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  Introduction
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	1x1 is an MBF21 (-complevel 21) community project hosted here in my discord server. The concept is simple: you can only use 1 texture and 1 flat of your choice. Heavily inspired by The 10x10 Project by lunchlunch, 1x1 takes the gimmicks a step further and restricts them even more. Like before, only 1 texture and 1 flat are allowed, with the exception of 1 switch and F_SKY. No lights, doortrak, etc.
	I originally started this project somewhat as a joke, but once people started mapping for this and making some really cool stuff it became so much more.  It originally started after El Inferno posted a secreenshot of a map in the mapping channel of Meowgi's discord server where the map only used STARTAN. I jokingly said he could submit if I started a 1x1 community project, but we never made anything of it. A few weeks later Raddicted posted screenshots of a map he was making with only GRAY5 as the texture and CRATOP1 as the flat. I once again joked about making a 1x1 community project but this time, I actually went ahead and started it. And obviously, the map Raddicted made was actually added to the project (map31). I had wanted to host a community project for a while at that point, so this was the perfect opportunity. It's my first community project I've ever hosted while also being inspired by my favorite wad of all time, 10x10. I started it and expected mappers to somewhat shitpost and not take this seriously, but when maps started to be submitted they absolutely blew me away with their quality and creativity.
	The intertexts are still shitposty, but they were taken from comments I got on my 10x10 videos.
	Massive thank you for everyone who participated in this project, this wad turned out a million times better than I could have ever expected, and these are genuinely some of the most fun and memorable maps I have ever played. I love you guys.
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  MAP List, MIDI/MOD/OGG credits
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Episodes are very loosely defined, only really separated by intertexts

Episode 1

Map01: Raddicted - One By One (Yakfak - K_DONUT)
Map02: SoulRunner - Desolate Library (Elan Michaels - QuestoftheTurtle.mid)
Map03: msx2plus - szerkezet (msx2plus - cache-cœur)
Map04: besus - 0/5 idgames (Ribbiks - iwt.mid)
Map05: Ravendesk - Woodrooms (Mark Klem - Doctor Defiant)
Map06: Rayziik - Dark Tek Empire (James Paddock - Icicles)

Episode 2

Map07: MasterMedi - Erosive Movements (Sugary Spire - Steamy Cotton Candy (sequenced by Loypoll))
Map08: Maribo - Her Love at the Bottom of the Deep Sound (Ribbiks - lov_0.mid)
Map09: brendondle - Longing to be the Mountain (Castlevania: Aria of Sorrow - Forbidden Area + Immorpher - Gestation)
Map10: RedBoule - The Dark Plateau (Touhou 12 - Fires of Hokkai)
Map11: lunchlunch - Stone Tomb (Egypt Phase 1 - Forgotten Worlds)
Map12: Meowgi - Proportions (Meowgi - Forlorn)

Episode 3

Map13: akolai - ///ETHER RAIN/// (Atrium Carceri & Cities Last Broadcast - All Things Nocturnal)
Map14: Phoenyx - Shadow Puppets Hanging From Red Strings (Phoenyx - Corruptor)
Map15: Spendo - orange is the new black (Tsu Ryu - The Grim Angel from Riviera: The Promised Land)
Map16: knifeworld - The Heart Beneath Your World (Daniel Bernstein - Lair of Shial from Blood)
Map17: Nefelibeta - Buried in the Burning Remnants of Fallen Memories (goreshit - the pain of relief (we have our vices one and all))
Map18: Petyan - The Ultimate Door (ZUN - Yorimashi Between Dreams and Reality ~ Necro-Fantasia)
Map19: Dashie & brendondle - Suis-je Deja Mort? (CheesyMozarella - Next)

Episode 4

Map20: Kinetic - Sorry, You Said Your Name Was...Rory??? (Yung Lain - BDX)
Map21: El Inferno - Fly (Gojira - Flying Whales, midi cover by Playtodie)
Map22: 1x1 Mappers - Thanks for Playing! (Warlord - Turquoise)

