===========================================================================
Update to               : hardfest3.wad
Advanced engine needed  : MBF21-compatible (-cl 21)
Primary purpose         : Single Player
===========================================================================
Title                   : Hardfest 3
Filename                : hardfest3.wad
Release date            : 28/02/2025
Author                  : Various
Email Address           : [redacted]
Other Files By Author   : Many, many wads - too many to list, even!

Description             : The final wad in the Hardfest trilogy.

                         Features 38 "hard" maps by 29 mappers. What counts as a
                         "hard" map? I've honestly lost track at this point.


Additional Credits to   :   PROJECT LEAD:
                           finnks13

                           MAPPERS:
                           Archvile Hunter
                           Cannonball
                           CblBOPOTKA
                           cocytus
                           CrazedCleric
                           Cynder_Thief
                           dashlet
                           finnks13
                           General Roasterock
                           Gothic Box
                           Gudermannian_func
                           Hebonky
                           HiRon
                           ivymagnapinna
                           JackDBS
                           Makedounia
                           MiracleWater
                           Nootsy_Nootsy
                           raddicted
                           Raith138
                           Scionox
                           Shove82
                           stephyesterday
                           suzerduzer
                           taviow
                           thelokk
                           tonytheparrot
                           Treehouseminis
                           vsar


                           TEXTURES:
                           The cool CC4-tex list:
                               NiGHTMARE
                               Espi
                               Eriance
                               Fredrik Johansson
                               Janitor
                               DaGGeR
                               Ola Bjorling
                               Vader
                               XDelusion
                               esselfortium
                               RottKing
                               Nuxius
                               Afterglow
                               AgentSpork
                               RottKing
                               Enjay
                               Huy Pham
                               SargeBaldy
                               Tormentor667
                               The GothicDM Team
                               The Requiem Team
                               The Eternal Doom Team
                               id Software
                               Raven Software
                               Rogue Entertainment
                           Additional Skies by Mechadon, Eradrop and from TNT:Evilution
                           Assorted textures by Jimmy
                           Magnolia textures by FuzzballFox and 40oz
                           Assorted textures from OTEX by ukiro
                           Moon textures by skillsaw
                           Assorted textures from DBP11, DIY, Lost Civilization, Firerainbow, Deus Vult II, Heretic, Hexen & Duke Nukem 3D
                           Yellow & Pink recolours by finnks13 & taviow

                           SPRITES:
                           Darker Chaingun by Arsinikk
                           Dark BFG by Yugiboy85 from Occula, edits by gabirupee & finnks13
                           Green Plasma by Ludi
                           Green muzzle flash for pistol & chaingun by gabirupee & finnks13
                           Black Gloves for weapons by Grimm and MrFireSeth
                           Ultra Rocket Launcher from Doom 64
                           Weak Cyberdemons from Finely Crafted Fetish Film, grey recolour by finnks13
                           Green Chaingunner from Cydonia

                           Arachnorb by Jimmy & Yurithehairfan
                           Kobold Warrior by Burgish
                           Grenadier from Supercharge
                           Grenade Mancubus by finnks13
                           Grenade Projectile from Supercharge (grey edit by finnks13)
                           Veilimp by Vader, Ghastly_dragon & Mike12
                           Cybruiser by Wolfendoom & Amuscaria, edit by Ravendesk


                           SOUNDS:
                           New Pistol & Chaingun SFX from Deadliest Dem(o(li)ti)on by Scypek2
                           Arachnorb SFX by Jimmy, id Software & 3D Realms
                           Plasma gun SFX from NoSp3
                           Kobold Warrior SFX from STRAIN, by the Alpha Dog Alliance
                           Grenadier & Grenade SFX from Quake
                           Grenade Mancubus SFX by id Software & finnks13
                           Veilimp SFX by Black Isle Studios, Blizzard Entertainment
                           Cybruiser SFX by id Software & Amuscaria


