===========================================================================
Archive Maintainer      : replace akeldama in levels/doom2/megawads/
Primary purpose         : Single + coop play
===========================================================================
Title                   : Akeldama
Filename                : akeldama.wad
Release date            : 07/31/20
Author                  : Various
Email Address           : [redacted]
Misc. Author Info       : Team-based project.

Description             : Get ready to blaze through 32 action-packed levels
                         fit to play in any port of choice - echoes of past
                         megawad affairs such as Memento Mori and Alien
                         Vendetta helped to shape the inspiration for this
                         project. Akeldama continues in the spirit of
                         collecting a group of talented mappers and creating
                         a brand new experience for regular doom2.exe.

Additional Credits to   : Id Software
===========================================================================
* What is included *

New levels              : 32
Sounds                  : No
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : Yes
Other                   : No
Other files required    : None


* Play Information *

Game                    : Doom 2
Map #                   : 01-32
Single Player           : Designed for
Cooperative 2-4 Player  : Designed for
Deathmatch 2-4 Player   : Player starts only
Other game styles       : None
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch
Build Time              : 2 years
Editor(s) used          : Various
Known Bugs              : Savegame buffer overflow on some maps (see below).
                         glboom graphic error on MAP16. Demos 2 & 3 desync
                         in chocolate doom.
Tested With             : chocolate
                         doom/chocorenderlimits/prboom-plus/ZDoom/GZDoom

Map information:
----------------

MAP01: The Generator
Author: valkiriforce/waverider
Build Time: A month
------------
Simple introduction stage started around the project's inception to test out the new shelter textures. I created the
areas from the start leading to the circular staircase and waverider did everything past that. Took roughly a month I
think due to figuring out when to collaborate with someone and I handed it over to waverider to see where he'd take the
map.



MAP02: Knights of Ilasac
Author: Philnemba
Build Time: A month on and off
------------
A Memento Mori inspired map with some Plutonia inspired aesthetics. Fun fact: The name "Ilasac" is Casali spelled
backwards ;)



MAP03: Renegades
Author: ZaBigBoss/valkiriforce
Build Time: unknown
-----------
A map repurposed from Back To Thunder Road, an excellent mapset by ZaBigBoss as he allows for the use of his work with
permission and credit. All I did was edit the existing areas to fit a vanilla-friendly environment, and I included a
new exit area as it originally ended at the exit door.



MAP04: Chillwell
Author: dt_
Build Time: unknown
------------
A map by dt_, I've worked with him before as he contributed to the small TNT: Resistance project. Was glad to have him
on board again.



MAP05: Bunker Hill
Author: DerFurer'sFace
Build Time: 2 weeks + revisions
------------
By the time I looked at the Alkedama CP, I was playing Plutonia again after years. I was on map16/17 at the time
and I remember really enjoying the concrete base aesthetics of map17 and the rocky setting of map16, along with the
narrow corridors and almost bunker feeling. I used this inspiration to create a map centered around fast-paced
plutonia like gameplay but to include a mountain bunker setting, with trenches and attackers from elevated angles
or kill holes. I wanted the elevated combat to make the map feel not so 2 dimmensional, and so the trenches added
more aesthetic without making it impossible to attack the player. I also designed the map in a circular design so
that the map would not feel too linear, with the player having to move between a figure 8 around two central areas
visited later, allowing for half non-linear, and half more structured/controlled player-monster interaction.


MAP06: Insurrection
Author: Gothic
Build Time: unknown
------------
A map by Gothic - one of the few maps that felt almost perfect without the need to make any adjustments. The only
change I made is a bit of difficulty adjustment including a co-op error. I also thank Gothic for the awesome status
bar as he's the one who created it for this project.



MAP07: Carnage Facility
Author: Michael Jan Krizik (valkiriforce)
Build Time: A few weeks
------------
I started this map in February as inspired from the non-linear techbase maps of the Moller brothers and
by the setting of Boise, Idaho where my brother had moved to in recent years. I had seen photographs of
a city with a snowy mountain backdrop, and I thought it seemed like a unique setting for a high-tech
fortress to be set in the middle of a city with a similar background. I liked the idea of sprawling inter-
connected staircases and a layout that looked clean, and I tried to insert some unexpected sequences in the
map progression, which include the megasphere anti-trap, the exploding hall area and the transforming rocket
launcher area. This was also around the time I started my Vinesauce contest map (Lost Dreams) but I had put it
on hold to complete this map first. I'm very satisfied with the results - also it does make little use of the
MAP07 tags, which includes a fail-safe secret for those playing the map monsterless, so it does not require
killing the mancubus to exit the map.



