Mayan Mishap

Mayan Mishap

Five maps, loosely Mayan in setting, with an assortment of DeHacked changes to alter monster behavior and a few other things. Notably, some monsters and proj...

Filenames
t-maya.wad
Size
15.74 MB
MD5
099d56ac25c353aaec42ec9b72d284c5
SHA-1
4a66faa28d677e8b81bec18b9ed623d347270ec1
SHA-256
f54156163ff10c9a5479febe50e1b10f2789b6df0fcec30e95089243bb4f0509
WAD Type
PWAD
IWAD
Unknown
Engines
Boom
Lumps
1792
Maps
MAP05, MAP16, MAP31, MAP03, MAP04, MAP01, MAP02

Read Me

===========================================================================
Archive Maintainer      : 
Update to               : 
Advanced engine needed  : MBF-compatible port (see below for more details)
Primary purpose         : Singleplayer
===========================================================================
Title                   : Mayan Mishap
Filename                : t-maya.wad 
Release date            : December 5, 2014
Author                  : Tango
Email Address           : 
Other Files By Author   : Back to Saturn X Episode 1 (MAP24), Not Quite Vegas, 
	Systematic Corruption, Plutonia 2 (MAP08), various 32in24 maps, etc.

Misc. Author Info       : 

Description             : Five maps, loosely Mayan in setting, with an assortment
			of DeHacked changes to alter monster behavior and a few other things.
			Notably, some monsters and projectiles are faster than their vanilla
			counterparts. If you typically play maps on UV, I would
			definitely recommend HMP for your first playthrough to avoid
			any potential frustration. Similarly, if you usually play on
			HMP by default, dropping the difficulty down to HNTR would probably
			be a good idea. UV is certainly doable on a first playthrough though,
			if you fancy yourself a challenge.

			MBF-compatible port is needed for play. (G)ZDoom recommended, but
			also designed to work in PrBoom+ at complevel 11.
			

Additional Credits to   : esselfortium, for making the Mayan textures (though based
			off of other textures) that make up 90% of the maps. IMX, for a number of
			sprite/graphic replacements, and for being an awesome and friendly dude. Plums,
			for extensively expanding and modifying the SKY1 texture, and also for being
			generally helpful and friendly. NMN and Eriance for a good portion of the
			other spritework. Many others for various contributions. See below for
			more specifics!
===========================================================================
* What is included *

New levels              : 5
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes; a DECORATE equivalent has also been included
			for ZDoom ports (meaning Zandronum runs the wad
			as intended)
Demos                   : No
Other                   : No
Other files required    : none


* Play Information *

Game                    : DOOM2
Map #                   : MAP01 - MAP04, MAP31 (IDCLEV required to reach MAP31)
Single Player           : Designed for
Cooperative 2-4 Player  : Player starts only; thing placement changes minimal
Deathmatch 2-4 Player   : No
Other game styles       : No
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch
Build Time              : ~7 months (see below for more details)
Editor(s) used          : GZDoom Builder, SLADE 3, WhackEd4, Doom Writer
Known Bugs              :
May Not Run With        : Any engines that do not support MBF-level
			features (DECORATE equivalent of the deh
			patch has been included to ensure the wad runs
			on all modern ZDoom-based ports)
Tested With             : GZDoom, PrBoom+



* Copyright / Permissions *

Authors MAY use the contents of this file as a base for
modification or reuse; in fact, I highly encourage it. This work
was made possible only by the countless contributions to the community
by people who have allowed their resources to be distributed and used
freely. I owe them a huge thanks for doing so and would like the contents
of this wad to be treated similarly. Credit is nonetheless appreciated,
but see below for more credit specifics. 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.

I can be reached on the Doomworld forums, should the need arise.