                           GRAPHICS:
                           M_DOOM by Korp
                           TITLEPIC by Christophine Place
                           Palette by gabirupee
                           Invulnerability COLORMAP by Christophine Place
                           ENDOOM by Peccatum Mihzamiz

                           MUSIC:
                           Original Music by:
                               Jimmy
                               Korp
                               LPad
                               Naiad Violet
                               thelokk
                               Scorpius

                           Other Music by/from:
                               AD_79
                               Bloo
                               Cammy
                               continuum.mid
                               Crunchynut44
                               DiminishedFifth
                               Dragonfly
                               Jimmy
                               Knightrider of Doom
                               Lee Jackson
                               LPad
                               Maxime Tondreau
                               msx2plus
                               Psyrus
                               rd
                               Revle
                               Ribbiks
                               Snaxalotl
                               stewboy
                               Xaser
                               zan-zan-zawa-veia

                               Fortress 2 Blue
                               Streets of Rage 2
                               The Binding of Isaac
                               The Binding of Isaac: Antibirth

                           DEHACKED:
                           Altered Fist Damage RNG & Jump Orbs by Ravendesk
                           Grenadier & Grenade based on original implementation by General Roasterock
                           Veilimp by antares031 & Bauul (modified by finnks13, to accomodate sprite changes)
                           All other Dehacked by finnks13


                           MAP PLAYTESTING:
                               AshtralFiend
                               Brendondle
                               chira
                               Insane_Gazebo
                               LadyMistDragon
                               Lisaancelle
                               NiGHTS108
                               Ravendesk
                               Scotty

                               (& a bunch of us mappers too :P)

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

New levels              : 38 (+1 credits map)
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : No


* Play Information *

Game                    : DOOM2
Map #                   : Map01 - 36, 97, 98, 99
Single Player           : Designed for
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Other game styles       : No
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch
Build Time              : Just over eight months
Editor(s) used          : Ultimate Doom Builder, Doom Builder X, Slade3, paint.net, DoomWriter
Known Bugs              : Well the Jump Orbs are really jank, but I'm not sure that counts.
May Not Run With        : Non MBF21-compatible ports
Tested With             : DSDA-Doom v0.28.2, Woof v14.5.0

===========================================================================


* Copyright / Permissions *

Authors MAY 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.


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

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

===========================================================================

===========================================================================
//////////////////////////
//////   MAP LIST   //////
//////////////////////////
===========================================================================

MAP01 - Low Simmer
Author - CrazedCleric
Music - "Good Luck" by Bloo

Comments - Tried to make something hard with a relatively low monster count. Happy enough with the
result. Enjoy your warmup.

~~~

MAP02 - The Fall of Babylon
Author - cocytus
Music - "The Grave Digger" by cocytus

Comments - I started this map way too late. Hoped to make a sprawling city similar to City of the
Unavenged and something bigger than the Root of All Evil, but alas didn't have much spare time.
Instead, I created a small-to-medium sized map without a big focus. Just think the looks by the end
was the biggest focus with emphasis on lots of mid-textures to divide walls or change brick colour.
Lots of traps was added to keep the player on their toes. The Archvile dark pit room is a slight nod
to The Metal Age's and the Root of All Evil's Archvile rooms. I guess one consistency (somewhat) was
kept across my maps in the series. Anyhow, hope it's not too hard... stay sharp, don't get too cocky :)

~~~

MAP03 - Rhubarb and Custard
Author - Cannonball
Midi - "Space Train" by Stuart Rynn
Comments - A quick entry level map focusing on mostly rocket combat. I don?t know why I chose to use
the pink textures to offset the tech gray/white but I guess my last self managed to troll me because
replaying this in the test build almost burnt out my retinas?

~~~

MAP04 - Hyperboloids
Author - Gudermannian Function
Music - "Angry Science" by Xaser
Comments - This is mainly inspired by Fractured Worlds and Criticality. My main basis for this map my
love for Math and Conic Sections. In every room I tried to implement this.

