===========================================================================
Archive Maintainer      : levels/doom2/Ports/megawads/
Email Address           : [redacted]
===========================================================================
Title                   : Doomworld Mega Project 2017
Filename                : DMP2017.wad
Advanced engine needed  : Boom, GZDoom 3.2.0
Primary purpose         : Single play, Cooperative
===========================================================================

===== Description =========================================================

> Final release of Doomworld Mega Project 2017.

> I express my gratitude to all those who took part in the project, and also
 authors of textures, sprites, sounds and music, included in this build.
 Special thanks to scifista42, CWolf and Voltcom9.

> You can find detailed information about the used resources in posts of the
 original project thread:

 https://www.doomworld.com/forum/topic/92522-doomworld-mega-project-2017/

===== What is included ====================================================

New levels              : 52
                  01-07: Vanilla
                  08-15: Limit-Removing
                  16-36: Boom
                  37-51: G/ZDoom
                     77: Hub Map

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

===== Play Information ====================================================

Game                    : Doom 2
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : No
Other game styles       : None
Difficulty Settings     : Unknown

===== Construction ========================================================

Base                    : New from scratch
Build Time              : One year
Release date            : 2018, January 5
Last update             : 2018, February 10

===== Map List ============================================================

Map Author              Map Name                              Release

> Vanilla

01  Jaxoon R            Hope to God                       2017.03.19 [# 14]
02  Scypek2             Don't touch!                      2017.04.13 [# 17]
03  TreeSquid           Sector 18                         2017.06.11 [# 20]
04  Roofi               Corrupted Industry                2017.07.01 [# 23]
05  TimeOfDeath         Subtle Shun                       2017.12.16 [# 27]
06  Pegleg              Assault on the Mountain Garrison  2017.12.30 [# 43]
07  Matt Devlin         Portal Control                    2017.12.31 [# 48]

> Limit-Removing

08  Walter Confalonieri Valhalla awaits you!              2017.01.29 [# 02]
09  Carlos Lastra       All Guns Blazing                  2017.02.20 [# 04]
10  riderr3             South of Hell                     2017.02.21 [# 05]
11  Bauul               Spiralunky                        2017.02.22 [# 06]
12  Dan Trim            Butcher's Hook                    2017.02.27 [# 10]
13  Glen Christie       Caustic Canyon                    2017.03.14 [# 12]
14  Cannonball          A Keen Eye                        2017.10.23 [# 32]
15  TheOrganGrinder     Putrid Hollow                     2017.12.27 [# 41]

> Boom

16  Memfis              Castle of Fun                     2017.01.18 [# 01]
17  Forli               System Meltdown                   2017.02.22 [# 07]
18  Paul Corfiatis      Wrath of The Wingless Pigeon      2017.02.23 [# 08]
19  Veinen              Predator                          2017.02.25 [# 09]
20  Nate River          Wolfenfels                        2017.03.07 [# 11]
21  The_SloVinator      Isolation                         2017.03.19 [# 15]
22  CrazyDoomguy        Graveyard                         2017.04.30 [# 18]
23  A2Rob               Janitor Patrol                    2017.05.23 [# 20]
24  antares031          The Kerberos Complex              2017.06.17 [# 22]
25  complexDoomer       COM                               2017.08.21 [# 25]
26  Philnemba           Starport Anomaly                  2017.08.27 [# 26]
27  HUNdebLeonidasX     Gun Down the House                2017.10.01 [# 28]
28  Michael Jan Krizik  Scythian Opera                    2017.10.07 [# 29]
29  Oleg "CWolf" Vovk   Wrong Turn                        2017.10.17 [# 30]
30  Ninehills42         Proxima Centauri Lust             2017.10.29 [# 32]
31  Jjp                 Six Tricks                        2017.12.26 [# 39]
32  Obake               1000 in less than 10              2017.12.27 [# 40]
33  Scotty              Nazi Revenant Orgy                2017.12.28 [# 42]
34  Obsidian            Big Flamewar at Little Temple     2017.12.31 [# 46]
35  Spectre01           Skindustrial Core (Sector 03)     2018.01.01 [# 50]
36  bonnie              Sewers                            2018.01.02 [# 51]

