﻿Map 01: Pollution
Music: High Speed Lift - Mega Man Zero 3
By NinjaDelphox

The very first map made for Corruption. At the time it was first made I was just then learning how to add textures, sprites, and sounds into a wad using Slade, and this map was the product of that learning. The first couple versions of this map did not have the blue key area at all, and the window looking out to where it would be just had the sky. After making a few more maps I went back and added the blue key outdoor area, since rooms of that style had become commonplace in the maps that were made before its inclusion. One goal I had for this map and for this project as a whole is to never ease the player into anything and always go for maximum action, slow starts in doom are snoozefests and I wanted to avoid that at all costs for Corruption.

Map 02: Nukage Outflow
Music: Tallon Overworld 2 - Metroid Prime
By NinjaDelphox

This map took way longer to make initially than it should have, it took me about 3 months. It started after Pollution, but I ended up making Toxin Depot before this map got finished. Very late into development, about a week before initial release, the outdoor area got a huge visual and medium sized gameplay makeover to make it much less flat and look a whole lot better. Still happy with how the final encounter turned out after all this time.

Map 03: Toxin Depot
Music: Organic Line - Mega Man ZX Advent
By NinjaDelphox

This is a small map made between Pollution and Nukage Outflow’s development, this map was made basically so I could use Organic Line in a map, the only real inspiration on the mapping side is going around the starting area on a higher to progress, like in BTSX1 Map 05 (Total Exposure) The last room of this map has changed a lot since the initial version, with the outdoor deathmatch area being a very late addition to the map, everything else has stayed relatively the same since the initial version.

Map 04: Discharge 
Music: Hell’s Gate Open - Mega Man Zero 3
By NinjaDelphox

This map was made after I created the plasma recolors and changed the plasma shoot sound to the Mega Man X4 - 6 Buster sound (Thanks Kamme!), with the sole intention of being a plasma spam map, while also introducing the red invulnerability recolor, and also the Proto Behemoth (Cyberdemon). The blue key area is the obvious highlight and received the most attention in the map, as it has received the most changes and updates across development.

Map 05: Marshlands
Music: Brinstar 1 - Super Metroid
By EvilNeck

A short but heavy map, this level has gone through a few changes throughout development, mostly making it a little harder. The sector trees look very cool and pull together the feel of it being a natural area reclaiming the UAC buildings. This was one of the first maps where deep water was implemented. It’s a little jank but gets the job done. The direct follow up to Discharge’s exit room was a very cool idea from EvilNeck.

Map 06: Decomposition
Music: Sandy Maridia - Super Metroid
By EvilNeck

One of the best maps, EvilNeck knocked it out of the park with this one. A very creepy and rundown facility with hundreds of high tier demons makes for an amazing way to end the first episode of Corruption. All of the art text screen art EvilNeck made is amazing, and this is the first map you get to experience that with after dropping down the exit.

Map 07: Undergrowth
Music: Nettori Battle - Metroid Fusion
By NinjaDelphox

The origin of Corruption’s purple addiction. This was the first map where the purple toxin flat was used (Also where I learned that SWATER1 - 4 existed), and  started to learn how to use the boom animated lump to create new animations. The map itself is simple, a dark fight in a deadly underground swamp, followed up by a demon invasion in the swamp once the Mancubi inhabitants die. This map has undergone several changes since the initial version, a lot of it having to do with lighting and changing out some enemies. The soulsphere corner was a pretty late addition about a month or two before release.

Map 08: Sector 2
Music: Sector 2 (TRO) - Metroid Fusion
By NinjaDelphox

This map started out as a level for an entirely different project, but after it went nowhere I decided one day to mess around with it by converting it to use Corruption’s assets, and it looked so cool that I continued it into what it is in the final product. Unlike most other maps in Corruption, I wanted to keep this map on the low end of the monster count (Lower than Pollution’s), while still keeping it very deadly with multiple Arch Viles, tons of Mancubi and Revenants, and the introduction of the first new Corruption enemy, the Venomous Cacodemon. I don’t really remember where I came up with the idea for its attacks, I only really wanted a Cacodemon recolor while still retaining the regular one, so the Venomous variants ended up becoming the deadliest single enemy in the game with their fast movement and extreme damage output. I was still very new to dehacked at the time of making the enemy, so I asked Arsinikk if he could help me finish it up and make it more functional than what I had initially made.

