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Update to               : https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/c3
Advanced engine needed  : Limit removing, Boom, ZDoom
Primary purpose         : Single play
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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