--------------------- [1] GENERAL INFORMATION --------------------- Before you start : (Release candidate - This is not the final release) =========================================================================== Advanced engine needed : (Boom-compatible) Primary purpose : Single Player & Cooperative =========================================================================== Title : CREMATOMANIA - Fortune, Fiends & a Space Odyssey Filename : Crematomania.wad Release date : RC 1.0 - March 8th 2026 / RC 2.0 - May 3rd 2026 Author : Alexander Schützner aka "Killerratte" Email Address : [redacted] Other Files By Author : Akoopasoup, Blueberry Blaze Cake, Big Dill, various DBPs since 57 and many more. Full list on my Doomworld profile: https://www.doomworld.com/profile/29593-killerratte/?tab=field_core_pfield_1 Misc. Author Info : I used to make Flash videos a long time ago and picked up Doom mapping for fun in 2013. After many years I've decided to release a fully fleshed-out megawad. Description : After having acquired both the UAC and Twatter at the same time, super sextillionaire playboy Egon Tusk finds himself in a pickle. An enraged horde of demons, which had both their favourite pastime and "holiday resorts" stolen in an instant, overran Tusk's newly obtained facilities. In an act of desperation Tusk launched his personal spaceship towards his artificial world, called Cornucopia. This previous joint venture between Tusk & the UAC may soon become the next involuntary hotspot for satanic family fun activities. While the demons are busy with their blood hunt, you get word that Egon has a sizable amount of cash stored on his planet. Since you haven't got two pennies to rub together (especially since that turtle incident) you decide to follow the trail of the madman, blast off into space, and grab some sweet booty. Additional Credits to : Maniac_Extreme (My best bud, moral support) BioDegradable (Beta tester for every single map) JD Herrera (For providing great MIDIs and MIDI edits) Stovie (My good ol' Murrican friend Sean. Checked my texts for grammar mistakes.) Further credits in the text file below =========================================================================== * What is included * New levels : Thirty-two new maps, two with no combat. Varying length, most maps take 10 - 20 minutes or longer to finish. Calculated time for a playthrough is 6,5 - 8 hours. Sounds : A handful of new sound effects Music : For detailed information, scroll down further. New, original MIDIs by JD Herrera (https://www.youtube.com/c/jdherreramusic) Graphics : Various Dehacked/BEX Patch : Yes, included in the WAD. Demos : 3 demos * Play Information * Game : DOOM2 Map # : MAP01 - MAP32 Single Player : Designed for Single Player Cooperative 2-4 Player : Player starts added, but only tested via single player Coop, to assure no progression problems. Results may vary. Respawning ammo in Coop is probably necessary. Deathmatch 2-4 Player : No Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : Approximately 4+ years, started in 2021 Editor(s) used : Ultimate Doom Builder, Eureka, Slade3, Krita Known Bugs : Certain textures may have display problems in software mode May Not Run With : Any Doom port that doesn't support Boom Tested With : DSDA-Doom, PRBoom+, Zandronum, GZDoom Testers : BioDegradable, JD Herrera, api, BEG, cynical, drunkenuncle, joe-ilya, stodgyayatollah & Tangra --------------------- [2] CHANGELOG --------------------- RC 1.01 General - Fixed the UMAPINFO bug that caused Episode 2 to start at 12 instead of 09. - Fixed the KEX port mission select problem via UMAPINFO. - Fixed the KEX port / UMAPINFO Enterpic and Exitpic images that appear on other ports at the end of a map. - Added a COMPLVL lump for Boom. MAP01 - Added a second rocket launcher to the first map. - Added more door opening triggers to the first door in case there's a lineskip. MAP07 - Added an extra shootable button for Coop / backtracking players near the blue door. Only appears once the player walks near the optional return teleporter. - Fixed the KEX port yellow key problem on MAP07, that moved it out of the player's reach. MAP27 - Added additional teleporter lines on MAP27 to not get stuck in the teleporter hallway during certain compatibility settings. MAP32 - Fixed ZMAPINFO bug that caused the players on ZDoom-based ports to reach MAP32 on MAP31 by just using the regular exit. RC 2.00 General - Added ResetHealth and ResetInventory commands for MAP28 in case the previous deathexit fails in mods like Brutal Doom. - Removed ResetHealth and ResetInventory commands for MAP12 and MAP21 from ZMAPINFO. These were left in there by accident and affected players with mods like Brutal Doom. - Replaced the .mp3s with .oggs MAP01 - Added a new outdoor area that's visible from the first window. MAP02 - Added something "visual" that happens now when you hit the two switches near the pyramid. Some stoned manchild with a pink Mario hat demanded it. The player can now jump over the switch and approach the Hell Nobles from behind. The Nobles also have access to teleporter lines, which changes how the fight plays out. - Added a way to visit the outdoor area from the starting room. Includes some texture changes. - Added a cell battery at the outside secret. - Added 10 rockets, a box of shells and two stimpacks to the place where