Map 09: Twilight Zone
Music: For Endless Fight III - Mega Man Zero 3 
By EvilNeck

A short map in a UAC mining outpost, this map traded hands quite a bit with edits during development, but the vast majority is all EvilNeck. The starting area and the major outdoor area look great and are very fun to charge through with all the enemies. Arsinikk added the rocket launcher to the start and a few other small things, and I added the red key area and BFG fight to the map.

Map 10: Subterranean Hell
Music: Wasteland - James Paddock
By NinjaDelphox

Map 10 itself started out as many different things before I finally settled on this final idea. Initially it was going to be a huge open swampland similar to that of the outdoor area in Nukage outflow (The remnants of that level can be found in Abandoned Mire, so it isn’t entirely unused), but after looking at some Eviternity maps in Doombuilder, I settled on making an underground map similar to that of Subterranean from it, which is how the map came to be what it is. (The name similarities are only a coincidence, the Corruption name comes from the area of the same name in Castlevania: Dawn of Sorrow). This map is the introduction of the Baron of Filth made by Arsinikk, a very cool monster with a unique charge attack on pain.

Map 11: The Grotto (Torvus Grotto)
Music: Stormwater - James Paddock
By EvilNeck

One of the absolute best maps in Corruption. The visuals of this map are amazing, and EvilNeck did such a great job with the theme progression in this map. Really makes it feel like you are transitioning from inhabited territory to ancient, demonic ruins. This is also the first difficulty spike in Corruption, with the red marble room being a skill check and also requiring the player to think of a strategy for handling all of the flying enemies while dealing with the multitude of Arch Viles that run around the area.

Map 12: Abandoned Mire 
Music: Killing Spirit - Metabolist
By EvilNeck

This map originally started out as one of EvilNeck’s “idea” maps, and was merged with a small unused portion of what originally would become Map 10. This map is a great way to end episode 2, with it being foreboding for what is to come, but simultaneously being a power fantasy, especially for players who find the secret BFG at the start. The map has many cool encounters, and the branching paths beyond the yellow key door make the map feel very open and encourage exploring.

Map 13: House of Sacred Remains
Music: Demon Seed - Castlevania III: Dracula’s Curse
By NinjaDelphox

This was a simple and short map I made while trying to figure out what visual style Corruption’s 3rd episode would have, landing on pretty simple demon ruins and keeping the swamp like outdoor visuals from previous maps. This map overall has changed quite a bit from its first version, being much less basic than how it originally was. Not much else to say about it other than the cool ending for setting up Eternal Corridor’s start. (This map was originally named Eternal Corridor on its first version, but was changed after the final Eternal Corridor started development, and received the new name during my first playthrough of Lament of Innocence in January 2022.)

Map 14: Eternal Corridor
Music: Phazon Mines - Metroid Prime
By NinjaDelphox and Arsinikk 

Ninja:        This map was made after I was struggling to make Corruption maps for quite some time. I asked Arsinikk what he thinks I should make, and ended up with the idea of doing a straight forward and linear map, which became the Eternal Corridor. A lot of simple gameplay for the first half, followed up by a tight Proto Behemoth room and chasing down some Arch Vile through the halls you had already been through. I came up with the idea for the silent teleporter based on the name (Which is from Castlevania: Circle of the Moon. The Eternal Corridor in that game is ironically only 4 hallways and is far from eternal.) EvilNeck made the laugh sound effect (and many other great SFX for Corruption, and Arsinikk made the laugh sound actually work when taking the wrong corridor, and also the ending sequence going through the starry hallway. Much much later in development, I created “new” enemies called Deathwish, that spawn about 95% of the time you take a wrong path. It's much more difficult to kill than a Baron of Filth.

Arsinikk:        I think it’ll become extremely obvious about what part I did in this map. My mapping style always seems to focus on environment transformation and functionality, rather than nice visuals. I’m usually the brains when it comes to implementing strange but functional stuff in maps, so the mechanism triggering the evil laugh was done by me. Also the backward flying through space sequence was also a fun but trippy addition to the map (and totally not a rip off of Going Down’s MAP26 sequence).