~~~

MAP05 - Aluminium Eyes Stare Back
Author - stephyesterday
Music - "Sappers & Moles" by zan-zan-zawa-veia

Comments - Making a "hard" map has always been an interesting experience for me, because my favorite
types of Doom gameplay are commonly found in challenge wads- tight & cramped rocket-focused combat,
platforming, and heavy slaughter, but I'm also like... ass at this game, so my work is often echoing
design of that type of content, but more accessible, I guess.

I joined Hardfest 3 hot off the heels of finishing Rosy Rubicunda with Mocha, but only really started
working on this final version of the map a mere few days before the deadline. There was a scrapped
outline that was completely different from this, with a much more complex premise, but I was going
through a rough patch of mapper's block so that ended up being thrown out in exchange for a much simpler
map. The only thing that stayed from that version is the starting veilimp/archvile fight, which i
still think is this map's strongest encounter.

The most trouble I had making this was the cave fight, which I still don't think is perfect, but I guess
it doesn't need to be. This version of it is slightly easier than initially, but much more enjoyable
and manageable, which I think is much more important in the grand scheme of things, even when submitting
to Hardfest. Either way, I hope you enjoy my somewhat challenging little breather map, and here's hoping
I step more out of my comfort zone in the future.

~~~

MAP06 - Kronofogden
Author - Shove82
Music - "Caught in the Shadows" by Jimmy

~~~

MAP07 - Amaranth Station
Author - taviow
Music - "Sent From Hell" by Crunchynut444

Comments - another old map of mine, this one was also not originally made for Hardfest 3. It was formerly
made for a Scythe style project with more casual-oriented gameplay, and that is why the map largely does
away with lockins and the usual challenge setpieces that I was so fond of doing in HF2. I took it out of
the original project that I made it for because as usual I ended up making it too big and somewhat
overdetailed, sort of just missing the point entirely of the speedmappy premise that a Scythe-like
project brings. I reworked the final fight to be way harder than it was originally, so that at least
that encounter brings the sort of difficulty often expected in Hardfest. Originally it was red, decided
to make use of the pinks in Hardfest 3 and I think it looks way better than it did originally. The new
color worked wonders for the map, I think.

~~~

MAP08 - Harmony of Pissonance
Author - JackDBS
Music - "Reflections Insight" by Naiad Violet

~~~

MAP09 - Raisin Bread
Author - ivymagnapinna
Music - subTerra.mid by Ribbiks

Comments - fairly small map with a few D-Dish, kinda awkward encounters, you'll probably do a bit of dying
figuring things out. I forget the build time but it was rather short. budgeting your BFG shots is mandatory on
UV. visually it's something of a House of Dead Skin reprise, I revisited some of that map's texture choices
and curvy geometry and added some new elements with the textures (BRWINDOW, BROVINE2, those NMB ones ribbiks
loves), more jagged/angular geometry and better lighting. with that plus the night sky and midi it's a bit of
a Crumpets homage as well. this was a great mapping exercise for me, glad to be on here

~~~

MAP10 - Quiet
Author - Hebonky
Music - "Amethyst Princess" by rd

~~~

MAP11 - The TANROCK2 Experience
Author - Thelokk
Music - "Angelina woke up with a gun to her side" by Thelokk

Comments - Another salvaged piece, from when I briefly entertained taking part in 1X1. It then sat in a solo project
for a bit, and now has a third lease on life. Chaotic, sleek, very pale, basically my ideal woman in Doom map form.
Enjoy!

~~~

MAP12 - Trial by Combat
Author - finnks13
Music - "Submissive Possession" by Naiad Violet

Comments - Oh no! You've been captured and put on trial for all those demon killings you did in the last eleven maps!
Thank goodness one of the pieces of evidence is the BFG you used. A fairly poor choice on the demons part, that.