the red door used to be. - Added another 5 rockets near the yellow key area. - Moved red door over to the pyramid / ziggurat area. No more back-teleport jungle fight with Archvile & Revenants. - Added several Spectres that protect the red door. - Added a Plasma gun to the pyramid / ziggurat area. - The ambush enemies that came after the pyramid / ziggurat have been replaced with mostly fodder type enemies (and a Pain Elemental). - The ambush no longer triggers after the pyramid / ziggurat, instead it will be activated through one of two separate paths. - The backtracking teleporter now has a very obvious texture. - It is now possible to reach the end of the map by skipping the subterranean temple, but this means no early Plasma gun and absolutely no backpacks. - Changed monsters in red door to less tanky enemies. - Moved the exit trigger a little further so you can get a better look at the train. - Removed all monster back-teleports to the jungle from the pyramid / ziggurat area, as these are no longer necessary. - Fixed texture alignment problems in the lava cave. - Fixed a climbable rock decoration. - Fixed a slime trail. MAP03 - Fixed a HOM in the armory doorway (Unknown if successful, could not find the HOM in PRBoom+ Software mode). - Exchanged a Stimpack with a Medkit. - Added a "just in case" trigger for the Imp door at the Megasphere. Noticed some people skipping that trigger by not picking up items. - Added extra lights to the yellow gate, so it sticks out more to the player. MAP04 - Multiple changes in how the final fight escalates. - Added a visible switch to the exit door. - Added two Plasma Gunners. - Added a Stimpack. - Added 3 rockets. - Added a new small box that should provide some cover against the Archvile and Revenants. - Removed one of the boxes and added a new side door. - Removed indoor monster block lines for the Baron. - Replaced walk over lift lines with an elevator switch. - Changed a DN3D texture to be more up to date, also fixed a misalignment. MAP05 - Changed the Plasma gun position. It is now better visible next to the stairs. In its old position is now a large Cell pack. - Changed the lowering floor trigger, where the Plasma gun used to be, from slow to fast. - Changed some floor textures on the destroyed buildings. - Increased the brightness around the second switch by adding lights. - Repositioned the signal tape and the lamps, so that the player is less likely to get stuck on them, when he's running along the green walls. - Added floor block lines for the monsters inside the green box with the third switch, which will raise as soon as the player jumps on the switch or walks around in the pit below. This change should make it easier for players, who use Doom ports with infinite height activated, to reach the switch without getting scratched from below. Thanks to "Kat" for this solution. - Added a hidden switch for those that hate the platforming in order to reach the third switch. - Added a box of rockets. - Removed a small armor pickup that clipped into the lowering green wall near the third switch. - Fixed a few minor texture alignments. - Fixed a bleed error at the ruins (Unknown if successful, could not see it in PRBoom+ Software mode). MAP06 - Removed monster blocking lines around a Pain Elemental and a Pinky. No idea how that got there. - Removed monster blocking lines from the Imps at the starting area and replaced them with the same trick that was used in MAP05. - Removed a few unnecessary items. - Added monster block lines in the silo, so that the Cacodemons stop humping in the corner and don't float away too far. - Added a Soulsphere, two Medpacks, a box of shells and 15 rockets. - Added multiple monsters to the final fight. - Added a piece of fence to the final area, to discourage players from jumping down to previous areas, hitting the invisible barrier and then complaining about it. - Improved the vending machine (No more pickup on siderun bumping). - The switches for the rocket are now combined into one switch (Voodoo doll), which does a bunch of new things. - Fixed the rocket view window support bars with lower unpegged. MAP07 - The starting shotgun on the crate is now much easier to see and reach. - Plasma gun in the teleporter room is now available on Ultra Violence, too. - Added three Cell charges to the teleporter room, to speed up the fight with the Cyberdemon. - Added a new barrier in the reactor room that lowers once the key is picked up. This barrier should draw attention to the kill switch, as there's a Medkit behind it. - Added a larger gap behind the reactor elevator. This should reduce the splash damage of the reactor Cyberdemon, in case he gets a shot off towards the player. - Changed how the teleporter room works: Red can't teleport West, Blue can't teleport North. This will make the room less franctic. - Exchanged a few Stimpacks with Medkits. - Exchanged the Green Armor in the blue ventilation room with a Blue Armor. - The Medkit corner near the reactor on the white platform now has more space, so getting stuck should be less likely. - The hidden backtracking teleporter door on the bridge is now much easier to find. MAP08 - Changed a texture for consistency. MAP10 - Added another Radiation suit. - Added a visible switch to the exit door. - Added a multiplayer only shotgun box to regular singleplayer. - Exchanged