> G/ZDoom

37  Dragonfly           Integrity                         2017.01.31 [# 03]
38  Voltcom9            The Eldritch Construct            2017.03.27 [# 15]
39  Gunsmith            Deviation                         2017.03.30 [# 16]
40  Ed                  Maus Haus                         2017.05.08 [# 19]
41  everennui           Red Tempest                       2017.08.19 [# 24]
42  RaphaelMode         GJUNX                             2017.09.03 [# 27]
43  Marlamir            Welcome to U. A. C.               2017.11.27 [# 33]
45  Sasha               Stodulki                          2017.12.02 [# 34]
44  Dazzer              The Nephilim II                   2017.12.03 [# 35]
46  Lorenz0             Antidote                          2017.12.21 [# 37]
47  marxr               Thy Infernal Castle               2017.12.22 [# 38]
48  cambreaKer          Cold As Hell                      2017.12.30 [# 44]
49  dmg_64              The Wind Guides You               2017.12.31 [# 45]
50  Pinchy              Lava Dome                         2017.12.31 [# 49]
51  StormCatcher.77     Fiery Rooster Arena               2017.12.31 [# 50]

77  Voltcom9 & StormCatcher.77     Hub                    2018.01.05 [# 52]

===== Mapper's Comments ===================================================

01. Jaxoon R: You just shootkill the demons whatever man next question.

02. Scypek2: This wad features the most unique gameplay I've ever seen in a
   vanilla mod! (Not that I've played a lot of those) Armed witha plasma
   gun and an endless energy cell stash, your goal is to kill hordes of
   demons (higher skill levels = bigger monster variety!) from behind a
   window. But if a single one gets too close, you're toast! So you need to
   carefully observe all the pathways, and make sure the coast is clear
   before you try to step back and resupply your ammo... once you've been
   fighting for about 90 seconds, you're free - the exit door opens and you
   may abandon your outpost.

05. TimeOfDeath: I made most of the map yesterday, then finished it up this
   morning and recorded a demo. Turns out the map is vanilla compatible,
   but not recommended because of disappearing things.

06. Pegleg: The Mountain Garrison was a base that had been allowed to fall
   into near-disrepair and tended to be the last destination for those
   troops that had crossed the wrong commanding officer. It was far removed
   from almost everything. When the demon horde came they swept through
   everything, including the Mountain Garrison. From the operations hub,
   the command staff could see the destruction the horde had wrought. They
   decided to send you in for quick reconnaissance, with strict instructions
   to avoid engaging the enemy unless absolutely necessary. Armed with your
   sidearm, you stepped on to the teleport, with the next stop being the
   central room of the Mountain Garrison.

07. Matt Devlin: A short tech base level with a simple objective: Open the
   portal and stop the invasion...at the source!

08. Walter Confalonieri: A colorful city map, the level starts where my map
   in DMP 2016 ends and it uses these two limitations: 50 monsters and using
   only the "new" doom 2 monsters (expect for lost soul, that is the PE shot).

09. Carlos Lastra: There are many hitscanners in this map, so the level is a
   little bit random. Sometimes, it it's hard; sometimes, easier.

10. riderr3: A big hellish place somewhere deep in south of hell.

11. Bauul: Simple concept map channeling a Serious Sam vibe.  I created the
   outline first and somehow it ended up much bigger than I originally
   intended, but the overall concept came out mostly as I had envisioned.
   The name is a play on "Spiral" (because the map is a spiral) and
   "Spelunking" (because you're climbing out of a hole).  Also Spelunky is
   my wife's favorite game, so it's a nod to her too.  One tip: When you
   see the Red Skullkey at the end, don't be shy about taking a running
   leap off its platform.  10 points if you can land on the teleporter!

12. Dan Trim: Been playing a lot of chillax; I've not pulled any punches
   with this one.

13. Glen Christie: This map is best played with an explorative mind set,
   there is plenty of health, ammo, weapons and secrets hidden around but
   they aren't just handed to the player, so be aware of that.