~~~

MAP13 - Flight
Author - Raith138
Music - "Weary Awakening" by Naiad Violet

Comments - I did not make the first room with the intention for this to be a void themed map but it ended up happening
a little later. I tried to make a map that had void in it but was still at its core just a normal map. It was definitely
tight with me starting the map less then a week before the deadline but it came out well. There is also a lot of mid
textures in here including one of my greatest achievements which is the floating working arachnorb portal in the bridge room.

~~~

MAP14 - Sweet Berry Wine
Author - Treehouseminis
Music - "Ascension" by Psyrus

Comments - After making a dark atmospheric map I wanted to do the opposite.  Chose green and pink textures and a week later I
had this shorter map done.  I dont remember what made me think of the bouncy projectile wall boom trick but I decided it sounded
fun and hilarious to center a map around it.  The secret area is one of my favorite things Ive made.  I was watching Vytaan's
Lets plays of Capybara(top3 wads of all time for me still) and got more ideas from that.  I got a lot of inspiration from
Capybara map 14.  Mostly the fight that has sound block lines that's based on infighting and careful attack selection, but I
put bouncy walls in my version for better or worse.  last arena is super RL slop that makes me giggle every time I died on
accident because of the bouncy walls.  Difficulty low, fun factor high.

~~~

MAP15 - The Blind Leading the Blind
Author - General Roasterock
Music - "Soilscraper" by zan-zan-zawa-veia

~~~

MAP16 - Distilled Virulence
Author - Archvile Hunter
Music - "Max Man" from Streets of Rage 2, sequenced by Jose Felix

Comments - A small puzzle-slaughtermap I worked on over the course of a few evenings. The main design philosophy was to create an
"out of the frying pan into the fire" type of gameplay, where the player doesn't have the means of dealing with the current situation,
and in the search of better weapons only makes the situation worse. Dying repeatedly is expected as you experiment and try to work out
the best strategy for dealing with the overwhelming opposition.

~~~

MAP17 - Murder System
Author - vsar
Music - "Xenotime" by Dragonfly & Cammy

~~~

MAP18 - Techno Granadas
Author - dashlet
Music - techno1.mid by unknown (sorry!)

~~~

MAP19 - Molasses Facility
Author - tonytheparrot
Music -  Fortress 2 Blue - Stage00006.mid "Culture Shock"

Comments - A very simple BFG spam speedmap only containing 2 fights,should be maxable in a 3-4
minutes. This map was inspired by the recent wad synami's speedmaps 2. The idea from this map
came from the fact that as good as HF2 is, it's full of long maps, especially at the end and I
felt that players would appreciate a much more simple, quick and very explosive entry in the
middle of the rest, maybe it ended a bit earlier in the map order than I expected, but I don't
mind tbh. Hopefully the map is also really fun to speedrun.

~~~

MAP20 - Resurrection Ship
Author - taviow
Music - "The Cold Unknown" by Naiad Violet

Comments - this is a fairly old map of mine, indeed I think it was the first HF3 submission,
and it was me trying my hand at a shorter map with a lower monster count after having explored
large scale encounters so much in HF2. This is also my first attempt at gameplay that I'm not
overly familiar with, and in a lot of aspects I think it shows. Not originally made for Hardfest
3, was supposed to be a simple straightforward map but ended up turning into a whole scary
atmospheric resource starvationy sort of map that did not make sense in the original project I
made it for. I am proud of the map in a weird way as I think it was a stepping stone toward better
execution of similar concepts in the Waffle House wad, but the kind of gameplay that this one
incentivizes is very slow paced and deliberate, and perhaps somewhat monotonous if I'm honest,
with the amount of waiting that you have to do in several fights. It is something that I don't
think I had the maturity as a mapper to attempt yet, especially in the earlier versions of the
map where it played even slower. But as always I've tried my best at integrating playtesting
feedback into making the best version of the map that I can make, and the (final) version currently
in the wad largely sped some encounters up a little bit, which is hopefully for the map's benefit.
Anyway, sort of a stepping stone map for me, and it has taught (and continues teaching) me a lot
about how to approach (or not to approach) different or more restrictive styles of gameplay.