a Stimpack with a Medkit. MAP14 - Fixed a HOM error. - Replaced a Green armor with a Blue armor. - Replaced a Stimpack with a Medkit. - Replaced the two Chaingunners in the dropdown room with two Plasma Gunners for the player's sanity. - Added a wall that opens later in the dropdown room to prevent the player from door camping monsters. - Added more ammo in the dropdown room. - Added another Super Shotgun in the dropdown room, in case the player didn't get the first one. - Moved the Rocket launcher to a more accessible position. - Added a box of rockets where the Rocket Launcher used to be. - Changed the Chaingunner lift from one use to repeatable. MAP16 - Added the Super Shotgun into the safe room, just in case the player forgets to grab it in the other room. MAP17 - Added monster block lines to the sides of the Cyberdemon spots, so that they don't get stuck when it moves down. MAP18 - Added a third Super Shotgun in case the player goes off the intended path. MAP19 - Added more floor trigger lines near the blue key trap due to a rare line skip. MAP20 - Added support bars to the elevator on the left side of the start, to make it more clear that it is useable. - Exchanged two Cell charges with Cell packs in case the player jumps down early into the central area. This extra ammo should make the fight more manageable. - Added two boxes of rockets in the central area. - Moved a specific barrel slightly (it caused horrific deaths). MAP24 - Added more ammo in the final room. MAP25 - Fixed a skybox error that would appear in Software mode in the yellow section. MAP28 - Added monster block lines on the black pillars, so the Cyberdemon doesn't get stuck in the arena, when the lift goes down. RC 2.01 MAP01 - Removed the Revenant in the safe on Easy difficulty. - Removed one of the Sergeants at the first door on Easy difficulty. - Replaced the Pain Elemental in the red door area with a Cacodemon on Easy difficulty. - Replaced the Archvile on Medium with a Hell Knight. - Further changes on Chaingunner placement on Easy & Medium. - Made one of the Revenants that ambushes you at the blue keycard multiplayer only. MAP09 - Added two boxes of bullets in the first area (slightly hidden) - Added a small ledge with a clip on it, that lets the player see the secret soulsphere without having to use the minimap. - Added snow decoration in the second area to make it clear that this is not some moon-type wasteland. The starting area doesn't have snow around the rocket, because it melted upon impact and the roof of the nearby building was blown away. - Added teleporter lines for monsters in the BFG room, in case the player just takes the gun and runs out. - The Super Shotgun is now marked with a lamp and getting up the rocks is now a little easier. - The gray rocks that act as stairs now have a different floor texture. That makes it easier for the player to find out of the pit. RC 2.02 MAP01 - Removed some visible minimap lines in the outdoor area. MAP02 - Added additional trigger lines around the balcony, in case the player walks on it and jumps down into the pyramid / ziggurat arena. The player will still receive the plasma gun that way. You can even jump down after only pressing one trigger, which won't make a difference, as you don't need the blue and yellow gate to continue. However you will miss out on further supplies. - Added an elevator switch in case the player falls into the gap behind the balcony (unlikely, but still possible) MAP09 - Improved the main area background cliff visuals with different textures. MAP06 - Removed sound blocking lines that caused an issue with monster behaviour in the circular room next to the yellow door. MAP14 - Added triggers that will lower the Revenants in the starting circle during a later part of the map. MAP24 - Fixed a missing ceiling above the right turret. - Fixed the cables texture on the turrets. --------------------- [3] MAP INFORMATION --------------------- This mapset was originally started as a community project with three to four unfinished maps, called "Tax Money Space Odyssey" by moogs / fisherprice (on Doomworld). The original maps were in a very rough, but playable state. After I noticed that these maps had potential, I decided to take over and steadily improve on the concept. You can find the original maps in the old thread https://www.doomworld.com/forum/topic/126043-tax-money-space-odyssey-community-project-based-on-elons-tweets/ (I cannot guarantee that the DL links still work) In the list below you can find commentary by the original author on the maps he originally created with the Eureka editor. As for my mapping style, I usually create maps by making stuff up as I go, with only a minor grand plan in the background. Music is very important to me during the design phase, a map with horrible music is not worth creating. All I can say is that my choices sometimes lead to what I would call a "theme park" design, where my map is interconnected to different areas that may or may not use very different textures. I do not like building samey-looking rooms, unless I'm forced to use a very limited set of textures. This is what you can see in the very first map and you should expect from the rest. A normal difficulty curve was not what I was going for. My maps are supposed to be fun, not boring as shit. If I failed at that, then this