===========================================================================
Advanced engine needed  : Boom, UMAPINFO compatible
Primary purpose         : Single play
===========================================================================
Title                   : Stone Flower
Filename                : stone-flower.wad
Release date            : 27 June 2024
Author                  : ivymagnapinna
Email Address           : [redacted]
Other Files By Author   : COMPOUND.wad
Misc. Author Info       : they call me "The Shovel"

Description             : Five maps based around an earthy green/brown texture
			  palette. Pistol starts intended. Boom-compatible, 
			  targeted at and mainly tested with DSDA-Doom, 
			  jump/crouch/freelook such as in GZDoom not intended. 
			  Starts with a tiny map and ends with a very big one, 
			  and the wad as a whole is my idea of challenging. HMP 
			  was balanced first in all maps, so try it if you find 
			  UV frustrating. Crumpets, as well as some of SD20X6, 
			  CShock 2, and Sunlust's middle third were my main 
			  inspirations.

Additional Credits to   : Music by Lippeth, Zan-zan-zawa-veia, Ribbiks, Jimmy,
			  and Jeremy Soule
			  Textures from 32in24-15_tex_v2, cc4-tex (Quake textures)
			  Sky by Mechadon (from Mek's Box 'o Skies v3)
			  Plasma sfx from DOOM 3
			  Status bar by OverflowingMocha
			  Playtesting from fefor, OverflowingMocha, and bsharp
			  Special thanks to Juno for sending me the isopod photos
			  used in the title/interpic!
			  
===========================================================================
* What is included *

New levels              : 5 (+1 outro/credits map)
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : UMAPINFO lump
Other files required    : N/A


* Play Information *

Game                    : DOOM2
Map #                   : MAP01-MAP06
Single Player           : Designed for
Cooperative 2-4 Player  : Player starts only
Deathmatch 2-4 Player   : No
Other game styles       : N/A
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch
Build Time              : bout 2 and a half months
Editor(s) used          : Ultimate Doom Builder, SLADE
Known Bugs              : Some slime trails here and there
May Not Run With        : anything that doesn't support UMAPINFO or isn't
			  Boom-compat, obvs
Tested With             : DSDA-Doom, GZDoom


* Map Listing/Commentary Stuff *

/// Title music: "Menu" by Jeremy Soule (from Secret of Evermore) ///
/// Intermission music: "T_UTOPIA" by Zan-zan-zawa-veia ///

/// MAP01: Moss on a Rock ///
/// Music: "Death Mask" by Lippeth ///

a sandbox-y handful of structures rising out of a small green sea.
very inspired by Crumpets MAP02. the skips to the exit are
intentional and hopefully fun to figure out.

/// MAP02: Pillbug and Weevil ///
/// Music: "CUPASOUP" by Zan-zan-zawa-veia ///

a small wood-and-brick compound that's 2048x2048 inside the
outer wall. also Crumpets-inspired. I wanted to make a compact map 
that had a lot of different angles and ways of approaching it, and 
try my hand at working within that sort of size limit.

/// MAP03: Mantis ///
/// Music: "depths" by Ribbiks ///

a nocturnal complex where i keep my infighting-based
combat puzzles and my pet cyberdemon, Shithead. this was
the second map I made for the wad and the first one I designed 
on paper. tried to put a lot of focus on the sky and atmosphere. 
the secret fight is an homage to the one from Sunlust MAP03.

/// MAP04: Pallid Salamander ///
/// Music: "eflast" by Ribbiks ///

a dark cavern dripping with green slime, with the
texture theme of SD20X6's cavern maps and Sunlust MAP14. I 
wanted to make another map that had lots of ways to approach 
it, but with a darker atmosphere this time. a proper secret
fight probably would have benefitted this one, but I didn't
find a good spot for one and just opted for some encounters 
being optional.

/// MAP05: Deluge ///
/// Music: "Icicles" by Jimmy ///

a large slaughtermap steeping in the green stuff.
tried taking cues from Darkwave and dannebubinga here,
the former for the open-field infighting chaos and the
BFG room from SoD MAP14, and the latter for a lot of the
shapes and architecture ideas especially in the final fight.
this wad started as a Crumpets-inspired thing and I did
not expect it to go off the rails like this.

credits to Mocha for a fight in DS2 MAP31 that I based
the optional megaarmor one off of here.

/// MAP06: Thanks for playing! ///
/// Music: "Menu" by Jeremy Soule (from Secret of Evermore) ///

self-explanatory. hope you enjoyed my maps!


* Copyright / Permissions *

Authors MAY use the contents of this file as a base for
modification or reuse.  Permissions have been obtained from original
authors for any of their resources modified or included in this file.

You MAY distribute this file, provided you include this text
file, with no modifications.  You may distribute this file in any
electronic format (BBS, Diskette, CD, etc) as long as you include
this file intact.  I have received permission from the original
authors of any modified or included content in this file to allow
further distribution.


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

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