~~~

MAP21 - Husk of Industry
Author - Makedounia
Music - "Urchin" by AD_79

~~~

MAP22 - Watermelon Market
Authors - dashlet & raddicted
Music - "Cloud 9" by DiminishedFifth

~~~

MAP23 - Curse of Altamira
Author - CblBOPOTKA
Music - "Majesty of the Starlit Night" by Naiad Violet

Comments - Medium sized map with slight non-linearity. The basic premise was in clash of cave
environment with technology.

The main layout of this map was done in few hours and looked as a three draft arenas. Two rules
that I decided to stick to this time are not to start detailing before layout is done (spoiler: i failed)
and make more interconnectivity than i usually do. So i added two more abstract regions then, one with
tech corridor and blue key area. I couldn't hold back any longer and started greedily adding details.
Btw, one of the buildings i added may remind some of a real theater building in my city, guess which one.
I liked its unusual shape.

One thing i can say surely about gameplay is that it's variative. Map was made in separate time periods,
so it absorbed a wide variety of ideas in this way. Originally it was designed to have 2 ways to beat a map,
but after that i added unofficial one (it rather do not bring more comfort, for my experience, but anyway
i decided to left it).

Cave environment allows you to use more darkness, although I don't like a lot of darkness, but seems like
i am becoming converted. I am glad with atmosphere that turned out to be on the map. It is especially well
supported with Naiad's music composition, this track stuck in my head for a long time.

~~~

MAP24 - The Killing Game
Author - Hebonky
Music - "Desaturation" by msx2plus

~~~

MAP25 - Remember Citadel
Author - suzerduzer
Music - "Isosceles" by Psyrus

Comments - This map is a sort of tribute to Darkwave0000's "Gutter Grave", from 3 heures d'agonie 2. I've
always loved that maps grand scale and the chaos of its fight design. In the end I think I sort of strayed
away from what I wanted gameplay wise, focusing more on difficult lock in fights instead of the more freeform
style I originally intended for. I tried to put a big spotlight on the ultra rocket launcher in this map, as
at the time of submitting there weren't many other maps heavily using it. The RL will always be my favorite
weapon in Doom, there's a certain amount of drama that comes with firing it in dense monster clusters that
the BFG can't really compare to in my opinion. I did end up including a BFG in the maps secret fight, as I
was able to heavily limit the ammo you're given as it uses its own pool of ammo seperate from the plasma,
which was fun. Overall, I think the visuals came out great, the final arena really conveyed the sense of scale
I wanted. It really elevates some of the duller moments in the map like the path to the red key arena. I also
quite like the exit sequence, I tried to make it feel more like you've escaped the map rather then conquered it.

~~~

MAP26 - Infallible Dictator
Author - Gothic Box
Music - "Apostate" from The Binding of Isaac (Sunlust MAP17)

Comments - Dark techbase with moderately infighting-focused combat puzzles. Paul977's work was the biggest visual
influence. This map was an exercise in monster usage and creating styles of gameplay I wasn't used to making.

~~~

MAP27 - Holy Dregs
Author - Treehouseminis
Music - "Resurgence" by Snaxalotl

I wanted to do a map that gives the same feeling as looking at artwork from Suguru Tanaka, a Japansese artist that
Ive been a big fan of last few years.  His art is very red, liminal feeling, very geometric at times. I cant tell
if whatever he paints is made out of stone, flesh, or both.  Its just vaguely unsettling liminal alien world art.
I found some great duketex textures, colored them red in slade, along with a few otex stuff, and had them added
to the resources.

