=========================================================================================================================================
  Introduction
=========================================================================================================================================
Sepia is a 34-level megawad that features an incredible color range,
specifically brown-brown color range, with occasional incursion of more brown.
Well, you probably have guessed so from the wad name and from the forum post,
as well as the sepia.txt. Oh well. I guess this is the perfect spot to write stuff
about the wad in less "official" way compared to strict upload textfile or doomworld post.


Unfortunately, when it comes to story, i'm absolutely terrible at writing one.
So there is no story, there might be some "deep" lore regarding how the maps are connected,
but rather unfortunately i never managed to build anything more cohesive outside of the map flow.


The idea of the wad came sometime during summer 2022 when i was playing around with color pallets
and how stuff would look using different ones. At some point i just applied a sepia filter on doom
pallete and bam - that's how i got it. Considering that i was always interested in early XX century
history (especially WW1), everything somewhat fell together and i thought about using the palette
combined with the trench warfare aesthetics.


When it comes to the doom wad inspirations, i would probably narrow it down to Eviternity, Sunlust and Judgment.
Eviternity has such a nice sense of continuity, so i really took it in a way to make the maps feel like one expierence, not just a set of maps.
Sunlust was probably the wad that i have just finished before starting sepia mapping and it was so good, so quite possibly a lot of influence leaked into the maps.
Judgment has such a great flow within maps and also so well crafted, so it was my most used reference when i wanted to make something but didn't know how.


But obviously trench warfare is not really a theme that can sustain itself for whole megawad,
i just had to come up with something more interesting, but still somewhat fitting for the time period.
That is why WW1 theme is the main theme only in E1, and personally speaking i feel like i haven't
really explored it as much, but who knows, if i ever get to the sequel i definitely want to work with it more.


Either way, i did my best to make it interesting and fun to play (though i have a feeling that difficulty ramps up a bit too much).
The monochrome color palette works surprisingly well in doom and i really hope people will pick up more
interest towards this type of visual style. I will definitely return to it one way or another.


As the last thing - the whole process (except for a few maps maybe) was streamed live on twitch,
i have also archived it in case someone wants to check out how my mapping process goes (though, not sure if anyone is interested in it tbh).
That's the link - https://www.twitch.tv/petya_p90 , maybe i'll also make a proper playlist of it eventually.
=========================================================================================================================================
  MAP List, MIDI/MOD credits
=========================================================================================================================================

  Episode 1 - A tiny victorious war

  MAP01: Welcome to the minefields (Lukav 1 from Front Mission 3, sequenced by Thomash Lee)
  MAP02: Radio bunker (Illusionary Night ~ Ghostly Eyes from Touhou 8: Imperishable night, sequenced by SONARLE)
  MAP03: Trench Altar (Memory - Alisa from Front Mission 3, sequenced by Thomash Lee)
  MAP04: Dead Forest (Lullaby of Deserted Hell from Touhou 11: Subterranian animism, sequenced by akira)
  MAP05: Fort [REDACTED] (Cavern from Metal Gear Solid, sequenced by Jay Reichard) 
  MAP06: No man's city (Reminiscece from Metal Gear Solid 2, sequenced by James Flynn) 
  MAP07: Excavation site (Base Walkthrough from Front Mission 3, sequenced by Thomash Lee)
  MAP31: The Cathedral (Final Battle from Cave Story, sequenced by Masterlink

  Episode 2 - Arch(vil)eology

  MAP08: Old Castle (1342) (Dungeon from Daggefall, no info on the sequencer)
  MAP09: Welsh coal mines (Jungle from Front Mission 3, sequenced by Thomash Lee)
  MAP10: 4X Cave (Airs Rock from Golden souls 2, sequenced by MaliceX 
  MAP11: The Ballroom (Ilya Alekseevich Shatrov - On the hills of Manchuria, no sequencer info)
  MAP12: Former artisan's district (Inner quaters from Castelvania aria of sorrow, sequnced by Jorge D. Fuentes)
  MAP13: Objection! (Moongrains from Plants vs. Zombies, sequenced by  PATCHES HTF)
            	     Cornered from Phoenix Wright - Ace Attorney, sequnced by Thefriendlyumbrella)
  MAP14: The monolith (Last Occultism ~ Esotericist of the Present World from Touhou 14.5: Urban legend in limbo, sequenced by Kitaichi Rei)
  MAP32: Starry ritual (Memory from Ib, sequenced by Thommiest Thom)

  Episode 3 - 50 shades of brown

  MAP15: Suprematism (William Petiot - Maudit chrono)
  MAP16: Msitamerpus (a.r.i.o.s o.f d.e.f.e.a.t - cluedo de diapir)
  MAP17: 1500 Cubes (Blackspawn - Dreamlike Silence)
  MAP18: Variable (T.Smedback - withnail_i)
  MAP19: Castle Jam (Timelord - Gryphon)
  MAP20: Rhombus Tango (mpxvm - you and me)
  MAP21: Under Construction (A World of Nightmares never seen before from Touhou 15: Legacy of the Lunatic Kingdom, sequenced by Kitaichi Rei) 
  MAP33: dogshit3 (Town in upheaval from DoDonPachi Maximum)