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

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

===========================================================================
					ADDITIONAL INFO
===========================================================================

		A. PROJECT INFORMATION
		B. MAPPING NOTES
		C. EXTENDED CREDITS

===========================================================================
				A. PROJECT INFORMATION
===========================================================================

It might seem a little overkill for such a short map-set to have so much
junk written and included in the text-file, but as someone who *does*
enjoy reading other mapper's reflections on their own work, I figure
a few people might get some enjoyment out of some more technical/historical
knowledge, if a bit trivial.

All of these maps started out as speedmaps, not necessarily with a time
limit but with the goal to finish in "a few hours" or before the day had
ended. Doing things this way is good for me in that it distracts me from
thinking about the quality of what I'm making just enough to let me continue,
but on the other hand speedmapping can be a negative thing, too, because
you get less time to develop your ideas. With these maps, however, I've spent
a good amount of time refining both visuals and gameplay after the initial
"drafts" were completed, and in the end I no doubt spent many hours more
refining the maps than I did making their first iterations.

In the beginning, when all there was was MAP01, I had been inspired by D2XGold
to try and make some radical game behavior changes, like replacing the SSG with
a quadruple shotgun and upping monster health pretty significantly, but there
were more bad ideas in there than good ones, as a lot of people on Doomworld
noted when I first posted this. I reluctantly dialed things back after that,
but eventually the modifications became what they are now: a few significant
changes with mostly minor ones, preserving the game's core gameplay.
There are quite a few changes/things I wish Doom natively had, the most
important of which are included in this wad, to whatever extent MBF features
allowed. The inclusion of the Cyber Baron as a meaty but slow monster that
poses a larger threat even in open spaces is definitely crucial,
but I also grew pretty fond of the flying Mancubi after putting them in. All
other changes (such as monster/fireball speed) are done to generally make
monsters more threatening individually/in small numbers.

There are a number of things that I approached differently when designing
these maps compared to my previous ones. Most obvious is the organic layouts,
but I also experimented more with damaging floors as well as large outdoor areas.
The tree sprites no doubt make me a lot more attracted to the idea of doing
outdoor scenes, as vanilla really has no stock decoration that looks
natural without also being twisted and hellish.

Quick note about the palette. It's based on Sigvatr's "PalPlus" palette, but
I ended up changing most of the palette myself, so very little of PalPlus
remains. The changes in the greens, reds, and blues (now purple)
were initially inspired by the retro-futuristic images on some of the
covers of Perturbator's albums, and I had intended (and attempted) to make a
dystopian-themed mapset with pretty, glowy colored lights all over the place.
Didn't get very far obviously. Most of the colors that aren't green/red/blue
I reverted back to their Doom 2 palette defaults, but there are still a few
remnants of PalPlus in there.

===========================================================================
				B. MAPPING NOTES
===========================================================================

Title & Intermission music: "Pokey Pipes" from Donkey Kong Country 3,
by Eveline Fischer and David Wise

===================
MAP01: Mayan Mishap
===================
Music: "Cascade Capers" from Donkey Kong Country 3, by Eveline Fischer and David Wise
Initial build date: around March 16 2014
Initial build time: all day; ~10 hours maybe?

This map started out as some paper sketches of what eventually became the main
resurrecting-Manc room and the big open ditch room to the south. I spent the next
day turning it into a finished product, though there are a few key differences between
the initial iteration and what's there now. A lot of visual detail came later, the
open space behind the player's start didn't exist, and the area in the north end
of the map by the white key teleport was essentially just... a big open room
filled with monsters.

This is probably my favorite of the pack; I'm attached to it since it was the first,
and Cascade Capers is no doubt my favorite DKC tune.

===================
MAP02: Sacrificial Scramble
===================
Music: "Cavern Caprice" from Donkey Kong Country 3, by Eveline Fischer and David Wise
Initial build date: around March 22 2014
Initial build time: ~4 hours

Other than all the visual updates, the most significant differences between this
version and the initial iteration are the starting area in the caves, and the
area in the northwest corner of the map, past the altar battle. The caves at
the beginning are structurally about the same, but initially the gameplay wasn't
as intentional as it is now. The northwest area was formerly a much smaller room
that connected the altar room to the large, outdoor northern area. 