14. Matt "Cannonball" Powell: Not much here, just a slight gimmick to
   progression with a lot of secrets and a few optional areas.

15. TheOrganGrinder: A small-to-medium cavern map and my first released
   level :)

16. Memfis: A series of somewhat sadistic scenes around and inside of a
   castle. A bit generous with health pickups I think so it shouldn't be
   too hardcore but dunno. I get kinda different experience every time I
   play this. Btw, I used Boom only because I wanted a custom sky, the map
   otherwise is completely limit removing.

17. Forli: This the first map with boom compatibility that I've made and I
   think I did something wrong, I had to include the doom2 textures in the
   wad to make it work on prboom+.

18. Paul Corfiatis: A small but nice Boom compatible map that is designed for
   singleplayer but has coop and DM starts. The map uses standard Doom 2
   textures but there is a new original sky.

19. Veinen: An underground facility overrun by the demonic hordes. Can you
   find out what the demons are up to? Slaughter-ish map with medium-high
   difficulty but nothing over the top I hope. Can be a bit cruel if you're
   playing without foreknowledge though, so saves are recommended for the
   first playthrough.

20. Nate River: The idea for this map I got after rewatching playthroughs of
   Wolf3D and receiving a suggestion to make classic Wolf3D maps with Doom2
   resources. The design is more true to the original even though it's using
   Doom2 resources and I put in a few homages to memorable parts of the
   original campaign but also many new ideas to spice things up a bit. As
   the map progresses, the difficulty increases with some more unorthodox
   and trickier encounters towards the end. The map features lots of
   optional areas (secret and non-secret) with many useful resources. So
   exploration is generally rewarded more than overly cautious and campy
   play which isn't required even on UV and will - unlike in the original
   game - in some cases even lead to almost certain death.

21. The_SloVinator: Can be tough at some points on UV but definitely
   possible, pistol-start wise.

22. CrazyDoomguy: On UV-MAX some places are really difficult. I hope on
   ITYTD setting you able pass with less using save and load.

23. A2Rob: Large map taking place in some kind of water treatment plant.
   Contains a mix of close quarters sections and large open areas.

24. antares031: Inspired by Killer Colours from Alien Vendetta, but with
   non-linear layout and techbase environment. And yes, now I don't hate
   slaughtermaps anymore. ;)

26. Philnemba: A episode 1 style map with a few hellish elements and added
   Doom 2 textures with difficulty being higher than the OG episode 1 maps.
   With the exception of Hell Knights replacing most Barons on easier
   difficulties, this map only has monsters & weapons from Doom Episode 1.

27. HUNdebLeonidasX: A small map where Doomguy need to get rid of the
   invaders in a hidden military dance club.

28. Michael Jan Krizik: Started this map as Hurricane Irma was about to hit
   us. Been working on and off for the following weeks and was a little
   inspired between the likes of Scythe (duh), Alien Vendetta and Plutonia 2.
   Felt like making something punishing to mix things up a bit with my
   mapping style. Been testing this map constantly - hopefully it doesn't
   have too much or too little ammo for the oppression at hand - it's hard
   to say when taking multiple routes from the start. Have fun finding the
   speedrun route!

30. Ninehills42: A Sunlust style map with fitting difficulty. I originally
   planned to make a whole megawad with this map being map 01, but I
   changed my mind after seeing how much work it took me to make the
   detailing. So i decided to release the map in dmp 2017. Watch out for
   the traps, there are quite a few of them.
Oh ye, and sorry for the
   starting revenant. At least on UV difficulty. Since its the start of
   the map, i decided to keep it in.

31. Jjp: A Boom-compatible map with six gimmicky set pieces that can be done
   in any order.

32. Obake: The title refers to the number of enemies and the time it can be
   beaten, respectively. The map was made speedily, a few weeks before the
   deadline. I wanted to push myself in terms of enemy numbers, despite most
   of them being in inaccessible locations. I feel I succeeded in making a
   challenging, fun map, despite the gimmick and short development time.