entire megaWAD was for nothing. Trivia: Every single map name is either a direct quote from Elon Musk's Twitter (yes, even MAP05's name) or was part of a longer Twitter post. There was some really funny stuff that didn't make it in. When I started working on this project, Twitter wasn't called "X" yet. At some point this description will be so ancient that nobody will remember what Twitter even was, let's just say it was a pile of shit the internet never needed. Social Media ruined everything. MAP01 Level name : The Path to Tyranny Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "A small, local UAC base with a hidden storage, overrun by angry demons looking for Egon Tusk. Maybe you can use this base to teleport closer to the starport." Comments This is the second map I've created for this megaWAD, a rather typical base map with green grass and brown textures, to let the player enjoy a fast-paced entrylevel. It had many revisions over years. The black area with the red banners is a heavily modified and repurposed room found in Jeff Wofford's LIGHTS.WAD (1995), which I came across while watching old Doom wad playthroughs. MAP02 Level name : Cave 5 No Problemo Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "You've reached an old digsite in the jungle with forgotten temples and abandoned bases. According to your GPS you're close to the starport city." Comments This was the first finished map, it took at least over two months to build this one. It's a large open map with limited exploration. The pyramid coloring is inspired by a red & white bathroom tile from my old family home. MAP03 Level name : Tracks of Dried Tears Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "The locomotive you just stole exploded right before it reached the city center, now the fastest way to get to the surface is through the sewers, but something doesn't seem right." Comments In this map I started to experiment with fake ceilings (colored lighting), but I also played around with architecture. While building the monastery part I listened to a lot of Sherlock Holmes stories. Can't say if it had any effect on my map design, but I remember it to be very calming. The music in this level, created by JD Herrera, was also featured before in Baloney.wad, but since nobody actually played that one, I thought it would be a good idea to reuse it here. The giant floor face is Biodegradable's avatar, a sign of respect for his constant testing efforts. MAP04 Level name : Tweeting up a storm Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "That switch you pulled must have caused some kind of chain reaction, the entire city is starting to break apart and radioactive waste is shooting into the air. You're stuck inside an alley that was damaged by a previous earthquake. Looks like you'll have to take a different route." Comments : This map is reused from an older "community project", which I wanted to get out of. Unfortunately the author of that collab had close to room temperature IQ and was apparently too fucking stupid to understand the words "I want my map removed". Instead he gives me a "thumbs up", then proceeds to leave it in and even gets the name wrong, while another guy packaged it all together for him. Anyway, for this version of the map I gave it a new name, made some small visual improvements and also added a new section after the exit teleporter. Music & gameplay stayed the same. MAP05 Level name : Elongated Muskrat Author(s) : Fisherprice (moogs) (original author) & Killerratte (several hundred modifications over the years) Editor(s) : Eureka & Ultimate Doom Builder Description : "You have reached the urban center of the city. Battle your way through a horde of demons to reach the spaceport. The collateral damage of the acidic nuclear waste has started to deterioate even buildings." Comments Fisherprice (moogs) : I undertook a bigger task than I could handle filled with ambition. There's a scene obviously inspired by Duke Nukem and experimentation with conveyor belts. The hitscanners are there to light the player's balls on fire and to push for an aggressive advance. It's very forgiving for those who also explore a bit. Killerratte : This is the map that I've probably worked on the most. I saw great potential in its first iteration, but it needed a LOT of refinement, not just in the visual department. After hundreds of hours of working on balancing it, adding many new triggers and Biodegradable suffering multiple playtesting meltdowns, I think I've reached a point where the map is finally ready for release. I don't know if the level could be considered slaughter-lite, that is for the players to decide. At worst this map is going to filter a lot of people. ¯\_(ツ)_/¯ MAP06 Level name : Unrealized Gains Author(s) : Fisherprice (moogs) (original author) & Killerratte (many modifications over the years) Editor(s) : Eureka & Ultimate Doom Builder Description : "You're inside the starport launch facility. Find the rocket and blast off!" Comments Fisherprice (moogs) : An adventure of a map through a seemingly derelict facility, with some nice scenery and a very stupid big room. All culminating with a grande finale seldom seen in other WADs. Killerratte : An overall tough map that probably differs the most from the way I create maps, which is good, because players need different challenges. The