, you'll have to remove the [STRINGS] part at
the end of the file (it's not really supposed to be here in a vanilla DEHACKED, but hey,
it works !).

  The "all-ghosts" effect may occur. Ah, the joy of vanilla limits.


[7] TEAM INFORMATION :
----------------------

[7.1 The Team]

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

  Level Designers :
	- Blême
	- Darkwave0000
	- Datacore
	- franckFRAG
	- Jambon
	- JC
	- Nemo06
	- Oxyde
	- Roofi
	- Thenuke - Alia Immortalis
	- [WH]-Wilou84

  GFX :
	- franckFRAG (status bar, M_DOOM, TITLEPIC, ENDOOM, BOSSBACK, INTERPIC)
	- [WH]-Wilou84 (CWILV*, ENDOOM)

  New Monster Concept & DEHACKED Patch :
	- [WH]-Wilou84

  Testing :
	- franckFRAG
	- JC
	- Roofi
	- [WH]-Wilou84

  Extra Testing :
	- Datacore
	- JC
	- Roofi
	- Catpho
	- Caleb13
	- Kakhome1
	- HAK3180
	- Nevanos

  Resource management :
	- [WH]-Wilou84

  Demos :
	- [WH]-Wilou84

  Story :
	- [WH]-Wilou84

  Readme files :
	- [WH]-Wilou84



[7.2 Texture Credit List]

- Authors of the Community Chest 4 texture pack
	(See cc4-tex.txt in cc4-tex.zip for more info)
- Authors of the Heretic Baker's Legacy texture pack
	(BlazingPhoenix, Captain Toenail, Enjay, Esselfortium, Evil Space Tomato, 
	Gez, Neoworm, NiGHTMARE, Pun1sh3r, Icytux, RottKing,  
	Tormentor667, Vader, Xaser)
- Cage
- David Gevert (Darkbase textures, among others)
- Eric "Eriance" Ou (Demon Eclipse textures and sprites)
- François-Xavier Delmotte (Ogro)
- Huy Pham (Deus Vult)
- id Software
- James "Jimmy91" Paddock
- Mechadon (skies, CR8 textures recompilation for Doom)
- Midway (Doom 64)
- missxkreepshow (big eye picture used in map 30)
- Nick "NiGHTMARE" Baker
- Ola Björling
- Raven Software (Heretic / Hexen / Hexen II resources)
- Roberts The Vile (sigil texture for "Coeur de Haine")
- Rogue Entertainment (American McGee's Alice textures recolored for map 30)
- Seffen (original heart illustration used in "Coeur de Haine")
- SigurdHosenfeld (Princess Peach illustration used as a base for the sprite in
	"Coeur de Haine")
- Solmyr (Doom-ish eye textures used in map 30)
- Speedy (original CR8 textures for Quake)
- stecki (deConstruct Industrial textures for Quake)
- Thecarnat (original vein illustration used in "Coeur de Haine")
- Thomas Van Der Velden (vine texture recolored for map 30)
- Todd 'Mr.CleaN' Rose, Robert "Fat Controller" Cruickshank (Mrc4 textures)
- [WH]-Wilou84 (recolorations, composites and edits, resource management)

[7.3 Music & Sound Credit List]

Music :
- Title : Resident Evil 3 Nemesis OST - her_Determination.mid
- Intermission : Resident Evil Code : Veronica OST - save_room__v2_0_.mid
- Text between episodes : Resident Evil 3 Nemesis OST - traitor.mid
See map information for credits regarding map music.

Sounds :
- Raven Software (Heresiarch sounds)
- Author of Cocolord.wad, unknown as of yet (Nightwatch Cacodemon sight scream)
- Joseph Sardin and LaSonotheque.org (heartbeat sound for "Coeur de Haine")
- Patrick Martin (PM at func_msgboard), author of the Drake Mod for Quake (boss sounds for
	"Celui-Qui-Voit-Les-Mondes")

[7.4 Q & A]

	Q. : The 3 Heures d'Agonie series has officially been ended. Why would you want
	to do another 3ha-like wad ? Aren't you guys bored with the formula ?
	A. : Nope, not at all :)
	We could go on for a few more megawads, I believe. This is a format that suits us
	well : not too big, not too small, and perfect for helping newcomers making their first
	forays into the wonderful world of Doom mapping.

	Q. : These maps haven't been made in 3 hours, have they ?
	A. : Very few of them actually have. Yeah, the 3 hour rule was
	more of a guideline : "make short, vanilla-compatible maps with the
	available resources". The goal here was to have fun and create something good.

	Q. : Why did you replace some of the classic sprites ?
	A. : The new sprites are there to give monsters a real "hellish" look,
	something that is missed in Doom II. 
	Eriance (author of these new sprites) can't be congratulated enough for his work.

	Q. : Why is there no Spider Mastermind in the wad ?
	A. : The Spider Mastermind was replaced by the Heresiarch. I think the
	Spider Mastermind is a bit of a failure as a boss, and 180 Minutes Pour Vivre was
	in need of a new one. Besides, the alien looks of the Spider Mastermind wouldn't
	fit the darker, creepier, satanic theme of 180mpv.

	Q. : Eriance has created a great Spider Mastermind replacement though, for 
	Hell-Forged. Have you considered using it ?
	A. : Eriance's version of the Mastermind (the Director) is indeed very nice, and
	I hope we'll use it in future projects. But I wanted a new boss monster for 180mpv.

	Q. : I'd like to use the textures and / or new monsters in my wad. May I ?
	A. : Yes, provided credit is given to the texture authors and / or me ([WH]-Wilou84)
	for the DEHACKED patch.
	In fact, we'd be glad to see new community projects made with 180mpv as a resource.

	Q. : No new weapons then ?
	A. : No. In most cases, Doom II guns are fine as they are.

	Q. : Will there be a sequel ?
	A. : Making a 182 Minutes Pour Vivre is tempting. We will see. We'll need to
	take care of other projects first, though.



[7.5 Special Thanks]

  180 Minutes Pour Vivre would not exist without the work of these people :
	- id Software, obviously,
	- The mapping team and everyone at the French Doom Community,
	- 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, XWE, 
Adobe Photoshop, PabloDraw etc.)
	- Source port developers, for playing a big part in keeping this community alive.

  We'd also like to thank the following :
	- The Doomworld community,
	- KMX E XII, for his dedication to the game and his lenghty reviews that 
	always are a pleasure to read,
	- Our family & friends,
	- YOU, the players !