Secret Maps

Map31: Raddicted - I Sleep With No One, Not Even Myself (Eric Brosius & Terri Brosius - Kar2explor.mid)
Map32: Xulgonoth - The Womb Etched into Time (Carnacier - Orjisnoltegir)
Map33: Lovey01 - I'm Cold (Lovey01 - Hard Song 2)

Title: Warlord - Turquoise
Intermission: System Shock - Elevator Theme
Text Screen: The Legend of Zelda: A Link to the Past - Hyrule Castle
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  Texture/Flat Choices
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Format is Texture / Flat

Map01: BRICKMM / GROUND22
Map02: PANBOOK2 / FLAT14
Map03: MSX2T / MSX2F
Map04: BRICK10D / FLOOR0_3
Map05: WOOD3 / QFLAT03
Map06: TEKDARK2 / MTTKF06
Map07: MODWALL4 / FLAT4
Map08: WFALL1 / FWATER1
Map09: ROCK16 / GROUND12
Map10: EGYPTRM5 / GROUND28
Map11: EGYPDECO / BROWNSD2
Map12: SHAWNGN2 / NUKAGE1
Map13: TSTATIC1 / FSTATIC1
Map14: SHAWNRD2 / ALLBLAKF
Map15: SHAWNOR2 / CEIL4_2G
Map16: TEKWALLA / RROCK_MG
Map17: ROCKRED1 / RROCK01
Map18: BIGDOORK / COMPFYEL
Map19: FIREBLU1 / BLOOD1
Map20: PIPEWAL2 / DEM1_5
Map21: STONE3 / FLAT10
Map22: Textures from all maps / Flats from all maps
Map31: GRAY5 / CRATOP1
Map32: SP_FACE1 / SP_HOTF
Map33: SUBZERO1 / SUBZERO2
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  Map Commentary
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=====Map01 (Raddicted)=====
I wanted to make an introductory map to 1x1, just so you're set into something that is actually intended to be an introduction map, rather then just a normal map.
The combat still packs a punch, but a lot less so then the maps later in the set. Ammo starvation is everywhere in this map, so make your shots count.

The original version on this map included a LOT of switch abuse, to the point where it was actually just 2 textures basically (lmao).
Awhile after the map was done, I had decided to remove all of the switch abuse. The only actual reason I decided on doing this was because it was an introduction to 1x1, so having the map not really feel like 1x1 in terms of visuals was less then ideal, to say the least.
Brendon said I nailed the map01 feel, and hopefully its not just him who feels that way. 


Also, the midi is a banger (shoutouts to yakfak)

=====Map02 (SoulRunner)=====
Dev Notes: 
Doing the "dymanic" lighting for this was a massive pain, several times i'd make the rings around the lights and it would completely destroy the map, changing ceiling heights, messing with textures and just messing everything up in general. 
My guess is thats due to adding in sectors which overlap with a bunch of other different sectors so UDB has a bit of a moment and just dumps a bunch of mistakes. 

My focus was definitely more on visuals and themeing over gameplay, Despite that though i did use best effort to try and balance everything so if played well there is just enough ammo and each difficulty has minor changes.
Changes enough where it feels a bit easier / harder, but not significant enough where you feel like you need to replay it on UV if you did an easier difficulty. 
With some bits of advice from others who playtested, Mostly RavenLikeADesk and Brendondle, i mixed up a few things, the biggest change being the berserk being free at the start which did end up being a good change, it used to be in the first secret. 
The secrets also used to be massively overpowered, which i didn't care to change to much, but with notes from others i gave them a second look at and now they fit in with progression significantly better. 

Lore Notes:
The Textures i used were PANBOOK2 and FLAT14, easily giving me a library theme.
With this i had the idea of a magic library, used for scribes and magic users who wandered a bit to close to the demonic barrier and invited them in. 
Coming in through the dark portal in the red skull room (maybe signifies a bloody skull now, never thought of that!), they proceed to tear up the place, hence why furniture is moved and there are book all over the place.
Now the demons, specifically the magic inclined arch-viles are using it for their own means.