MAP08: Arctic Compound
Author: Diego 'DJV' Villarroel/valkiriforce
Build Time: A few weeks
------------
DJV's comment: I was aware that one of the maps for the first episode wasn't going to be accepted, right
at the gates of the last week of the E1 "check-in". At the same time, I was experimenting on making a cool
Akeldama E1 inspired map with Akeldama's textures, so I decided to  try and make a good layout for someone
to edit and add more things on it. I took the advantage of having a new free slot to make yet another map
(I made MAP24 before this one), or at least a nice layout. So I gave it to Valkiriforce for him to complete.
The result was a really fun map, where the main layout worked out really well. I really liked Valkiriforce edits
and I really liked to see the map with well-placed monsters, since I consider myself not being a master at the
"monster placement" department.
valk: It was fun looking over an existing map and having creative freedom to rework areas, as it's not something I do
very often. I really like the open nature of the map and it works really well for co-op players to run around in. Lots
of edits and slightly restructured areas, including some traps and a towering chaingunner hideout near the red key
switch.



MAP09: Winter Stronghold
Author: The Mysterious Moustachio
Build Time: unknown
------------
A map by The Mysterious Moustachio - I was enjoying his Atonement episode for Doom 2 and wanted to ask him to be a
part of this project, so I was glad he was able to contribute in some way. I'm also looking forward to his other work
with Interception II and hopefully the rest of Atonement!



MAP10: Hangar Facility
Author: valkiriforce/The Mysterious Moustachio
Build Time: A few weeks
------------
Tried to avoid using the "facility" title again but what can you do...I intended to work on half of the map and leave
the rest open for another author, of which I asked Moustachio to contribute to. He worked on the areas past the yellow
key bridge and leading to the red key. I later extended the map past the red door as it originally ended where the red
key is found. Had to find a place to put that truck trailer buried in the snow!



MAP11: The Glacier Base
Author: Mattias Johansson (waverider)
Build Time: A couple of months
------------
I wanted to make this large and highly detailed map consisting of a tech base in some snowy mountains where I wanted
to mix tech base style with snowy caves as well as finishing out on top of a glacier. I hope I managed to create
this style in a faithful way. The map is quite challenging I think with a quite high monster count. It's also quite
non-linear with several available routes - hopefully it's not too difficult to navigate.



MAP12: Urban Strike
Author: complexDoomer/valkiriforce
Build Time: Some weeks probably
------------
complexDoomer had this map to offer which originally was completely interior, but I reworked it to divide the tech
areas by including a large outdoor section and set it in the middle of a city backdrop. The map in spirit is still
complexDoomer's work though I worked to include some additional traps and secrets - one of them is a lift area behind
the starting area and lots of extra details throughout the map.



MAP13: Toxic Disgust
Author: Juza
Build Time: unknown
------------
Cool toxic brick/cave level from Juza, definitely gives me Alien Vendetta vibes. Hopefully all the coop-breaking
sequences have been fixed!



MAP14: Darkness Beneath
Author: Chaingunner
Build Time: unknown
------------
An excellent map from Chaingunner.



MAP15: Breaching the Source
Author: gaspe
Build Time: 8 months, on and off, map slower gaspe
------------
This was mainly inspired by MAP20 of TNT and with the idea of merging it with the Plutonia aesthetics to create
a twisted, evil techbase with a dark trip to venture into the depths of the base with its demonic machineries.
In the end I didn't put more crushers as I planned but there's quite a lot of ground to cover on the liquids that
are all damaging in this level. I must say that I'm happy with the result, in paticular with the secrets and the
little optional areas.



MAP16: Aqueduct Fortress
Author: valkiriforce
Build Time: 2 weeks
------------
Inspired from the dark, hellish brick and stone themes from both Memento Mori megawads. Wanted to give it two possible
routes for completing the map - blue key is a bit longer but safer, and the red key is quick but more dangerous. I kept
returning to this map on and off and changing around details and areas a bit for the sake of texture variety.