Map 15: Hellcinerator
Music - Into the Hellfire/Into Arsinikk’s City - Arsinikk
By Arsinikk

This is a monster of a map. I have written a full developer commentary that you can read here [https://docs.google.com/document/d/1XLWL3e8PW-v9bRxQiZqgcKOqghtB-6aszJGfd5x6D3Y/edit]. Basically, after I met NinjaDelphox and was invited to the project as a playtester, I asked if I could take a stab at actually making a map for the project. Ninja said “yes, as long as it wasn’t a slaughtermap”. It was at this moment, Ninja knew he fucked up, and learned that I am extremely bad at following directions. And so I made a very large slaughter-type map. This was actually my very first ever Boom-format map, as I only made Vanilla-format maps before. What’s funny is that it was actually this map that pushed the project from Boom to MBF, until finally turning into MBF21. The reasoning for this was actually because of some of the DEHACKED I added for this map specifically for a decino easter egg was MBF. You see, I was developing this map for quite a while (8-ish months), and decino was hosting his viewer submissions at the time. I thought I’d be cool to submit the map as a submission, in which after a long development time, I was finally able to finish it up and submit it. Unfortunately, it wasn’t picked, but I’m hoping that at some point, decino will be able to see his easter egg. My overall thoughts on this map are that it was extremely large and ambitious, and that I think I may have bitten off a bit more than I could chew. The original idea for the map was to create a multiplayer focused map that could also be played in single player. I have now learned that it is very difficult to make a multiplayer focused map stay engaging in singleplayer. While the map has extremely impressive voodoo doll sequences, such as changing an entire sky or hundreds of sectors moving at once, I think that I will hold off for a while in making large magnus opus styled maps for a while. I’m glad this map is what it became and I’m still proud of what it achieves, but I will not deny that it has its flaws.

Map 16: The Dark Chapel II
Music: Malak’s Labyrinth - Castlevania: Order of Ecclesia
By NinjaDelphox

This map is a remake of my map 16 for Project Unity, the Dark Chapel. The map retains the original premise and “keen” hunt from the original, but brought up to my more modern mapping standards. This map leans way harder into the Castlevania influence, including having paintings of 6 of the games scattered throughout the level. (Art by Ayami Kojima) The name of the map comes from Dawn of Sorrow, and the music from Order of Ecclesia. The empty dark room with the chairs by the blue key is a reference to the confessions room in Symphony of the Night, where sitting in the chair sometimes summons a ghost that attacks you. For the map itself, I asked EvilNeck to create Keen sprite replacements and sounds, which came out amazing. Arsinikk did the dehacked for them so that the counter by the room they open will count down as they die. The map itself is much more coherent with the gameplay than the original, while retaining all of its main setpieces, such as the library and ending chapel room.

Map 17: Putrefaction 
Music: Tower of Science/Wheel of Fortune - Castlevania 64/Parasite Eve
By EvilNeck

Map 18: Necrosis
Music: Rainbow Cemetery - Castlevania: Symphony of the Night
By NinjaDelphox and EvilNeck

This map started long before it became a full map, early on into development I was out of ideas for maps, so EvilNeck created two “idea” wads, and I liked “idea 2” which was the starting courtyard and west and east halls of the final map. (“Idea 1” later became Abandoned Mire) It took me quite a while to make this map, my only real inspiration from any Doom maps for this map was for the blue key section, based loosely off the plasma area from Map 18 of BTSX2 (Optional Bases Opposed). Overall I am not too happy with how boxy the map is, but I still think everything came out decently well. The red key area has received a lot of changes since the first version of the map. Originally it was very ugly and the way to get the red key was a very dumb shoot switch, which I changed halfway through development into what it is in the final product, adding the TNT style torch puzzles and also adding combat to the area.

Map 19: The Observation Tower
Music: Final Weapon - Mega Man X4
By NinjaDelphox

This map was made in about 6 hours, very heavily and obviously inspired by BTSX2 Map 19 (Steeple of Knives). I wanted a short intro to Episode 4 after the mostly larger maps of Episode 3, while also keeping the action high. This map went under slight revision towards the end of development, but it wasn’t too major, mostly just making it more difficult.

Map 20: Barrel Plant
Music: Reborn Mechanics - Megaman Zero 3
By NinjaDelphox

This map was originally going to be two different maps (One of the wad files is currently lost, but it should be in the development discord somewhere, maybe I will find it and revive it for other things, the other map ended up becoming Fracture Terminal) but the level ended up being this of the three. The original version was meant to be mostly an easy short map, because of the map coming up after it (More on that soon) but later in development the map became harder due to the design shift that the later half took up. Teleporting in all the replacement barrels was pretty tedious, but I got it done and helped out quite a bit with the new encounters that show up in the map. My favorite of the new encounters is the bridge cyberdemon, it’s a great surprise for those who aren’t ready for it (Which should realistically be no one since it never wakes up before coming back from the red key) The map originally exited just to map 21, but about a month or two before release, I decided to resurrect an idea I had many months previous, using UMAPINFO to have two branching paths. This allowed for two versions of both levels 21 and 22, with whichever coming 2nd being a harder version compared to if you played it first.