===================
MAP03: Demon Dance
===================
Music: "Frosty Frolics" from Donkey Kong Country 3, by Eveline Fischer and David Wise
Initial build date: April 3 2014
Initial build time: ~3 hours

This one had probably the shortest initial development time. If I recall correctly,
my motivation dimmed pretty quickly after starting this one, so unlike map01 and 02,
it kind of turned into just an exercise in "getting it done." Most of this was
because I wasn't really sure how to tackle doing the map's gameplay based on the
rather linear, open layout I'd made. The Cyberdemons were a late addition when
I played the map again after a long break and felt it was still lacking. Not a whole
lot differs between the first and final versions; not a whole lot of substance
to the map, so not a whole lot to spruce up.

===================
MAP04: Temple Terror
===================
Music: "Crystal Chasm" from Donkey Kong Country 3, by Eveline Fischer and David Wise
Initial build date: August 20 2014
Initial biuld time: ~6 hours

I got overly ambitions when I started making this one... my initial plan was for all
areas to be visible out the windows of other areas, with expansive, tree-filled vistas
in between each of the little hilltop temples, but the visible area got too large and
started causing technical problems. On top of that, it was difficult to make things look
sufficiently pretty with such a huge space, so in the end I cut all that out and just
stuck each area in its own tree bowl. This is my attempt at a more arena-style
of play, dumping you into tough situations and forcing you to act quickly
to avoid a dozen fireballs in your face.

===================
MAP31: Crystal Basin
===================
Music: "The Glass Facade" by basehead, taken from modarchive.org
Initial build date: around November 11 2011
Initial build time: ~6 hours

I have a handful of maps from around 2011 that have gone through a few stages
of refinement over the last few years but had never made it to a releasable state.
This was one of the maps in that handful (another was turned into MAP02 of
BtSX Episode 2). Before I overhauled this in July of this year, the cave
was brown rather than grey/green, and all the non-cave bits were tan brick
and metal, rather tech-basey, and the liquid was all lava. The purple and green
came about after deciding to fit the map to this set's resources, though
there was actually a time when I intended to adopt a similar purple/green scheme
using BtSX textures and use this map there (it was denied, understandably, for
already having been semi-released on the Doomworld forums, among other things).
There are two other maps, one also from November 2011 and another more recent
2013 effort, that I started converting to this same purple gothic scheme,
but doing so felt like more trouble than I cared, so they remain unfinished
and unreleased. I would like to revisit this theme in the future, however.


===========================================================================
				C. EXTENDED CREDITS
===========================================================================

??? 				: tree sprites (I took them from Sargeant
				Mark IV's Knee Deep in the Jungle, but he got
				them from another unknown source)

IMX 				: new Demon (base by Neoworm, Vader, Cyb, Icytux),
				new Imp (base by Vader, other edits by
				ItsNatureToDie) and recolored Chaingunner sprites
				(see IMX's mod, Demonicron, on the ZDoom forums),
				new M_DOOM graphic (the menu graphic above "New
				Game")


NMN 				: new Super Shotgun and Chaingun sprites, most
				of the new weapon sounds (taken from Stomper)

40oz & SuperJamie		: dark brown glove sprites for the weapons (taken
				from UAC Ultra)

???				: new pistol sound, switch/door/lift sounds (taken
				from Doom 2 Xtreme Gold, source unknown but
				definitely from the 90s!)

esselfortium			: Mayan textures (made originally for a Mayan
				map I claimed I would make for SpaceDM5),
				and being a cloud, among other things

Various				: the other textures (taken from Greenwar 2; see
				gw2.txt for more info)

Zrrion the Insect		: Greater Mancubus sprites (with additional
				credit to Eriance, 3D realms, id, and Raven)

Ben2k9				: Cyber Baron sprites (see the Realm667 beastiary)

Eriance				: new Arachnotron sprites, Greater Mancubus base sprites,
				and generally for not only being one of the community's
				only spriter's, but for always sharing his work freely