=====Map03 (msx2plus)=====
began as a large concrete park, but i kept taking floorspace away until it was what it is now. mostly experimenting with form and shape and shadow. as usual, i like to deprive the player of obvious movement in combat. wanted to make it much larger but couldn't find the necessary inspiration to follow up or precede what's there. as a result, it's short, but i think that's ok. not everything needs to be an ordeal. each difficulty level provides a different monster/weapon combination, so try them all.

=====Map04 (besus)=====
hi hello greetings 0/5 idgames is a platforming heavy map so i took the name from billa's depiction of platforming from garlic beans
the texture i used were from another map that i almost thought about making but didn't but i planned to do something with a limited texture palette so might as well go map for this awesome project really mapping for 1x1 was a lot of fun ily bongle catKISS also i found a new mapping tricks with bleeding flats that im gonna abuse

=====Map05 (Ravendesk)=====
Woodrooms are made of wood. Who am I to disagree?

=====Map06 (Rayziik)=====
This is the second map that I 'speedmapped' for a community project that I wasn't sure I was going to have time to participate in this year, that also has had it's finish date moved back multiple times. Which isn't weird itself, but it is kind of weird that the same scenario has happened twice in the same year. Well... at least Twogers should be coming out some time after this project does... :^)

=====Map07 (MasterMedi)=====
KEKFlip

=====Map08 (Maribo)=====
This is the first map I made where I started dabbling with carving up sectors and tweaking brightness and height to make it more visually distinct and not so flat. It was mostly done on the floors, since I wanted to keep the pyramid-like structures as focal pieces. At one point I wanted to work in a light sequence that would start after you exited the secret room, but it was a bit too ambitious for me at the time and ended up being a headache (Medi tried his best to help me <3). In early versions, the exit was an unmarked secret that you couldn't reach, but it made more sense to change the original exit (walking on the pillars that lower down), to something that you have to trigger a bit more deliberately.

Pretty satisfied with the map, all things considered. It's a bit heavy on the shelf monsters, and some of them are mostly just fodder for the visual spectacle (the imps, lol), but I think it makes for a pretty cool mix of projectiles when you get going for real. Hopefully HMP and HNTR are palatable to people who prefer those difficulties, I gave more power-ups and changed some of the more deadly/frustrating/hard-to-deal-with monsters to more easily handled ones.