original was a little barren and sometimes even too rough on the player. Most visual & gameplay improvements happened at the start & end section. MAP07 Level name : Space Oddity Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "You snuck aboard the rocketship to Cornucopia, but this journey would take days at its current speed. You have to reach the bridge and activate the (rather unsafe) warp speed." Comments : This map is about as wide as the rocket you saw in the previous map (I didn't measure though), this made mapping difficult. I had to delay this one for several months. I also had plans for a small event, where Imps would get blown out into space, but I just couldn't find a good way to get this to work. MAP08 Level name : Something extremely bogus Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "Your arrival at Cornucopia is imminent. Suddenly you hear a massive impact, alarm sirens start to blare and half the bridge is falling apart and seals itself off. The demons used giant space whales from the warp dimension to breach your ship's hull. Apparently your voyage didn't go unnoticed. The rocket is out of control and is heading straight for the planet. Find a way to reach the emergency shuttle before it's too late!" Comments : I spent 50% of the time making this map on the goddamn starting room. Fake floors with colored lighting are an absolute nightmare to make and it's no wonder most people don't bother with that. Also yes, that's a Deep Space Nine Runabout. The entire map is a destroyed version of the previous one. MAP09 Level name : Permanent deferment Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "You crashed hard, but not as hard as the rocket. The impact crater vaporized an entire nearby facility, except for a small landing pad. The demons that somehow didn't turn into hamburgers are now crawling out of the storage compartments to hunt you down. There should be another UAC base somewhere deep in this icy wasteland" Comments : Another very large and open map that took a very long time to make. I will admit that the finale could be a little lackluster. Due to the openess testing this map was also very tough, so if I somehow forgot a spot where you could get stuck, let me know. This is also where you get your first non-secret BFG. MAP10 Level name : An omnigender product Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "The elevator takes you to a rather odd-looking base. Must be one of Egon's unreleased tower storage facility projects. Doesn't look like you'll find cash here." Comments : A multi-story tower map that plays around a central floor that rises with each completed section. A cool gimmick, but it was also very time-consuming to create properly. MAP11 Level name : Ancient grudge Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "Looks like you just stumbled into Egon's private museum collection. The demons sure liked refurbishing this place a little with more blood & gore." Comments : This is my first ever attempt at creating a berserk powerup map. It is not 100% beserk only, but features some small sprinkles of ammo here and there, use it wisely. MAP12 Level name : No highs, no lows Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "Stepping through the portal, you arrive in another one of Egon's small labs" Comments : Technically it could be considered as a filler map, but it has some nice little features, like that self-constructing pyramid. I don't even remember if I built this map blindly, I just kind of created it and it worked out, I suppose. MAP13 Level name : Salted butter Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "Sewers, we meet again. They are more advanced on Cornucopia, but still full of demon abominations. Clear them out" Comments : By a pure stroke of luck, I've managed to create a map whose architecture manages to guide monsters through the important parts of the map flawlessly, making them looks smarter than they are. Don't be surprised when an Archvile and several Revenants suddenly start using elevators from above and surprise you. I still don't know how the hell this happened, but it really makes this map as great as salted butter. MAP14 Level name : Midnight Cherry Author(s) : Fisherprice (moogs) (original author) & Killerratte (several dozen upgrades) Editor(s) : Eureka & Ultimate Doom Builder Description : "A hyper-advanced data center filled to the brim with demons ready to receive an ass-kicking." Comments Fisherprice (moogs) : This map is supposed to crush the balls of everyone who can't conserve ammo or play tight in this claustrophobic linear corridor shootout of an alien base where the player lands after hitching a ride with the rocket. (That is until we added way more maps to this project) Killerratte : A tough map with a lot of close encounters. I never changed the overall flow of the map, but did some smaller gameplay changes, bug fixes and a lot of visual improvements. One of moogs's best maps that convinced me to take over the stagnant project and work out the plan for a real megaWAD. MAP15 Level name : Doo Doo Doo Author(s) : Fisherprice (moogs) (original author, unfinished prototype map) & Killerratte (built a new map out of the existing prototype) Editor(s) : Eureka & Ultimate Doom Builder Description : "Oh shit, that teleporter threw you right into the Twatter HQ. Egon and the demons