Its slower paced slaughter, combat puzzle map.  Its hard for me to see the big picture in my maps so I do them piece
by piece 99% of the time.  I like set pieces and lock in fights for the most part.  I would say the difficulty is
on the low to medium side for this project.  I like making fun fights that dont feel too overwhelming, Im not great
at this game so I make stuff as had as I would want it and still be fun.  Because of release dates, this map is sort
of a prequel to my personal set I made after this.  The color red has been burnt into my retinas and I can no longer
see it.

~~~

MAP28 - Verdant Colony
Author - CblBOPOTKA
Music - "Canyon" by Ribbiks

Comments -  It's an inhospitable planet. It seems that it is completely covered with verdure, but the first impression
is deceptive - it is poisoned and insecure. But what else do this landscape hide?

This map started from strange central building made by reference image and my willing to map in a naturalistic style.
Sky was originally magenta, but then i realized that i don't want such acid contrast and choosed such more fitting
complementary colors as red and orange. The whole design tends to be unusual and abstract, representing some another
planet probably.

Talking about fights, i wanted to move away from common slaughter and provide more cooked arenas, where player may
try different ways to beat them. Balance with good pace and pressure. And looking back, i found that fights quite
fun overall. Only in the finals i broke that rule.

Final arena is my both pride and headache. Headache because it tried to break down in a variety of places, nodebuilder
was just going crazy! I spent many hours simply debugging this area, and not sure i fixed all the errors. Notice that
there is nonzero chance to see some monster stuck in geometry. But I don't regret anything. This arena is designed in
the spirit of SF series, there is no safe spot, all dangers forces you to move forward to survive.

~~~

MAP29 - La Scorciatoia
Author - Thelokk
Music - "Nastrini Viola" by Thelokk

Comments - A "run n' gun+" map visually inspired by Deadwing's latest. A good chunk of it comes from a tanked solo
project of mine. Wild gameplay and wild texturing: fans of color-coded nu-mapping might want to keep eye bleach handy.

~~~

MAP30 - Goop Cave #7382
Author - Nootsy_Nootsy
Music - "The Deepest Secrets" by continuum.mid

Comments - The initial idea for this map was to draw a snake on the automap. Bet you can't find it :)

~~~

MAP31 - Fusion Disruptor
Author - MiracleWater
Music - "Dystension" from The Binding of Isaac: Antibirth, arranged by Revle

Comments - Started this thing back in May and chipped away at it on and off for about five months (I?m a slow mapper).
But I?m pretty happy with how it turned out, especially the BFG fight on the yellow key path. Originally, I planned for
the room to have enemies sprinkled throughout for some incidental combat and then afterwards, re-use the space as an
arena fight by spawning a bunch of monsters in. The problem is that the arena is structured as two areas connected by
two chokepoints, and spawning a bunch of monsters in really just forces the player to stay in one part of the arena
because the chokepoints become saturated with enemies. So I hacked together a contraption that makes it so after an
initial wave of combat, monsters only teleport into the part of the arena that the player is currently in. I?m not sure
how many people will actually notice this, but I found it really makes the fight more interesting by pushing you back
a forth between the two connected areas.

~~~

MAP32 - Infinity
Author - finnks13
Music - "Impunitus Annuum" by Korp

Comments - This is kind of a sequel to my Hardfest 1 map "Asymptote", featuring the same sort of combat & texturing. This
time, it's set in a red hell fortress instead of a tan one. There's also a decent amount more blue.

I really like reusing space & morphing it to allow for different fights to take place within the same area, and while I
don't do this as often here as I would have initially liked (turns out, it's hard to do it for a map this big :P), it's
probably for the best to not spend a 40 minute map entirely within one area!

For a while, the map was left without an ending since I decided to give out the Ultra Rocket Launcher, after really
enjoying it while playtesting other maps, but I had no idea how to use it. Turns out the best way is, as always, spam
revenants :P

~~~

MAP33 - Hopeless Requiem
Author - HiRon
Music - "Darkened Sanctity" by Naiad Violet

~~~

MAP34 - In My Defense, I Was Left Unsupervised
Author - Cynder_Thief
Music - "White Mage Pinked" by Naiad Violet

Comments - I tried hard to make a good, hard map for Hardfest 3, and I think I succeeded. Likely the hardest, and maybe
the best, map I?ve yet made. Mostly highly choreographed rocket launcher fights culminating in large-scale BFG slaughter
with a gimmick that?s sure to keep you on your toes.