=====Map09 (brendondle)=====
	Making this map was honestly a rollercoaster of emotions at times. I went through a lot making it, from the map corrupting and me thinking I had lost all progress to forcing myself to work on something I had already been unhappy with. Overall though, my view has completely change and I'm super proud of how this map turned out. For my texture choices, I wanted to create a cave-themed map and give a shot at natural landscape. I initially struggled to find a good combo for a rock texture and a rock flat, so I looked to other wads to try and find ones that went well together. Praise Ribbiks because I eventually got my combination from Stardate 20x6. The flat turned out to be kind of hard to work with since it's really hard to tell when the brightness changes. It allows for pretty nice blends but it's extremely subtle.
	If I talk about every room in the map individually, this blurb would be outrageously long, so I'll just write about the ones I'm super happy with. Originally the starting area was going to be a mountain you would enter and fall down into a pit that would silently teleport you to the first room, but after some thought I decided it would be too much effort than it's worth. I decided to just bite the bullet and tp the player directly to the first room, which I think works fine. It's nothing fancy. The fight in the first room is quite unwelcoming for the start of the map. I thought it would be interesting to tyson a few monsters while trying to dodge an archvile, but all the people who tested thought it was extremely difficult, especially on lower difficulties. The fight went through multiple iterations before I landed on the current one. As for the room itself, I'm really happy with how it looks. I think it's one of the prettiest rooms in the map but it took multiple hours to make (I'm a horrendously slow mapper), so I couldn't bring myself to replicate that effort for a lot of the other rooms.
	The other area I'm super proud of is the outside area with the cliffside. It originally was going to be much more open to the sky and be a small platforming fight but anything I made just looked like garbage. Thankfully I had the idea for a cliffside fight shortly after scrapping the original idea. I made almost the entire area while I was on a trip to the uk and was super happy with how it was turning out; key word WAS. Since I was working on my laptop instead of my pc back at home, when I ported the map over to my pc the map got corrupted, including the backup files. One of the backups actually got corrupted into a png of the upper fourth of my flotsam map11 thumbnail. Do not ask me how. I thought it was funny though so I added it as a texture in the wad. As for the corrupted version, it was thankfully only the sectors lump that got fucked, so the layout remained intact. I was able to recreate the rest of the map by copying from an old version still on my pc, but all the sector properties for the outside area had to be redone. As for the plasma fight itself, there was originally going to be a junior cyber but the ceiling is too low for one, so I just put some random monsters. Whatever, it works. The chaingunner ambush is filler, and the actual cliffside fight is the highlight. For some reason plasmaing the cybers at the start is addictive. The cacos that come up are balanced to be killed with only ssg but if players come in with extra plasma that's fine.
	Lastly, the finale was completely impromptu. I originally had to idea of lowering the entire area where you got the ssg and red key, but I quickly learned just how much work would be cut out for me if I did that. It would have been a fight for space where you had to rocket a big crowd of hellknights, but that idea got scrapped when I realized how much less space I had for this fight. I was completely out of ideas, so I just took the visual theme of what I would be going for and made a random fight. The fight is split into two phases: a short archvile wave, and a bigger (but still short) rev wave. The fight ended up actually being super fun to execute, so I'm very proud of this fight for being impromptu.
	SPOILERS BELOW THIS POINT
	The first secret fight can be accessed at the start of the map, and it was basically a combination of ideas I had been holding on to for a while now. The main gimmicks of it are that the enemies are completely silhouettes, and can only be seen when the light glow reveals them. It makes it harder to aim and know where the enemies are. The other gimmick is that parts of the floor start falling away, indicated by light flashes right before they fall. This proved to be a little scuffed though, since at times it's hard to see which parts have fallen away because all the 0 bright sectors blend in with each other. I'm not too worried about it though, since with some intuition you can easily get used to it + the automap shows which parts are gone. I also decided to do a Fractured Worlds type of thing where if you came into the fight after beating the actual map, the fight would be buffed since you have bfg. The only changes are that more pinkies tp in and the junior cyber is a full cyber.
	The second secret fight with the blue skull key is a reference to a fight in Stardate 20x7 map04, where you can negate the archvile splash damage using the small pillar. The making of this fight was streamed on my twitch, and it was extremely easy to cheese at first. You could easily block the viles in their closets and just ssg them. With the help from chat we tried scrolling the floors with the viles so when they attacked they would come out of the cubby. This combined with player block lines to prevent the player from going in the closet was better, but still cheesable. So with the help from Deat and Rayziik we made a randomizer to open the closets in a random order. It was hard to understand what they wanted me to do since it involved some voodoo wizardry, so sorry for yelling at you guys so much during that lol.
	Lastly, the uv-only secret finale (that's a mouthful) is like an ultimate culmination of references to maps I love. I thought it was the perfect opportunity, since the arena looks super cool with the texture and flat + it's a reference to two awesome maps. Obviously the direct reference is The Event Horizon map32 by Zzul, a map I adore, but that fight was also referenced in 10x10 map07. Overall the fight acts as a tribute to both maps; event horizon because I love the fight, and 10x10 because this wad wouldn't be possible without it. The yellow skull key switch also opens up another tribute to lunchlunch and 10x10, but I'll let you figure out how to access it. :)
	Overall, I'm extremely happy with this map, and I think this is my best work yet. Much different from the dogshit slaughter I usually make and I'm super proud of myself for it. Map name is taken from an album of the same name by King Buffalo.

=====Map10 (RedBoule)=====
Wanted to make something different from what I'm used to: that being an open map with non-linear progression.
I'm really happy how the fights turned out, my personnal favorite is the plasma fight.

Fun fact: I recycled the blue key fight from a map I was supposed to make for Hardfest 1, so this is a fight I designed some time ago.

I really thought I was never going to finish this map because about halfway through I ran out of fight ideas and I got really demotivated.
I actually started making a new map layout (which sucked) from scratch but I randomly got motivation to finish the first map one day.
Thankfully I though of adding the light sequence all around the map because without it the map would be really uninteresting.