Map 21: Reservoir Facility
Music: Cold Smile - Mega Man Zero 3
By NinjaDelphox

This map was made pretty early on into development, probably the 6th or 7th finished map. It has undergone pretty massive changes since the initial version, being upgraded from the more basic “techbase” aesthetic seen in episode 1 to a different, darker techbase style that episode 4 as a whole adopted. It was also initially Map 19, was moved to 20, then 22, and then finally to 21 as its final spot in the map order. Reservoir Facility is also the map that introduced Arsinikk to the project, as I had posted the map to Doomworld for playtesting. Other than that there isn’t much else to say. Late into development when the alternate versions were being added, I changed the map’s ending to have the nukage rise and the cyberdemons teleport in. 

Map 22: Fracture Terminal
Music: Encased - James Paddock
By NinjaDelphox

This was originally a candidate for Map 21, it was initially nukage based like Reservoir Facility, but later evolved to be more unique, using lava. (One of only four maps to contain lava) This was the first Corruption map to really adopt my newer style of “huge rooms tons of monsters”, which ended up dominating the later half of Corruption, with the exception of Haemodialysis, which was made early on and wasn’t created in this style. The map has a pretty cool level transformation towards the end when all the lava pipes get shut off and the damaging lava disappears from both outdoor areas of the level. The more difficult version of this map isn’t as hard as alternate 21, which is funny because of how much easier regular 21 is compared to this level overall. 

Map 23: The Vile Peaks
Music: Arrival on Crateria - Super Metroid
By NinjaDelphox

This was the first Corruption map made after my first playthrough of the Final Fantasy XIII Trilogy, and was a continuation of my FFXIII map names in 200 Line Massacre. This map was inspired mostly by Canyon of the Dead from No Rest for the Living, but plays pretty differently from it. The most notable thing in the map is the only use of the Lite Amp in all of Corruption, and also a special barrel that reveals a secret near the start of the map. This is the only map that has a ZDoom exclusive feature, having lightning through the use of ZMapinfo.

Map 24: Faultline Station
Music: Junkie Smack - Mark Klem
By NinjaDelphox

It’s literally just Bingo Pool Hall of Blood but made by me lol, this map was the birth of the rapidly scrolling multi-colored shawn visual motif that all of cluster 4 adopted. The caves aren’t as organic as I’d like, especially since the monsters from the main area can’t get in and will crowd the entrances, though be unable to do anything.

Map 25: Cyclospora 
Music: Anti-Soul Mysteries Lab
By NinjaDelphox

This was the second episode 5 map created for Corruption. It’s the final break map before Corruption goes hardcore at the end of the game, with a low monster count and even lower monster threat compared to the previous 10 maps. The map does have a “gimmick” where monsters break out of glass tubes, but it’s mostly visual and doesn’t have much of an effect on how the map plays. This map is loosely inspired by BTSX1 Map 14 (Big Chief Chinese Restaurant) , mostly in the visuals of the big building and the outdoor areas.

Map 26: Thalassemia
Music: Sacrifice - David Shaw
By NinjaDelphox

I made this level in a few days, originally Arsinikk was going to make Map 26, but eventually dropped it, so I took over for it. No real external inspiration for this one, just making it harder than usual, with the unusually cramped space and extra darkness, an oddity in my maps and Corruption as a whole. The optional fight for the singular health bonus is incredibly epic. After Vile played the map on the first release of Corruption, the blue key was added as a requirement so players would also be forced to have a BFG even on pistol start.

Map 27: Haunted
Music: Gate Stage 3/Discolored Wall - Megaman X6/Castlevania: Bloodlines
By NinjaDelphox

Wanted to do a more interesting hunted type map. That was basically the extent of the first version. Much later on the 2nd area of the map was added to be more in line with the rest of the maps, and also extend the ghost gimmick, and the deathwish enemies also show up again here. The automap is supposed to not be shown in the first area, but people had too big of a skill issue with it, smh.