MAP17: Blood Covenant
Author: antares031
Build Time: Two months, on and off
------------
This is the third level that I designed with vanilla compatibility. Pretty simple level, with only a few tough
moments. The name was from one of levels of Quake Champions. Thanks, and please enjoy the awesome soundtrack,
composed by Eris Falling. :)



MAP18: Mortar
Author: wolfmcbeard/Khorus
Build Time: unknown
------------
wolfmcbeard started this map and later handed it over to Khorus to finish it. Definitely reminds me of the classic
techbase maps of older megawads like Memento Mori II.



MAP19: Death March
Author: Pegleg (and valkiriforce)
Build Time: 3 months, working for an hour or two every few days (with the occasional day featuring a flurry of
activity for several hours)
------------
Pegleg: I was inspired by the red sky for Episode 2, which led to creating a map with a lot of metallic textures and
blood mixed with brick and rock/stone. One of the goals I had going into this design was to add interconnectedness,
so that there would be a number of ways that you could make it through the map, with the ability to see things from
different vantage points (often at different heights) that you might need later. I also wanted to have areas that
were optional to visit; it would be beneficial to visit them, but not essential (and likely rather dangerous). The
final result of all of this was a map that ended up being something akin to a meandering brick and stone fortress
attached to rocky caverns and a canyon. The map was originally titled "Blood March," but there were already a number
of map titles featuring blood, so the title was changed to "Death March." Valkiriforce added detailing that added some
flair to some of the areas. He also moved around some of the health and ammunition, and revised the final arena to
avoid it being simply a dash to the exit and ensure that the final encounter had some teeth, as I had meant for it
to have.
valk: I kept coming back to this one and changing or adding details here and there, or changing around textures and
even created a new brick texture for this map. It was great breathing new life into some areas including the red key
area and the switch bridge with added brick towers and rockies all around the place.



MAP20: The Devil's Triangle
Author: Juza/valkiriforce
Build Time: months between the two of us
------------
Juza started this map and worked all the way past the train station to the open outdoor area with the cyberdemon. There
were quite a few areas following this that were left incomplete, so I worked to finish the map and create some huge
outdoor areas with an ocean backdrop. I was inspired from Plutonia 2's mapping style when making my portion of the map.



MAP21: Disaster County
Author: valkiriforce
Build Time: Maybe a couple days
------------
A menacing introduction to the episode 3 theme with the burning landscape and dark sky - I imagined the player emerging
from a dug-in area into a graveyard where enemies are released. This map also gives a couple of options for clearing the
regular areas with only one key being required to exit, but what fun is that for us completionists? ;)



MAP22: Dark sacrifices
Author: Paul977
Build Time: some hours
------------
This is a map inspired by the visual themes of Alien Vendetta maps 17 and 23. Some spots of this map can be tricky
but overall this level is not too difficult if you stay in guard.



MAP23: Chimera
Author: valkiriforce
Build Time: two weeks
------------
Originally someone else was working on a MAP23 entry, but they lost their work and dropped out, so I decided to fill in
for them. Went for a large, open non-linear map that was originally going to have more techbase themes but the older
version of this map was scrapped in favor of restarting it to get a better idea for what I wanted to make. Really like
how this came out, and it's got most of the Doom 2 monsters and weaponry so you know it's fun.



MAP24: Alexandria's Library
Author: Diego 'DJV' Villarroel
Build Time: A month (5 years)
------------
This is what actually happened to the mythical Library that randomly burned into ashes during early modern times.
It was a work of hell, the forces of evil made this ancient place of knowledge burst into oblivion. Hell probably
could not stand mortals having that much information in a single place.

This was at first, a map for a mapping tournament on an old Spanish-Speaking forum back in 2014, I never finished it,
and only made up to the central courtyard (the main starting room and hall, and the "maze" room aswell). I probably
worked on it three days and then left it. It was a vanilla mapping tournament, but I wasn't aware back in the day
about VSP Overflows and other engine limitations, things that started appearing when I was back on this, for Akeldama.
I always thought this map suited MAP24 well, for some reason, I also think it makes me remember to those oldschool
maps in MM1/MM2/Requiem. When I came back again with this map for the project, I worked on it for less than a month,
and, to be honest, I didn't like the final result at all. Luckily I managed to like it a little bit more making many
changes based on feedback over the course of the project.