I'm glad I could make a map for this project, it was a lot of fun :D

=====Map11 (lunchlunch)=====
I'm all about "cheating" imposed restrictions so I chose a texture that would be easy to split into two and picked a switch texture I could spam as decoration.

=====Map12 (Meowgi)=====
Because no modern wad is complete without a dimensions riff.

=====Map13 (akolai)=====
663969

=====Map14 (Phoenyx)=====
This map was in limbo for about 3 months. However, after recovering from burnout, I managed to scramble together some fights. It's a shorter map and admittedly a little messy in execution. But honestly, I'm surprised I even finished this map at all.

=====Map15 (spendo)=====
I forgor

=====Map16 (knifeworld)=====
<3

=====Map17 (Nefelibeta)=====
The original plan for my submission is to create a WOODMET map with Bemused-inspired gameplay, presumably similar to Haste Map14. However I ended up making a Flotsam Map06 inspired map instead since it would be too much efforts otherwise.
Everything was mapped fairly quickly, probably only took less than a day to finish the layout/visuals. I basically came up with an idea, then drew an vague shape, put simple shapes in it, applied gradient lighting to them, and that's an area done. :D
Balancing was a different story though. I essentially balanced Ultra-Violence to be the way I prefer to play when I'm conscious and not sleepy as hell, and have Hurt-Me-Plenty to be basically watered-down version of that so I can chillax without getting kicked in the ass. Special credits goes to Emma for helping me out with playtesting (and going through the untested version of HNTR.) The results ended up being closer to Junkfood but more restrictive compared to original map's low body count gameplay. Proud of this map.

=====Map18 (Petyan)=====
Texture choice:
Some time ago i have realized that i never made a techbase.
For a few days i struggled with an attempt to make something resembling classic E1 level, but i have failed.
It was truly an impossible task, texturing and building geometry was surprisingly hard for such a basic setting for a level.
After a bunch of approaches i gave up on the idea at the time, and luckily enough bondle has decided to organize this CP.
I have instantly thought of my techbase trouble and then decided to work with some kind of a techbase texture that could
theoretically improve my understanding texturing one of these in the future.
So that's where i realized that door texture is probably the best for the job.
It has pretty much anything you would want from a texture, and i am really surprised that people generally didn't pick many
complex textures like that.
The door can be dissected with some offsets into: a switch, a pillar, a support texture, a doortrack, a solid grey texture,
some kind of random techbase texture, a fully red texture, a perfect texture for steps (probably even better than normal steps),
another support beam texture and oh god i probably missed a few but oh well.
This whole thing generally was very fun to play around with, spent a ton of time just looking at what offsets can do.

Map segments:
Having just the door as the main texture somewhat naturally leads to interconnected designs within the map and a lot of secrets.
Despite that i have completely failed at interconnectuity part and made 3 separate areas instead.
Secrets though... Just hiding them behind random doors on the map looked so funny to me that i just couldn't resist really.
The exit being early is also intentional, i figured that a map like that should have an exit unreasoanably early.
Secret exit though... a bit further into the map.
The first incidental fights are just me throwing random dudes around the place, but that's how i do incidental anyway, nothing special here.

The "outdoors" fight is just your normal slaughter where the player controls the flow of the fight. Wanna go fast? Press all the switches.
Wanna go slow? Kill 1 wave at a time. Pretty simple. Chaingunner pit was also too funny, it reminds me of Valiant MAP31 ending.
Though it does serve the purpose of denying some safe space in case of the player rushing the fight.

The scroller fight... It's a bit of a meme due to how fast the scrolling floor moves, but once i get some silly idea i can never let it go.
Not sure if i got the idea myself, or saw it in some wad... Not sure if it matters though, everything is done in this game at this point anyway.
I also really like chaos in doom maps, the more hectic fight is - the better. And this fight is absolute chaos, especially if the player is without the BFG.
The "doorfalls" are mainly inspired by cosmogenesis, not sure which map, but they had that cool "techtexurefall" at a really high speed - so i did the same with doors.
Also the elevator is perpetual for some reason, don't remember why.

