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These maps date between 2015-2022, and most of them were heavily iterated upon as I learned new tricks and my taste in Doom design evolved.
I didn't change much for this release, they essentially just got QOL updates like joining sectors instead of using small tunnels for closets and making lifts not take half a year to go back up, but I deliberately wanted all of my awful decisions and stupid ideas to stay as they were when I made the levels.
They're not so much improved versions as they are simply polished a bit and archived as a reminder of how far I've come with this hobby (which isn't saying much for you since I've only actually published one level besides this set as of now lmao)

I worked on these maps on and off all throughout my Doom journey until 2022 I think, when I did the unthinkable: go out of my comfort zone and start playing community pwads. Doing so essentially changed my brain chemistry and made me less enthusiastic about these iwad+ style levels so I ended up dropping them.
Now, while I'm working on an actual thing I'm passionate about, I saw this wad collecting dust and decided I should put it out there, it's 4 finished levels after all. So I made some graphics, wrote some music and here we are.

I recommend playing this with a midi synthesizer of preference and the RLNDGM soundfont, as the default Microsoft one seems to not read alternate soundbanks. It's not gonna sound terrible or anything if you do use the MS synth, but there's an instrument in one track that won't be correct lol

Par times are based on a casual UV Max playthrough.

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-MAP01: Outpost Alpha-
The layout for this map dates back probably some time around 2015 when I was a kid just trying out a level editor.
Throughout the years I learned more and more and kept adding and improving it, but the general shape of the map actually remained pretty similar to it's first iterations.

Music - Destroyinator 600:
Since these maps were made back when I only had played the iwads, I thought it was logical to start the set out with some straightforward rock. The iwadest music that ever iwaded.
Sadly, I ended up adding a breakdown so I kinda failed my mission.

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-MAP02: Operation Elevation-
I remember my original idea for this map was I wanted to make something like Mt. Erebus but on Earth, which is really funny because this level is absolutely nothing like Mt. Erebus.
Earlier versions used to be way easier, but at some point I went through my Plutonia phase and started adding chaingunners and archviles everywhere.

Music - Plonk:
I was brushing my teeth when the idea for the main riff came to me and as soon as I started writing down I was like "HELL YEAH THIS IS THE BEST ONE"
I don't even care that it sounds like all of Korn's self-titled thrown in a blender, it's awesome AND probably the most annoying in the long run lmao

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-MAP03: The Sewer Level
It's funny because besides there being nukage, there really ain't that much sewer in this. I remember being really happy with the Storage sign, I think that's the first texture I ever made.
You probably noticed those liquids flowing through tubes in the walls in these levels, the plan was to make like 10 levels where in each there would be a main liquid that was being siphoned and eventually you'd reach a big structure where all of them would be combined into some fireblu mess.

Music - Tribute to All Sewer Levels:
This one was also originally made for my current in-progress wad, but I immediately deemed it to iwad-y and saved it for something else.
I did add the reggae-like section to it. Not in particular because I needed to extend track or anything, I knew I wanted that there from the beginning but I was too lazy to add it until now lol

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-MAP04: Midnight Wandering-
I was quite proud of this level when I first made it. This was my first boom level.
Yes, you read that right: MAP04 was my first boom level. Before this I made everything on ZDoom format because I was fucking stupid and didn't understand what complevels were, so when I made this I also went back and made every other level boom compatible.
Also, you probably got to the end with a kill missing. When you walk over those bars blocking the exit a zombieman will teleport to the starting room. Why? Because for some goddamn reason I used to think that was funny.

Music - Moon Laceration:
Before I wrote these midis this level used a midified Falling Down by Oasis as it's soundtrack, which is a completely different vibe from what actually ended up here.
I tend to write more melody-focused, typical song structure midis so I wanted to get out of my comfort zone by making something that's nice to listen to but sticks to one idea all throughout the track. Something in my head just tells me that's lazy (despite just a being a different approach, but I'm stupid, ok?) so I ended up transposing the second half up a semitone to disguise it, which is the actual laziest musical variation technique lmao
Nobody needs to know.

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-MAP05: The End-
This was the very beginning of the next map which I obviously never finished, but it's a pretty cool room so I decided to repurpose it as the ending map for the set lol

Music - Death Bed:
It's funny 'cause I intended to fill this wad with more throwaway iwad-y tracks, but I ended up making some I really like and now I feel bad they're not attached to better levels :'v
But that means I can make something better in the future that uses them again!

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Music - Dream Eater (Inter):
I like when games have motifs that repeat throughout the runtime, so when I was writing this tune I instantly knew I wanted to use what's pretty much the riff from Moon Laceration. It's quite a dreamy repetitive tune, but that's the point! So it's fine c:


Music - nic's Epic Overture (Title):
Imma be honest, I had no idea what to do for the menu music so I just kinda made a mish-mash of everything else I wrote and called it a day lmao

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