~~~

MAP35 - Gaugamela
Author - taviow
Music - "Face in the Fog" by Jimmy

Comments - one very lengthy slaughter map focused on large scale battles. I decided to make this map
on a whim about 3 days before the end of the extended deadline, and for the rest of that time I made
most of the map in a mapping frenzy. I did not have much time to actually think about anything, which
may be to the map's benefit, as I don't think I actually wanted to get across much complexity in the
mechanics of the fights. It's all about the spectacle, and not very much about the difficulty, though
I suspect it should be difficult enough for most people. After the deadline ended, I was thankfully
afforded a bit more time to finish the final arena.

After the map was done it was a huge struggle to get it running well. I would like to extend my thanks
to finnks for coming up with a lot of ideas to get it to a playable state without cutting any of the
huge vistas I made, such as slowed down enemies that call A_Look less often and a sprite despawning
mechanic for dead enemies. And thanks to ribbiks for creating a tailor made reject table for the map.
I am most certain I could not have got it to a playable state without outside help.

~~~

MAP97 - Just Run
Author - JackDBS
Music - "Hyperloader" by Knightrider of Doom

Comments - This one had a dumb history. Originally, it was made for the Junkfood 4 project, but was quickly
rejected due to the somewhat obtuse concept/setup (also I'm not sure the project lead understood how maxing
the map was possible at the time), and a massive argument ensued. The original name was "An Healthy Dose of
Complete Fairness for Dinner", a nod to Junkfood MAP60 as the map kinda looks like it but more trippy. I do wish
it was accepted because that set was finished off with 98 maps, even though everyone was adamant to getting to 99.
How unfortunate. Thanks to brendondle and hebonky for doing some maxes of the map back when it was that original
Junkfood 4 version.

Anyways, this is Scythe MAP28 + heavy BFG spam. The timer is not too tight, but I was told it would be dumb to be even
tighter. Have fun.

~~~

MAP98 - The Properties Of A Grenade
Author - Scionox
Music - "13_NightmareScape.mid" by Ribbiks

Comments - One of first things i do when mapping for project with custom dehacked is look over heavily and see if i
can plan out any ideas based on it, grenade monsters and jump orbs turned out very interesting for some setups and
interactions some of which i'm not sure whether they are intended or not in first place xdd53153120598203958230958259038
First few textures chosen created a visual theme
Otherwise just platforming, because why not

~~~

MAP99 - Kovacsoljak
Author - Hebonky
Music - depths by Ribbiks

Comments - This map started with just the central building, you'd go to each side, do some trickey fights then exit,
then the idea came into my head to add a massive pitch black platforming section with a puzzle at the end, and so I did.
The word hard was knocking around in my skull when I made an old finale, I submitted it and felt really bad, so over the
course of 3 months or so since I've tweaked each encounter, cybruisers were annoying, the full health cyber was annoying,
and screw the damn pain elementals. However when I got to the finale, I destroyed the entire thing and put an actual fun
fight in it's place.

~~~

Credits Map
Author - The Hardfest 3 Team
Music - "Game Over Man" by thelokk

Comments - Have a lovely stroll through the wad. We've already sent the cleaning crews through, so there's
no worry about getting guts all over your boots!

Use this time to reminisce about the the incredibly enjoyable parts, the exciting parts, the interesting parts,
and (most importantly :P) the bullshit parts.

~~~











































Hardfest as a series has been a large part of my life over the last three years. Even though it's ending now, I've had an
enormous amount of fun taking part in (and compiling) Hardfest 1, and then running it's two sequels. I've made a lot of my
closest friends in the community through these projects and I feel upset that I'm now going to leave it behind me.

Thank you to everyone who has taken part in any of these projects (even in the smallest way!), they wouldn't have been
anywhere near as much of a success if you hadn't. And if you've played any of these wads, even just a couple of maps here
and there, thank you - you had so many wads to choose from, and you chose this one. It means more to me than you could ever
imagine.

- finnks13