The "doors" fight... Initially i wanted something different for this one (involving platforming and some other annoying stuff), but decided against it.
I've spent a few days thinking about the fight that would make sense with this texture.
And after those few days i've got that monstrousity that is currently in the map.
The fight itself is probably more an assault on the ears rather than an assault on the skill of the player.
It's still pretty hard due to absolutely random cyber rockets, but i'm really happy how i came up with that.

I'd say that the thing that i'm unhappy about - the map feels like 3 separate maps with a hub in the middle.
Maybe eventally i'll make better interconnected designs - but that's future me problem.
Also it was finally fun to see more colors than brown in the editor - i was even confused at first.

Music choice:
Considering the texture theme of the map, i needed something mystery sounding and i handa failed at that.
After looking for some MIDIs/MODs i haven't found anything i was really feeling like it would fit.
So i have decided to look for some touhou music. Obvious choice would be one of Okina's themes (since she's the door lady) , but they didn't sound that fitting.
Well, if Okina's theme doesn't sound too good... Logical solution would be to try to go for Yukari's themes.
Neither normal Necrophantasia nor Evening Star sounded fitting enough, but then i decided to look for her 15.5 story theme and i think it worked well enough.
Though it is still probably not that good, i could've come with some better choice (at least that's a funny reference)

(i will make a map with TWO doors next time)

=====Map19 (Dashie & brendondle)=====
Dashie:
have you ever had thoughts cluttering up your head that you can't get out of?
this map is the illustration of something that can be hard to find the words for. curve tool, fireblu, blood and darkness is everything that i needed to make this depressing mess. 

i had to fight a lot with nodebuilder and lagging UDB cus the map kept on breaking itself in the most bizzare ways, but i think i won at the end:)

big thanks to brendan, he did a great job at placing monsters and making fights that keep the atmosphere and that helped me a LOT since i couldn't do that myself<3

brendondle:
	I really hope my combat does this map justice. As you may know, Dashie did the entirety of the layout and visuals while I designed the fights. I wanted to really try and make fitting and fun fights for this map since I feel like the visuals are jaw-dropping, Dashie did an amazing job with all the curves and lights, and I'd argue this is one of the most impressive maps I've ever seen when putting into consideration that this is all just one texture and one flat. It was kind of an honor to collab with Dashie on this. However, building fights around arenas rather than arenas around fights proved to be difficult for me, and I hope I did a good job at it.
	When Dashie sent me the map, the moment I booted it up I had the idea of making the fights large scale and macro-slaughter. I felt like it would be a good fit considering the massive arenas and brooding atmosphere. The very start of the map I wanted to keep untouched since I feel like it's a great area for players to soak up the atmosphere and appriciate how impressive the map is with its limitations. That's what I wanted the focus of the map to stay on, anyways.
	For the hub area, where the BFG is used to be a red skull key left over from when Dashie was testing (I think). I felt like it would've been kind of awkward if the player had gotten the key needed to exit the map right at the start, so I thought it would be a great opportunity to give the player the main weapon of the map since I had no other ideas of how to give weapons while still making it look epic. A voodoo gets 600 cells right after grabbing the BFG since it would look ugly if I put 600 cells anywhere in the hub lol.
	As for the fights themselves, again, they were very impromptu. I played through the map without monsters a few times to come up with ideas but many of the parts were made up on the spot. I'm especially proud of the caco fight since I feel like it plays pretty well for how few ideas I had for it, the barons in particular were completely impromptu. The finale is probably the part I'm the least proud of since I had basically no ideas for it. Ah well, it's always fun to watch a ton of monsters tear each other apart I guess, plus the cybers give it SOME sense of finallity I suppose. Overall I really hope the fights I made fit the map, since the visuals of this one make for a highlight of the wad easily in my book.