Revenant100 aka Marphy Black	: various iwad sprite fixes (taken from Doom 2 Minor
				Sprite Fixing Project v1.4)

Google Images (heh)		: titlepic/interpic/creditpic

Scifista42			: status bar and number graphics (taken from Black Sheep)

idsky.booru.org			: original sky1 (more specific credits unknown)

plums				: turning the original 256x128 sky into the expanded version
				it is now, doing so without me even asking, and also for a
				lot of very helpful playtesting/feedback

Sigvatr				: the base palette ("PalPlus")

David Wise and Eveline Fischer	: all the music (except MAP31); the music was a huge 
				inspiration for these maps and it's safe to say I
				wouldn't have made these maps without said inspiration

basehead			: MAP31's music, "The Glass Facade" (taken from the
				Mod Archive, modarchive.org)

Mark Quinn, Vegeta,
Ghastly_dragon, MagicWazard	: new Shotgunner sprites

Carnevil			: base for new Hellknight sprites (I used the Belphegor
				sprites and recolored the reds to browns)

NaturalTvventy			: some playtesting/feedback, and help with getting the
				resurrecting Mancubus in MAP01 to function properly

Ribbiks				: providing valuable feedback that eventually got me to
				revisit the difficulty/monster placement in some of the maps

Phml				: some in-depth playtesting/feedback that was extremely helpful

Katamori, jmickle		: doing video playthroughs of the maps with commentary, providing
				a lot of helpful playtesting info

Egregor, durian, Da Werecat,
omegamer, Demonologist,
Getsu Fune			: various bug reports, playtesting/feedback


skillsaw			: providing explanation for some weird MBF bugs

RjY				: pointing out how to fix the white skull display message in PrBoom+

Gez				: pointing out how to fix the white skull display message in everything else

Mechadon			: help with MBF codepointers

MaxED				: making GZDoom Builder, which was used for basically all the mapping

CodeImp				: making the original Doom Builder 2, which GZDoom Builder is based off of

sirjuddington			: making SLADE 3, which was used for 100% of the lump management,
				recoloring, etc. (basically everything not mapping)

exl:				: making WhackEd4, which was used for 100% of the deh/bex creation

Vincent(PDP)			: making Doom Writer, which was used for creating the levelname graphics

id				: making the great game that is Doom, base sprites
				for some of the new sprites

Erik Alm, Afterglow,
Mechadon, esselfortium		: being huge sources of inspiration in my mapping over the last several
				years (there are surely others I am forgetting though)

Hellbent			: making Greenwar (and the layouts for Greenwar 2), which was inspiration
				for the organic layouts in these maps

Stupidhead			: I know you're still out there somewhere, buddy



A huge thanks to everyone responsible for the resources used in this wad, and an equally
huge thanks to everyone that was helpful with playtesting and gave me feedback. There are no
doubt a handful of people that I'm forgetting, but my thanks go out to everyone that took the time
to play this wad.

Maps

MAP05

MAP05

Deathmatch Spawns
0
Co-op Spawns
4
MAP16

MAP16

Deathmatch Spawns
0
Co-op Spawns
4
MAP31

MAP31

Deathmatch Spawns
0
Co-op Spawns
4
MAP03

MAP03

Deathmatch Spawns
0
Co-op Spawns
4
MAP04

MAP04

Deathmatch Spawns
0
Co-op Spawns
7
MAP01

MAP01

Deathmatch Spawns
0
Co-op Spawns
4
MAP02

MAP02

Deathmatch Spawns
0
Co-op Spawns
4

Colour Palettes

PLAYPAL

PLAYPAL - 1
PLAYPAL - 2
PLAYPAL - 3
PLAYPAL - 4
PLAYPAL - 5
PLAYPAL - 6
PLAYPAL - 7
PLAYPAL - 8
PLAYPAL - 9
PLAYPAL - 10
PLAYPAL - 11
PLAYPAL - 12
PLAYPAL - 13
PLAYPAL - 14