34. Obsidian: I was playing Rebirth and thinking to myself that the maps
   didn't really explore the new themes that the textures made possible.
   Also those window textures look freakin' cool and I wanted to use 'em. :P

35. Spectre01: Abstract flesh-city map with some slaughter-ish encounters
   and tricky platforming (by my standards). Designed to be played from a
   pistol start. Another follow-up to my DMP2016 map19, the other being the
   much larger Sector 04 in SlaughterMAX. I wanted to make something taking
   place entirely above ground (or in this case blood) level, with lots of
   height variation. Requires some careful movement, as falling off is very
   punishing. No inescapable pits though. Difficulty settings are as
   follows: HNTR (fun challenge), HMP (challenge), UV (I want to faceplant
   for hours). Enjoy!

36. bonnie: I just wanted to get this out (I ended up just redoing what I
   lost) just to show that's it's technically done. I haven't actually
   playtested it at all, so expect some re-balancing and bug-fixing updates
   within a few hours. Despite the heartache, I had quite a bit of fun
   improving on this map for this project and adding all sorts of silly
   custom textures. I really hope people do some demos for my map, maybe
   even using that voice-recording-demo version of prboom somebody made :o

37. Dragonfly: Integrity was my first entry in the DWMP series. Finished in
   January, I used this map to prepare myself for the creative efforts I would
   be working on later in the year. Built in little over a week, Integrity was
   designed to be challenging for me based on my skill level at the time.
   It's beatable, but not without a bit of effort. I had a lot of fun
   working around the green colour scheme and felt this map was just
   'naturally' came together, without any moments of mapper's block. I hope
   you enjoy it as much as I enjoyed making it!

38. Voltcom9: This originally started out as a sort of experimental tech
   demo for me to learn to utilize some of GZDooms more advanced features
   as well as to experiment with applied slopes, I think the end result
   turned out playable and mostly enjoyable.

This was designed and tested
   for GZDoom. It is suggested that the player use freelook to better
   experience the maps design.
I hope you enjoy this map as much as I
   enjoyed creating it.

42. RaphaelMode: Welcome to the land of GJUNX! A beautiful half-baked idea
   that felt like a solution. What went wrong? It's time to dive deep and
   find out! This was initially supposed to have a lot more story focus but
   I gave up on it. It would detract from mainstraem action a Doomworld
   Mega Project player is likely to desire to some extent, and perhaps it
   would state too claerly what GJUNX is. And once things are certain, they
   get rigid and unfun... In any case, this is an introduction to GJUNX
   right here! I hope it's well perceived! You will finally get the chance
   to fight what lurked from the walls on a few occasions alraedy...

43. Marlamir: Map is not 100% finished because i don't have much time and
   right now im without laptop and i propably wouldnt be able to finish map
   in time so i give whats i have. Is from 90-95% finished is just need few
   small improvements. Is fully playable. Map is set in one of the many
   u.a.c bases. Are you able to get trough and kick monster asses one more
   time, show them that this base was the wrong one to invade.

44. DAZZER: Really short and mostly easy Map. Just wanted to take part in
   this with a nice layout and Fun Gameplay.

45. Sasha: Catch 100 (sto) rockets and use them correctly.

46. Lorenz0: A really short, amateurish map. It's easy, so it should
   probably go somewhere at the beggining of the megawad.

48. cambreaKer: I started this map around December 27th, and this map was
   kind of rushed a bit. There were many ideas about maps for this project
   including a big arena where you fight a bunch of monsters, a "uac base"
   map that was called "cambreaKer HQ", a prison escape map, and a map
   called "A Doom Chainsaw Massacre" where you kill monsters with a
   chainsaw.

49. dmg_64: If you like puzzles, try this, Monsterless map.

50. Pinchy: I built the entirety of The Alfonzone with this map in the back
   of my mind, there's no telling how much all that experience actually
   changed and improved it,

51. StormCatcher.77: A short map in the Egyptian style. You have to find 3
   yellow keys to open the exit door. Explore locations and collect them in
   any order. Finding the next key, be ready to pass the test in the arena.

===== Copyright / Permissions =============================================

> You may NOT use the maps as a base for modification or reuse.
> You MAY distribute this file for free, provided you include this text
 file, with no modifications.