=====Map20 (Kinetic)=====
Used PIPE2 because I was still in underhalls phase at the time, marble flat just paired well I thought. Direct inspiration for this was Flotsam Map05, especially in terms of flow aesthetics and progression, I guess I can't just stop making maps inspired by other maps. I construct the psuedo-invuln Mark III, this one is the best I think. My favorite detail about the map is the floating gore decorations, I think they look disturbing but cool. The map is underscored by some more emotional themes, aside from the fact I stamped pigs on the map. I tried to add some unique kinetic devices in the map, fake floors moving down, lights on the outside moving up and down in the first big room, and the invuln flying down into the void in the 2nd big room. The conveyor bits and the platforming attempt to make the map feel faster.

=====Map21 (El Inferno)=====
Alternative title: 'Drawing castles on the floor'. 
STONE3 is the best iwad texture.

=====Map22 (1x1 Mappers)=====
Thank you so much for playing 1x1!

=====Map31 (Raddicted)=====
                          YOU
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                                                        @@@
=====Map32 (Xulgonoth)=====
Your pitiful threats and displays of false bravado do not fool ME, witless construct of the Gangster Computer God! I have peered behind the veil of lies and illusions with which it surrounds itself and all its ghastly creations. You 'magic' and reputed powers are but a sham to instill awe in the ignorant masses--in truth you are EMPTY, DEVOID of will or talent, animated solely by the sinister enchantments sang into your misshapen form!

Do you think me a mere 'lunatic,' beast, when I alone have grasped the monstrous TRUTHS which humanity is too fearful and feeble-minded to confront?! The Communist Gangster Computer God has woven its way into the very FABRIC of this world, seized control of all through its abominable SORCERY and Frankenstein controls, yet none will heed my warnings of the gruesome fate that awaits should we fail to cast off its shackles!

You call ME 'foul lunatic,' yet serve docilely as the plaything of a sinister power from the pits of HELL itself! It is the Puppet Master which commands your strings, not any talent or skill you falsely claim to possess--you are but a soulless husk given the cruel mockery of life and reason, and when your purpose is served you shall be DISCARDED as so much refuse!

Tremble, little marionette, tremble--for the wrath you profess to wield is not your own, and shall not save you from the grim retributions I shall wreak upon your scheming Master. The Communist Gangster Computer God shall learn to rue the day it dared craft such a witless, brazen BEAST to spread its ludicrous deceptions and ensnare all humanity within this 'magical' web of LIES...

=====Map33 (Lovey01)=====
Dev notes:

    When I started  working on this  map, it was  originally
gonna be an unfun crap post, but then this texture selection
got much more attention than I  thought it would, and I felt
I had to live up to  expectations so I scrapped the original
map and tried making something playable.

    Originally I wanted  every fight to  end with that  room
you see at the  end of the red  key fight, but the  blue key
fight ended up being designed in a way where that was almost
impossible so I didn't bother implementing it again.

    The blue key  fight in general  was a pain  to make,  it
took me so long to figure  out a good idea that worked  with
the room's setup,  and even when  I found an  idea for it  I
ended  up  having  to remake  it  because  the fight  wasn't
telegraphed well, it  was super  cheesable, and it  had a  1
time vile jump  secret.  I'm happy  with it now  though, the
current version works a lot better with the room layout.

    I'm really happy  with the true  ending to this  map, it
takes a  bit  of imagination  but  the true  final  boss  is
sub zero,  and  once you  beat  him you  finish  the map  by
killing him. When I  had this idea I  knew I couldn't let it
go to waste.

    The midi is from  a clone hero joke  song I made back in
2018, it's  called  "Hard Song 2" and  I  still have  it  on
mediafire (linked in Resources). The midi on its own was too
quiet so I ended up having to duplicate the piano track like
7 or  8 times,  fluidsynth  handles it  well, RIP  any  midi
players that don't.

    After the first  test iteration,  I had a ton of changes
to make, which  was kinda demotivating  since, at the  time,
it'd been 1 day short of a  month since I last worked on the
map.  The hardest change to make  was to allow the player to
go back  to previous  areas, since  I designed  it with  not
being able to go  back in mind. I  had to implement a lot of
new behavior for this change  alone after not having touched
it for a long time, including  stopping the crusher once you
get out of  the red  key room, opening  the wall  behind you
after the red key fight,  remaking the blue key fight so you
don't have  to vile  jump  to the  secret, etc.,  all  while
making sure nothing  can break (e.g.  making sure you  can't
cross the crusher  stop line the  tic it starts crushing you
and make it out  of the room). This  was just one change out
of many I had to implement  for this update, you can see the
rest of them below in the old todo list.

