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Advanced engine needed  : vanilla-compatible limit removing port
Primary purpose         : Single + coop play
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Title                   : kuchitsu
Filename                : kuchitsu.wad
Release date            : 01/01/2013
Author                  : Memfis
Email Address           : [email protected]
Other Files By Author   : sbspd020 MAP02, ht MAP17, whitemar MAP04,
                         vodeim21, kashimir, spd6 MAP12, stckblod,
                         map18mem, greenday, kurogane, sf2011 MAP13, bofp,
                         kukuku, horalky
Misc. Author Info       : 19 years old doomer from Russia.
                         http://myanimelist.net/profile/kuchitsu
                         http://last.fm/user/kuchitsu

Description             : 6 easy (for me anyway) levels intended to be
                         played on UV from pistol start without saves. I
                         didn't consider continuous playing while making
                         this wad. The general theme is green/brown bricks
                         and nature with some city and tech elements.

Additional Credits to   : Graphic and music makers, authors of things that
                         inspired me. (see below for the details) GreyGhost
                                                 for removing unused graphics. Players from Doomworld
                                                 and Russian Doom Community for feedback, FDAs and
                                                 let's plays. The author of "DoomWord" (sic). Sorry
                                                 dude, forgot to credit you in my previous wads.
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* What is included *

New levels              : 6
Sounds                  : No
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : No
Other                   : No
Other files required    : None


* Play Information *

Game                    : Doom 2
Map #                   : 01-06
Single Player           : Designed for
Cooperative 2-4 Player  : Designed for
Deathmatch 2-4 Player   : No
Other game styles       : None
Difficulty Settings     : Not implemented


* Construction *

Base                    : New from scratch
Build Time              : I dunno, but the first completed map (05) was
                         started on October 13, 2011 and the last
                         completed map (06) was finished just a few days
                         ago.
Editor(s) used          : Doom Builder 1.68, XWE
Known Bugs              : On map05 the blue door looks incorrectly in some
                         ZDoom-based ports. But they aren't vanilla
                         compatible so you're not supposed to use them
                         anyway. :p
May Not Run With...     : doom2.exe (even if you append new sprites and
                         flats, you might get HOMs, visplane errors,
                         tutti-fruttis and medusas)
===========================================================================
* Additional Information *

    New graphics from:
Doom City (sky, Integra Bank sign, 7 Eleven sign, shelves, Pepsi machine, some windows)
Doom 1 (some computer panels)
Epic 2 (red laser stuff, or it might be from Scythe, I'm not sure)
Fragport (green key stuff)
Gothic DM 2 Textures (blue flag)
Hexen (barrel)
Invasion UAC (tree)
Plutonia (green bricks with a white vent thingy, RAILING texture)
Requiem (waterfall textures)
The Revolution! (brown bricks with a window, new crate)
Wolfenstein 3D (green plant thingy)
Back To Basics (fixed DOORSTOP and SUPPORT2 textures)
Mall of Mayhem (white torso)
TNT 2 Texture Pack (clean METAL texture)
Community Chest 4 Texture Pack (recolored crates, recolored lamps)
Realm 667 Repository (acid barrel, green bloody mess
Nathan's Toasty Technology page (photo of Yangshuo Cavern by Tom Atwood)

    New music:
map01 - map09 from Gothic DM, composed by Mark A. Klem
map02 - map01 from The Waterfront, presumably composed by Scott F. Crank but it is not written in the *.txt for that wad
map03 - map09 from Requiem, composed by David "Tolwyn" Shaw
map04 - map16 from Memento Mori 2, composed by David "Tolwyn" Shaw
map05 - map01 from Doom City, composed by Shamus Young
map06 - "Wily's Fortress: Station 2" from Mega Man 7 (SNES), midi version by Jarel Jones
intermission - "Instructions / Password" from Pilotwings (SNES), midi version by Chris Francis
story - map01 from Osiris, composed by Jeremy Doyle

    Sources of inspiration:
map01 - texturing: 2dmmaps.wad map01, the tower you can see from the exit: Eternal's wads
map02 - lighthouse: wtrfront.wad, boats: Alien Vendetta map11
map03 - "Doom 2 the Way id Did" (big part of this map was originally made for that project
        but they said that it wasn't very id-like and I didn't want to change anything), the red key area: Doom 2 map06
map04 - first few areas: Cleimos 2, texturing: Scythe 2, last area: Whispers of Satan, green armor behind the red laser: Epic 2
map05 - Doom City of course, it inspired the whole wad basically
map06 - Scythe 2 map11, rocket launcher area: Alien Vendetta, scapeship at the end: Escape from Deimos

    Name of the wad: I listened to the song Blood Stain Child - Ez Do Dance (TRF Cover), heard "kuchitsu" at 1:31
                 and liked how it sounded. It's not a proper word, just a combination of syllables.

    Map name explanations:
map01 - "IKUWAYO"            - it's from Japanese language, a girly way to say "Let's go!"
map02 - "LOTUS ISLAND"       - Buckethead has a song with the same name, this map takes place on an island
map03 - "MECHANICAL"         - no idea, I guess I was just thinking of random words and this one seemed fitting
map04 - "WATER LEAK"         - umio has a song with the same name, there is a lot of water in this map
map05 - "DOOM TOWN"          - uhhh it's similar to "Doom City"!
map06 - "HAVE A NICE FLIGHT" - at the end you're boarding a spaceship and the intermission music is from a flight simulator

.. I enjoyed writing all this stuff for some reason.


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

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