sure did a number on this place ... and nothing of value was lost." Comments Fisherprice (moogs) : Some experimentation with peculiar architecture, with nasty and unforgiving traps galore set by Killerratte. Short, bittersweet and biting, however not for the faint of heart. Killerratte : A bizarro-base that is supposed to represent a Twitter (X) headquarters of some sort. When I took over the prototype it was mostly white walls except for the main room, the starting area and the black room. The map itself had no real starting point, so I chose the current opening room with its beautiful detailing and improved on it. From there it was almost like creating a new map from scratch, except I tried my absolute best to keep the bizarre architecture style. The tunnel section at the end might have ended up looking a little more "normal" than what you've seen in the first areas, but sometimes old habits are hard to get rid of. Hopefully this little experiment was worth all the effort. MAP16 Level name : Materials Science 101 Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "After passing through layers upon layers of cleared out offices, you finally reach a known vault. Maybe here you're finally lucky." Comments : I'm going to be honest here, this is my least favourite map I've created. Something just doesn't click with me, maybe it works for others. I upgraded some of the visuals on later revisions. Some /vr/ anon called the used textures of this map (Community Collection 4) ugly as shit and told me to drop them entirely, but I was already twelve maps into the whole project at this point. It's still a solid map, but unless someone tells me their opinion about it, I don't have much faith in this one and that's why it's on the 16th spot. MAP17 Level name : Bulletproof shoes Author(s) : Killerratte (original author) & Fisherprice (wooden section used from a test map) Editor(s) : Eureka & Ultimate Doom Builder Description : "Damn, there were only a few wads of cash, not even enough to refurbish your house. I guess I'll just use this elevator with the skull, what's the worst that could hap- ... this entire base was built on top of an active volcano ... WHAT THE FUCK EGON?!" Comments Killerratte : A relentless underground cave map with monsters around every corner and a blood red area of fake ceilings. It's probably not that hard for Doom vets, but I'm still very proud of what I managed to build here. moogs's contribution on this map is the very large wooden area at the very end, which I expanded upon and turned into a grand finale. Fisherprice (moogs) : I've only contributed that one (brown) room. MAP18 Level name : Mysterious circumstances Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "You made it out of that hellhole and you're finally out of the snowy part of the planet. Lush green hills in the distance give you hope ... and yet the cold metal & hard concrete are still common in this area. All these small spread out facilities seem to be connected to ... something ... you've got a bad feeling about this." Comments : Here we are again, a pretty large map that took over two months to build, featuring music by JD Herrera. Lots of ideas and a bunch of new textures I recently acquired were put into this one. This map's gimmick is the possibility of an alternate secret start. MAP19 Level name : Highly technical Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "A crimson red beam of light greets you from afar, you have found the Cornucopia UAC supercomputer that Egon Tusk financed years before getting his claws on the company. The demons have repurposed this indestructable machine as a potential gateway, but the actual infestation lies far deeper inside the facility. Sigh ... the shit you have to put up with..." Comments : This map is a homage to the 1988 Amiga / Atari ST game Quadralien. The music in this map is a remix of said game, made by elPatrixF on YouTube. I tried to build something similiar to the red sphere of the title cover, but due to Doom's limitations I chose a reactor-like appearance instead. At one point I wanted to create the red door area with giant blocks you have to navigate, but I just couldn't get it to not look or play awful, which is why I decided to build it in a more compact way. MAP20 Level name : Massive ego complexes Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "The less advanced sections of this facility are being slowly infested with demonic flesh. The only way out is through the emergency exit." Comments : Lots of small gimmicks, lots of exploration. You get to choose three paths from the start. It took months to make this map and I hope the time I've spent was worth it. MAP21 Level name : The bird is freed Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "You've managed to leave the cursed computer complex. Some fresh water should help with all the blood & guts on your boots ..." Comments : A mish-mash of several ideas crammed into one. The original plan was a map with huge waterfalls and mountains, but I just couldn't get it to work the way I wanted it, so I threw that into the trash and made something like MAP18. This map features a super secret with monsters, it's the only one of its kind in the entire megawad. Used to have very different music, but I had to change it way later, because it would start to get even on MY