Map25: Opulence
Author: Joe Pallai
Build Time: Over a year with parts made in 2000 (seriously)
------------
So this map started off as the sections deleted from Plutonia2's "Aztecorum".   This would be sectors 0 - 1,
10 - 15, 19 - 28, 30 - 32, 42, 46 - 49, 51, 57, 61, 66, 68, 186, 193, 207 and 235  (there may be a few more but I
don't recognize them any more).   Stupidly I thought re-using parts of an old map would be a quick way to knock out
a map for this project since I initially signed up for two maps--HA!   Eventually I realized my foolishness and
concentrated only on this one map.   It went from trying to shoehorn in as much of the original Plutonia2 map into it;
to eventually cutting half of what I had previously made and settling into a nice weird Brick/Hell influenced tech-base
thing with an optional red key path. It's a map made for explorers and I hope you enjoy it.



MAP26: Duskbound
Author: Breezeep
Build Time: don't ask
------------
After months of procrastination, IRL related stuff, and struggling to add to this map, it's finally done. Once
again I apologize to Valk and the rest of the gang for the wait. I hope you enjoy this.



MAP27: Bitter Waters
Author: valkiriforce
Build Time: a month
------------
I had an idea for a map that was largely connected with a river crossing over the whole map, with each section
containing different themes and unlocking the next area, taking you further down the river. It was actually inspired
from another game a friend showed me at the time, I think it was one of the Kao The Kangaroo games where you sailed
down a river and had to unlock the next area further down, so I borrowed that concept and turned it into something
Doom-specific.



MAP28: Climbing Blood Mountain
Author: Khorus
Build Time: unknown
------------
A 15-20 minute linear adventure map inspired by my favourite Alien Vendetta levels. The map is also a tribute to my
Grandmother who passed away in February. She taught me to paint, cook and make things to help express myself from a
very young age. She always had an amazing garden to explore and get lost in, so there are patches of greenery around
the map with goodies and such to represent that.



MAP29: Boglach
Author: Paul Corfiatis
Build Time: unknown
------------
A map by Paul Corfiatis - great penultimate map with a nice music track from the map author as well.



MAP30: Mind of Enmity (or "The Devil's Capital")
Author: valkiriforce
Build Time: some weeks
------------
Had a good time trying to imagine how this map might play out - I checked around with other members of Doomworld asking
what kind of last level they preferred in a megawad, and most people agreed they liked something that was more like a
regular map, and in fact someone had made a similar thread where some have even said they tend to prefer MAP29s in
megawads because they're huge and feel more like they would work better as an ending than another Icon of Sin fight.
So I wanted to make something gigantic like a MAP29 slot that works with the intent of being a MAP30 encounter instead.
I imagine the map is set in the heat of battle during wartime in the middle east, with a military bunker hideout with
a hangar area containing a jet and another brick fortress holding a tank. You, as the player, have just entered the
occupied city where the anti-christ is working his plan for world domination and genocide.



MAP31: Make Believe
Author: valkiriforce/DerFurer'sFace/Joe Pallai/gaspe
Build Time: a few months between various authors
------------
gaspe: (red skull area) This area is like a continuation of MAP15 and I followed the same idea but my main
inspiration here was MAP25 of Plutonia.
valk: secret maps are fun! I couldn't get the image of starting on an old abandoned ship out of my head, so I had
to find a way to work that into a map that would ultimately have lots of connecting areas via a teleporter hub. I
think it works out really well for all the different themes on display.



MAP32: Operation Pump and Dump
Author: Doomkid & Valkiriforce
Build Time: It's always build time
------------
Notes by Doomkid: Originally this map was way easier and somewhat less detailed. Valkiriforce gave it the Go2It
treatment and it looks way cooler now and will slap your helpless ass, so stay on your toes. Keep moving - standing
still is a death sentence! If you're having trouble, just remember: Step 1, pump. Step 2, dump. Step 3, revel in your
success, gloat over the carcasses of many slain baddies.
valk: I may have gone overboard with the monsters seeing as they exceed the vanilla sprite limit. I'm sorry, I broke
my own rules...



Credits
------------
I want to thank all of the playtesters involved, including the level design artists and musicians who were able to
contribute to such a large project and those who tried but in the end didn't make it into the final product.

Thanks to James Paddock for pointing me to LewkForce's MIDI work for use in this megawad.

