===========================================================================
Advanced engine needed  : None, runs on doom.exe v1.9
Primary purpose         : DeathMatch play
===========================================================================
Title                   : Nostradamus
Filename                : NOSTRADM.WAD
Release date            : October 31, 2023
Author                  : cocytus
Email Address		: [redacted]
Other Files By Author   : perdition.WAD | hardfest.WAD [MAP05]
			  MAYhem20.WAD [MAP22] | hardfest2.WAD [MAP04]
			  DMX2021.WAD [MAP10] | DMX2023.WAD [MAP18]
			  PRCP2.WAD [MAP14] | 30mc2.WAD [MAP29]

Description             : Nostradamus contains 11 vanilla DeathMatch maps
			  built using a classic style akin to the GothicDM
			  series. The WAD supports both standard rules and
			  AltDeath modes with emphasis on absolute chaos.
			  No written story is included: make one up about
			  killing your not-so-fellow prisoners!

Additional Credits to   : Ryath's NaNoWADMo2021 that dug the project out
			  from its grave. Adelusion and others associated
			  who created GothicDM. Jimmy for creating both the
			  Gargoyle Wing and Apostasy fonts. Mark Klem and
			  David Shaw for creating the kickass music!
===========================================================================
+-+-+-+-+-+ WAD Information +-+-+-+-+-+

New levels		: Yes
New sounds		: Yes
New music		: Yes
New graphics		: Yes
New demos		: No
Other files		: DeHackED, MAPINFO, GAMEINFO

+-+-+-+-+-+ Play Information +-+-+-+-+-+

IWAD			: DOOM2
Level #			: MAP01-MAP11
Single Player		: No (player starts only)
Cooperative 2-4 Player	: No (player starts only)
Deathmatch 2-4 Player	: Yes (8+ player support)
Difficulty Settings	: None

+-+-+-+-+-+ Build Information +-+-+-+-+-+

Base			: New from scratch
Build Time		: Over a year mapping, part-time
Editors used		: Doom Builder X, Paint.NET 4.2.14, SLADE 3, etc.
Known Bugs		: No known bugs. Let me know if any!
May Not Run With...	: None. Virtually runs on any port.
Tested With		: Chocolate Doom v3.0.0, Zandronum v3.0
===========================================================================
+-+-+-+-+-+ Level Information +-+-+-+-+-+

MAP01: Darkapathy
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Kicking things off is a snow map with several routes and vantage points. I
considered to remake Hell Keep, but wanted to make a quick speedmap using a
single texture across the map. I think it's a solid opening level.

MAP02: Lake Cocytus
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Inspired by Into the Grave and some aspects of Against All Odds. It is, in
essence, a much bigger and more deadly Darkapathy with wooden structures to
mix up the variety. The layout may be a bit challenging to get used to!

MAP03: Psychophobia
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
This level was originally inspired by Alien Vendetta. According to the text
document for the map: "Martin Aalen Hunsager was a major inspiration. Alien
Vendetta's opening map, Sunset, could've been a great DeathMatch level."

MAP04: Terra Incognita
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Corpse Bloom, despite being a very recent map, has a special place in my
heart. In essence, I redesigned the level with a similar layout, but I also
cut out the big spaces. I hope it brings carnage to the table!

MAP05: Haunting Grounds
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
A simple map that I spent way too long making - probably three months. I,
once again, mainly used a single texture across the entire map. I think it
turned out extremely well, despite the challenges, and quite chaotic!

MAP06: Phantasmagoria
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Anthony Czerwonka knows how to make good DeathMatch levels and Cardona,
San Vicenc is a great example. Phantasmagoria uses its simple geometry to
create a cathedral level with tight layouts and the crucifix design.

MAP07: The Nameless City
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Jens Nielsen's City of the Unavenged was the main inspiration. I wanted to
remake my SIGIL-inspired DeathMatch level and designed the layout in a way
that reward players who explore the map. I think the design is quite basic
but the map should emulate Sandy Petersen's early Inferno levels.

MAP08: Abandon All Hope
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Originally submitted to 32OF64KB-LR, this map is a MM2 DM18 remake that
consists a small stronghold enclosed in water. I redesigned the map with
extra details and light effects to bring the map to the next level.

MAP09: Embrace the Dead
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Vertigo stuck in my mind and I thought a dark and sunken city in blood
can make a unique DeathMatch map. A couple of areas, like the ascending
room and exteriors, had to be cut down due to visplane overflows. It was
also cut down in size - nobody wants to run around a barren wasteland!

MAP10: Final Judgement
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
I still had mixed feelings about this map. It was originally slated for a
different project. According to its text document: "its design had popped
into my mind on a cold morning and I created it in just a single day."

MAP11: Armageddon
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
The last map was orginally a small Quake-inspired map. It was daunting to
make a riveting map to end the mayhem, but I think this map is a solid way
to end it all with a simple layout and dark textures...
===========================================================================
+-+-+-+-+-+ MIDI Information +-+-+-+-+-+

01: The Dead Sky // Mark Klem
02: Ziztax Feyebrosis // David Shaw
03: Beloved Hate // Mark Klem
04: Random Particles // David Shaw
05: Gravestones // Mark Klem
06: Where Silence Has Lease // David Shaw
07: Spelling Trouble // Mark Klem
08: Tempissed Phlux // GothicDM // David Shaw
09: Time x Time = Time // Mark Klem
10: The Stillness Is Near // GothicDM // David Shaw
11: The Unjolly // GothicDM // Mark Klem

David Shaw created the additional music. QUAKE, GothicDM, EXECUTION, and
ETERNALL sounds were used. Credits to the audio's respective creators.
===========================================================================
+-+-+-+-+-+ Graphics Information +-+-+-+-+-+

NostraDM has many graphics from various sources. All gothic textures were
originally used in both GothicDM wads and Crucified Dreams. Credits go out
to the respective creators. The Apostasy font was created by Jimmy and the
Gargoyle Wing font (from his ZDoom post) was converted into a bitmap font by
myself. The status bar from GothicDM was slightly edited by myself.

Extra textures and graphics from Requiem were slightly edited by myself too.
Credits go out to the creators of the player and yellow torch sprites. All
other graphics, such as title screen and ENDOOM, were created by myself.
===========================================================================
+-+-+-+-+-+ Installation / Compatibility +-+-+-+-+-+

Nostradamus is designed to be vanilla compatible. You need to select the
DOOM2.WAD to play the game. You can play the WAD by either loading the file
onto the executable or alternatively typing into the command line:

	"boom -iwad DOOM2.WAD -file NOSTRADM.WAD -deathmatch"

Modern source ports support internal DEHACKED lumps. Engines that supports
DEHACKED without the support need the -deh parameter to load the patch.
===========================================================================
+-+-+-+-+-+ 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.

This PWAD contains select textures and flats that can originally be found
in GothicDM or Gothic2. Credit and thanks go out to the artists of these
textures and flats as well as to the rest of the Gothic Crew (1997/98). The
original GothicDM.ZIP and Gothic2.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


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

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