nerves. "Enchanted Land - Water" MAP22 Level name : Turning judgement Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "Ahead of you lies the Space Elevator, the last transport device that hasn't been destroyed yet. To reach Egon's hidden vault, you will have to mow down hordes of demons that are currently disassembling it. It would've been much easier if you hadn't crash-landed that shuttle before, though. Comments : Anyone who has ever played LucasArts's Jedi Knight 1 should remember those fuckhuge buildings that dwarfed just about everything else. This is my attempt at building something like it. Making an entire map with no ceiling (except for the base part) was quite a pain in the ass. May cause frame-drops on older computers. MAP23 Level name : Sunset in space Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "You have arrived at the peak of the Space Elevator. As it turns out, this tiny space station is a gateway to Cornucopia's undetectable hidden moon. The vault was never on the starbase itself." Comments : I kept this level relatively short, due to the music being slightly annoying on repeat. This is also the map were I retroactively replaced all Wolfenstein SS recolors with DBP66 plasma troopers, but unlike those, I left the original amount of hitpoints intact. I felt they were too squishy. Anyway, that's why this map has such a strong focus on plasma troopers. MAP24 Level name : The collective mind Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "The surface of the tiny moon is stuffed with technology. The gateway to the vault awaits." Comments : Originally intended to be on a gray starbase, I chose the blue planet setting I used on my map "Blueberry Blaze Cake" instead, as it is more visually interesting and allows for more variety. I tried to make this map less linear in its approach. A small section of it (steps with pit connected to a hurtfloor arena) contains a modernized part of Michael Kelsey's "STONES.WAD" from 1994. MAP25 Level name : No matter what it takes Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "The demons are besieging Egon's hideout, which is only accessible through a very powerful forcefield. Nearby radio chatter reveals, that they are about to breach it. If you can manage to stop this invasion, an intact cash vault will be your reward. Fight through the pain! Comments : This is it, the final map. Do not be fooled by the number of enemies, it gets so much worse with all the freeroaming Archviles. I hope this map gives everyone a decent challenge. MAP26 Level name : Doesn’t get more lit than this! Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "You did it, you've reached the safe and all of its riches are yours for the taking!" Comments : This is a non-combat map. If anyone here expected a battle against "Egon", sorry to disappoint, but you can only do so much with DEHACKED before you run out of stuff to replace. I thought about using MBF at one point, with a new enemy pack that was released around the time, but I considered them too ugly and inconsistent. There are also a lot of people using gameplay mods, which don't seem to work well with MBF & dehacked enemies, and that's why I chose to not experiment any further. Plot-wise, the Marine gets the cash, why would he kill the sextillionaire for it and why would someone with that much money give a fuck if a miniscule amount went missing? MAP27 Level name : Funding secured Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "You're at home, safe and sound. You have so much cash, you don't even know where to store it. Lyle seems to be doing fine, too. What could possibly go wrong at this point?" Comments : This is a non-combat map. The house itself is the same from Akoopasoup, with many visual upgrades and additions. Look for hidden switches to access the bonus maps. MAP28 Level name : Yesterday in the pit Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "That teleporter in your backyard moved you to some far away location in the desert. Your vacation has to wait." Comments : Originally I wanted to make a Wild West town secret level, but the available textures didn't fit that idea. Instead I went with a brown desert base theme. MAP29 Level name : The odds are against you Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "The air in this place is almost unbearable. You wonder if you forgot to feed your turtle Lyle. You should definitely find a way back home." Comments : A side project map that I integrated late into the production of this megawad. The rusty factory / hell theme didn't fit with the rest, that's why it's on the extra maps spot. MAP30 Level name : Economic Enema Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "Hell hath no fury like a man withheld from his retirement. The gates of hell cannot contain you." Comments : I had a lot of problems coming up with a second final map. The original idea was supposed to be a final battle at the house location from MAP26 or a giant safe of even more money that you get to raid, protected by the Icon of Sin. Both these ideas were kinda lame however, because the safe would just give you more money, which you already have at the house. Plus everybody hates Icon of Sin maps anyway. A battle in the house area would just be a downer ending where DoomGuy's house is destroyed. Since these are extra maps without any visual