Thanks to The_SloVinator, ETTiNGRiNDER and Walter confetti for making the effort to contribute their maps, although
they didn't make it into the final lineup.

Thanks to galileo31dos01 who made the effort to create the original status bar graphic, which was later replaced.

A special thanks to waverider for being the first contributor to this project in our collaborated MAP01, and checking
in now and again to playtest and give feedback as well as being a close friend of mine. Really looking forward to his
megawad project Curse of Blood, be sure to check it out!

Thanks to all of the contributors and forum lurkers who showed their support throughout the development of this
megawad. Even when I wasn't posting I checked the thread almost every day for over a year and I'm really excited to
see so many people have enjoying playing this megawad even in its beta phase and to all future players who get to
enjoy it in its final release.

Levels:
------------
waverider (01, 11)      Paul977 (22)
joepallai (25, 31)      gaspe (15, 31)
Doomkid (32)            antares031 (17)
Philnemba (02)          DerFurher'sFace (05, 31)
Juza (13, 20)           The Mysterious Moustachio (09, 10)
Chaingunner (14)        ZaBigBoss (03)
dt_ (04)                Diego 'DJV' Villarroel (08, 24)
wolfmcbeard (18)        Khorus (18, 28)
complexDoomer (12)      Paul Corfiatis (29)
Pegleg (19)             Gothic (06)
Breezeep (26)           valkiriforce (01, 03, 07, 08, 10, 12, 16, 19, 20, 21, 23, 27, 30, 31, 32)

Musicians:
------------
Stuart Rynn (27)                LewkForce (02, 03, 09, 16, 23, 25, 31, Text Screen)
Paul Corfiatis (05, 11, 15, 29) AD_79 (01, 04, 13, 20, 26, 28)
Seybsnilksz (10, 32)            Doomkid (30, Intermission screen)
Eris Falling (17, 19, 30)       Viscra Maelstrom (06, 07, 08, 12, 14, 18, 21, 22, 24, Title Screen)
valkiriforce (30 - just a small edit!)

Graphics:
------------
valkiriforce - INTERPIC, TITLEPIC, BOSSBACK & CREDIT graphics, sky textures, M_DOOM & ENDOOM graphics and new textures
Gothic - Status bar
Various Plutonia textures
TNT textures
Some CC4 textures
A couple of 32IN24 textures

Playtesters:
------------
valkiriforce            gaspe
dt_                     DerFurher'sFace
waverider               galileo31dos01
Juza                    Diego 'DJV' Villarroel
joepallai               obake
xvertigox               NuMetalManiak
Aquila Chrysaetos       Bob9001
Count651                lirui1001
EffinghamHuffnagel      Veinen
BjarneC                 P41R47
Caleb13                 Bryan T
Firedust                Degree23
Horus                   damo2k
Keyboard_Doomer and the TNS gang

A note on bugs:
---------------
Savegame buffer overlow is likely to occur if you try to save it using DOSBox or any vanilla port which cannot save
game files larger than 180KB, so it is recommended that you use Chocolate Doom (with 'Vanilla Savegame Limit' unchecked)
or any ports that allow for larger save files. This error occurs specifically on the following maps: MAP06, MAP07,
MAP10, MAP11, MAP14, MAP16, MAP17, MAP18, MAP19, MAP20, MAP23, MAP25, MAP26, MAP27, MAP30, MAP31 and MAP32.

MAP16 can get a visual error in OpenGL due to an HOM trick.

Project development history:
----------------------------
Thread link: https://www.doomworld.com/forum/topic/103867-akeldama-beta-6-released-040820/

Akeldama began work on Nov. 15th, 2017 with new textures and direct contact with close friends. It was kept under
private development throughout 2018 and made public in 2019 when there was enough to show for it to gage interest
from Doomworld users. Hopefully this thread will serve well in showing how these kind of projects can be handled.

If you wish to reach out, you can contact me through my Doomworld user page or Twitter account at valkiriforce.

* Copyright / Permissions *

This work is licensed under the Creative Commons
Attribution-NonCommercial-NoDerivatives 4.0 International License. To view a
copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/

You are free to copy and redistribute the material in any medium or format.
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. You may not use the material for commercial purposes. If you remix,
transform, or build upon the material, you may not distribute the modified
material.

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

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