Old todo list:

"

================================================================================
                    FIRST ITERATION
================================================================================

#change secret indicators, don't convey you can interact with them in any way. the current design conveys you can glide them, when 1. they're too short and 2. you're not supposed to
#[my current idea for this is to change the requirements from a yellow key to a red and blue skull, that way I can place the keys in the secrets, which would be far more obvious than an "indicator"]

#make it more obvious what switches you already hit in fight after switch room
#[make the currently hit ones go down]

#allow player to go back into switch room
#[stop the crusher when exiting, maybe raise the ceiling afterward since just stopping it may make the area inaccessible]

#end switch room fight more cleanly
#[instead of crushing all the monsters when leaving, set every related sector to kill monsters when the last switch is pressed]

#make it more obvious you can't kill all the enemies in fight after switch room (hopefully this is done)
#[make it pretty much impossible to do so]

#make switch room secret visible after doing the room
#[raise every switch once switch room is done, probably on the linedef that stops the crusher]

#make the shoot switch that you hit through the wall taller, so it's easier to see from a far

#add walls in between places you can stand where you're not supposed to shoot the second-to-final switch

#fix hom in shoot room if floor still lowers
#[floor probably won't lower in new fight design]

#change shoot room fight
#[something that involves staying on the platform]

#allow player to go back to secret areas

#add ~100 bullets in shoot room on uv

#either add more cybers or shorten time allotted on platforms in true final fight

#find another way to block teleporters in final fight
#[instead of the lines killing, they should simply have the block players flag set]

================================================================================
                    SECOND ITERATION
================================================================================

" ~ Lovey01, 07/09/2023 - 07/22/2023

Resources:

    Hard Song 2:
www.mediafire.com/file/3vf6fdq34fbvn7f/stupidsong.zip/file
=========================================================================================================================================
Credits
=========================================================================================================================================
Erik Alm and Scythe 2 for the evil marines, and Doom 3 for the plasma sound (and Sunlust, which is what I took it from). Also the creators of cc4tex and 32in24-15 for some textures.

Huge thanks to Ravendesk for extensive playtesting on UV, which he did alongside testing for Junkfood 2. Come to think of it, he tested a metric fuck ton of maps within a short period of time. Wow.
Also thanks to General Roasterock and Xulgonoth for playtesting on HMP.

MASSIVE thank you to Dashie for creating the absolutely amazing artwork for the M_DOOM, interpic, titlepic, statbar, and a bunch of other stuff that I won't list because it would take up an entire paragraph lmao. She made so much stuff for this wad, and I'm certain this wad wouldn't be nearly as cool without her work.

Another massive thank you to lunchlunch for creating 10x10, since this wad wouldn't exist without it. Obviously it was the direct inspiration, so having lunchlunch reach out to me and ask to join the project was kind of surreal. Thank you so much lunch for creating my favorite wad of all time.

ANOTHER massive thank you to Rayziik, who did all the dehacked stuff and added all the mbf21 custom things. I was too lazy to figure it out myself, so thank you for doing the dirty work for me lol.

Thank you to Meowgi as well for helping out with the organization towards the end of development since I was cramming to get this done LMAO.

I know it sounds like I'm thanking people too much, but another thanks to everyone who showed up in my twitch chat to watch the mapping streams for my map. Specifically to Deat, Rayziik, and Gazebo for the mapping help and sharing their arcane knowledge.

FINALLY thank you to all the mappers who participated in this project. None of this would be possible without you guys. Words cannot explain how grateful I am to have hosted this wad and for you guys to have made such stellar maps. I truly think you guys made this project something really special.

Lastly, thank you, the player and reader for taking the time to play the wad the read to the bottom of this lengthy text file. See you all in 2x2!