storytelling related to the "main plot", I went with a typical escape from hell scenario. MAP31 Level name : All torque, no action Author(s) : Killerratte Editor(s) : Ultimate Doom Builder Description : "The demons have trapped you in this small room. That's not going to end well ... for them." Comments : A very short map that I've originally built based on a short MIDI my brother provided for me. Unfortunately the original MIDI instruments had to be exchanged, because GZDoom caused one of the instruments to make horrific screeching noises and I'm not taking the risk of this being a problem only on my end. This sadly caused me to entirely replace the music, as the MIDI I've modified is inferior to the original version. MAP32 Level name : 100% Synonymous with BS Author(s) : Fisherprice (moogs) (original author) & Killerratte (small improvements) Editor(s) : Eureka & Ultimate Doom Builder Description : "Great, you accidentally stepped into a demonic slaughter-party." Comments Fisherprice (moogs) : Rush for the BFG and time your movements precariously in this crumpet of mayhem. There's no need for endurance, only those who play it furiously, while conserving ammo, will reign victorious. Killerratte : This map needed only a few improvements, overall I did the least changes on this one. Most importantly I removed a very hot start that made it extremely confusing to play and added more fitting music. --------------------- [4] MUSIC --------------------- Title theme: JD Herrera - Title Track Intermission theme: taito - Rainbow Islands (MIDI sequenced by Oedipus) Text screen theme: Whirlwind_v3.mid (No further info available) Map01: C64 Parallax Loader by Martin Galway (MIDI sequenced by Oedipus) Map02: F.O.F.T - Title by Ben Daglish (MIDI sequenced by Oedipus) Map03: JD Herrera - Doomguy's Training Montage (also featured in Baloney.wad) Map04: Thexder II - Stage 5 Theme (MIDI sequenced by Andre Rocha) Map05: Spaceman 7 - Alternative Park (altpark.it) - Based on Jurassic Park Level 1 (NES) (Tracked by: KilleR aka Oboltus) Map06: Deimon / Cybersis - Daze (Daze.mod) Map07: Zone 66 - Plantation Crash (FM) (MIDI sequenced by James-Alan Nguyen (dj.tuBIG/MaliceX) Map08: Strider Dance Remix by Mark J. Hadley - Based on themes from Capcom's Strider Map09: Theme of Adol 93 (no further info available) Map10: TH6 - Embodiment of Scarlet Devil / Theme of Flandre Scarlet (MIDI sequenced by Jace) Map11: level3_final.mid (Unknown) (MIDI fixed by JD Herrera) Map12: level2_final.mid (Unknown) (MIDI fixed by JD Herrera) Map13: Deflektor Theme by Ben Daglish (MIDI sequenced by Oedpius) Map14: Skaven - Data Jack (DATAJACK.S3M) Map15: Leavin' Teramis (ingame) by Jochen Hippel (MIDI sequenced by Oedipus) Map16: Material Girl by Madonna (MIDI fixed by changing two instruments - No further info on author available) Map17: JD Herrera - Blood Tide is Rising Map18: JD Herrera - Em Dear Map19: Atari ST - Quadralien (elPatrixF Remix) - https://youtu.be/ik-pnkxD-mg - (Slightly edited version by me that loops correctly) Map20: JD Herrera - The Quest For Daisy's Soul Map21: Jeroen Tel - SUPREMACY (MIDI fixed by JD Herrera) Map22: Hybris Intro - Sequenced by Chuck Dodgers Map23: Thexder II - Stage 3 Theme (MIDI sequenced by Andre Rocha) Map24: Thexder II - Stage 8 Theme (MIDI sequenced by Andre Rocha) Map25: Knightrider of Doom - "Video Game Metal Part 2 Alpha" Map26: Mel O´Dee (Heiko Klüh) - patsy's credits Map27: Mel O´Dee (Heiko Klüh) - laxity Map28: The Adventures of Quik and Silva - Level 3 Map29: Guilty Gear X2 OST - Liqueur bar and drunkard (MIDI sequenced by Solis Kane Raige) Map30: CENTURION - A Space Journey by Marcel Gonzalez (1996) Map31: Flimbo's Quest - Loader Theme (MIDI sequenced by Sean Bee 2002) Map32: Thuernman FOSH - Oblivion (I had to use an .mp3 version, because the original .mdf file, while playable and only 70kb in size, does not rewind correctly in Doom Ports, which makes it stutter after each playback) --------------------- [5] CREDITS --------------------- Maniac_Extreme. Makes the best goddamn pizza on the planet. Prototype maps and original idea for "Tax Money Space Odyssey": Fisherprice / Moogs. JD Herrera for his original music and fixing several MIDIs, as well as playtesting a handful of maps. BioDegradeable for playtesting every single map. api, BEG, cynical, drunkenuncle, joe-ilya, stodgyayatollah & Tangra for playtesting the first three maps. Stovie for checking my texts for mistakes. stodgyayatollah & Robert for art feedback regarding the title picture. Secu|Fox for minor feedback. hellangel for minor feedback. Chookum (from the Crispy Chicken Chill Zone Discord) for fixing a critical bug during the early development phase. Status bar by Cage for "Doom 64 for Doom II" (2018) - The status bar used in this WAD is a slightly retinted version. The Doomer Boards Projects for textures & mapping knowledge. TIME OF DOOM forums for further mapping experience, rigorous playtesting and comradery. The random anon on 4chan /vr/ who made a texture with a chick embedded in demonic flesh for some reason. --------------------- [6] BUGS --------------------- Software mode may cause minor visual glitches with PRBoom+ / DSDA-Doom in some maps. I've tried to fix as many of those glitches as I could find. PRBoom+ is unable to display the next level "Entering" title, due to the size of the pictures. ---