Map 28: Haemodialysis (Spelled incorrectly intentionally)
Music: Mirage - Mark Klem
By NinjaDelphox

The first created episode 5 map, it’s rather old compared to everything beyond Map 21. It has gone through many, many revisions since its initial inception. It’s still a bit on the boxier side like Necrosis, but the smaller size makes it not as bad. The BFG fight is inspired by the BFG fight in BTSX2 Map 25 (Unstable Journey (Best BTSX2 map by a mile)), also contains the secret exit to Map 34.

Map 29: Baaj Temple
Music: Fithos Lusec Wecos Vinosec - Final Fantasy VIII
By NinjaDelphox

The best map I have ever made. I always tend to love 2nd to last maps the most, so I put the most effort into perfecting this map for Corruption. I wanted to make a map on a much more epic scale than the rest of Corruption, so a lot of the fights are big rooms, and I pay a lot more attention to detail throughout the map, along with doing more unique visual tricks than I usually do, such as the blood tunnels and deep lava with the boom colormaps. The final fight I wanted to be absolutely absurdly high action, like the Island in Resident Evil 4. Since Baaj Temple is the most story significant place in Corruption, I felt adding the 3 Icons of Sin to the final area would really sell that, and also just look cool in general. The Keen replacements (Called Phantasms) also make a return for a secret in Baaj Temple, and post release I created a new Marble texture for them, so that the player would know where to return for the secret after they were all dead. The level’s name comes from the area of the same name from the best game of all time, Final Fantasy X. I really wanted to make something epic for Corruption’s Map 29 and I feel I did great.

Map 30: Mount Esthar
Music: Pendulum - Psyrus_
By NinjaDelphox

This final boss map had received a few changes since the initial version to be more dynamic. In the first version of the map, there were just two purple Cyberdemons (Called Ashtar), and they were not necessary to kill the parasite and end the game. Later versions had a green version (Jaquio), and purple, and both were required to lower shields to kill the parasite. The idea for the destructible monster spawners came from a Doomworld post from one of our testers, ThiccYosh, it’s a really cool addition that allows the player to control how out of hand things can get. This map also features a small cameo of the opening room of my Map 32 from Project Unity, Paths to the Abyss. The map does not have a full remake yet, but will receive one in another one of my upcoming projects in the future.

Map 31: Cursed Heat
Music: When the Sun won’t Rise Anymore - Thyrbse 
By EvilNeck and NinjaDelphox

The original draft of this map was done entirely by EvilNeck, with it containing the main lava area at the start, and the castle, with the exit being in the center of the map. I later came in and added a few sections and quality of life improvements across the map. The red Plutonia rock recolors were made specifically for this map, and they ended up becoming a highly used texture throughout the game. A very long and daunting map, this is definitely the longest, and can sometimes be the hardest map in the game.

Map 32: Area Zero (The Sunleth Waterscape)
Music: Esperanto - Megaman Zero 4
By NinjaDelphox

This was made in about 6 hours across 2 days, and was finished on my last day in highschool. This map was a sort of speedmap I tried making with a more unique architectural style than the rest of the outdoor areas in Corruption up to that point. (Nukage Outflow later received visual updates in this style.) The map is supposed to be a short and fun field of death, with the visual theme being based on the fact it is the sole area on the planet left uncorrupted by the parasite. Make sure to find the secret bunny in the map that you should totally not shoot.

Map 33: Unknown Tomb
Music: Silent Prison/Strong Will - Castlevania: Portrait of Ruin/Mega Man Zero 2
By NinjaDelphox

I made this map in about 2 hours before the release of Corruption, Arsinikk and I had a bit of a misunderstanding with how mapslots were going to be handled, so Hellcinerator got moved, and this was made to bridge the gap between the secret exit and Cursed Heat. Since release, the map has been expanded to include a new boss. The boss is the king of the land in the next level, Cursed Heat. He was banished to the tomb after he refused to accept the Corruption the parasite brought to Elysia.

Map 34: CUMMMFPK
Music: Overloaded - Mega Man ZX Advent
By NinjaDelphox 

This map was made in 3 days after working on my Odyssey of Noises map for the Plutonia the way we remember it project. This map was created because of a change of plans for how Map 34 was gonna end up with the collab between me and Arsinikk. Not much to say other than a cool huge city map with a ton of things to kill and stuff to find. The collab map with Arsinikk and I is still coming, so look forward to that.

Map 35: Thanks for Playing!
Music: Separate Paths/March of the Dreadnaughts - Final Fantasy XIII
By NinjaDelphox

A map made to celebrate our mappers and testers, along with all of my personal inspirations and games I love.