  Episode 4 - The patchwork

  MAP22: The Triumphant return (The Arena from Castelvania aria of sorrow, sequenced by Jorge D. Fuentes)
  MAP23: Foal [REDA??? minrt (Agression - Alisa from Front Mission 3, sequenced by Thomash Lee)
  MAP24: Ra??? b??lr??? er (Aram Khachaturyan - Waltz from masquarade suite, no info on the sequencer)
  MAP25: Old t??n ???le (19??) (??? - fazed_dreamer, no info on modarchive)
  MAP26: Triality (klf - Field of roses)
  MAP27: Fuck (Joutounin﻿﻿ of ceramics from Touhou 17: Unconnected marketeers, sequenced by hisaraito)
  MAP28: The Lost colors (Solar Sect of Mystic Wisdom ~ Nuclear Fusion from Touhou 11: Subterranian animism, no sequencer info)
  MAP34: Fool's valley (Gargoyle - Hidden Forest)

  Episode 5 - Appendix

  MAP29: The anticlimactic end (Gargoyle - Surreal dream)
  MAP30: Christmas truce (The Primal Scene of Japan the Girl Saw from Touhou 10: Mountain of Faith, sequenced/arranged by rongns_2)
=========================================================================================================================================
  Map Commentary
=========================================================================================================================================
  -----------Episode 1------------
The original NaNoWadMo episode that i made in the first month. Not really that challenging,
has a couple of interesting maps, decent atmosphere, mostly just chill episode.
It's got a cool continious flow, hope someone will make a UV-Max movie run of it.
 
=========MAP01 (Welcome to the minefields)=========
Your absolutely typical opener map of any megawad.
Really short, shows minefield gimmick by killing a cyber at the start.
Also shows that i'm not a fan of single-shotgun gaming, i just give an SSG straight from the start.
The MIDI that i used for it is probably the most fitting midi in the entire megawad, god bless the dudes behind Front Mission 3 music.

===============MAP02 (Radio bunker)================
In this map i just tried to go for a somewhat non-linear approach, since you need just 1 key to exit.
Also the mines are actually reachable now and every playtester died just by getting out of the spawn.
To show that i added bunch of gibbed corpses after the initial E1 playtest was done.
In all honesty the MIDI is a bit too upbeat for the map, but still fits.

===============MAP03 (Trench Altar)================
Short, atmospheric map. I really like how ZIMMER texture translates into sepia palette.
Looks really nice. The map itself is just my attempt to make something low enemy count
but high danger. I think i somewhat succeded, but maybe there is too much ammo.
The map MIDI expands on the melancholic feel the visuals create, so it's a rather nice match.

================MAP04 (Dead Forest)===============
I had a silly idea of a secret fight with very limited ammo, but with help from "friendly" imps.
And it worked surprisingly well. I didn't think that people might actually go to get real weapons first though.
Can't really say i regret it too much, since it adds more replayability to the map.
Not entirely sure if this midi fits here that well, but it was a good choice overall. Possibly one of my favorite touhou stage themes.

============= MAP05 (Fort [REDACTED])=============
Veeeery loosely inspired by WW1 french fortifications (initally wanted to name the map with some cool french word but decided against it),
really want to expand on the whole idea of assaulting a big fortification in a doom map like that. Or to defend one. Either could work.
Still can't decide if this map is the hardest in episode 1 or MAP07. Cyberdemons and pain elementals can be really rude in the main arena.
MGS music creates enough suspence for the map, especially when the player sees the BFG and the megasphere, it was a good pick.

============= MAP06 (No man's city)=============
A doomguy walks into a park and there are revenants playing backgammons.
Jokes aside, i wanted to make a city map, so i made a city map. Setting is perfect for 1-3 storied buildings, so textures fitted rather nicely.
I wanted the map to be bigger, but it ended up being just 2 houses with a park. Let's say it's just a city outskirts.
Yet again, bless vgmusic random for a good MIDI. Creates sad atmosphere for a doomguy (or not doomguy in sepia timeline?) passing though war thorn city.

============ MAP07 (Excavation site)=============
An homage to my favorite Call of Duty zombies map. The starting room pretty much copies the layout from Origins.
The dead bodies in the first bunker are representing the characters from the game, there is also a shovel somewhere.
Regarding gameplay - i wanted to make something that would be worth an episode finale, and i think i managed to make something decent.
The secret exit is rather basic though, but i really wanted to break the classic 15-31-32-16 routine. Bless UMAPINFO.
Music fits extremely well, builds up tension from the start and keeps it at solid level up until the end.

============ MAP31 (The Cathedral)=============
Petyan: "kekflip"

Master Medi: "kekflip"

  -----------Episode 2------------
I planned this episode to be a cave exploration style episode with an archaeology focus.
As in, the demons (are they even demons in sepia timeline?) were looking for something
and were using typical archaeological tools and all that. That's why there are pits all over the episode with zombiemen,
also random castles and houses underground, probably some city got into a sinkhole long ago.
Or maybe everything is just a fever dream, who the hell knows.

=========MAP08 (Old Castle (1342))=========
An opener map, where the main fight is 100% optional.
The player is still somewhat close to the surface, there are sky textures here and there, some broken ceilings,
a little bit of vegetation, but it's all just a build up to go deeper underground.
MIDI fits well, though maybe a bit too opressing.

=========MAP09 (Welsh Coal Mines)=========
I really wanted to make a map that would feel significantly harder than it actually is.
The arch-vile fight is not as hard as it initially feels.
Also, i find it pretty funny that both secrets can be achieved in multiple ways, though i have thought only of one per secret.
The music is supposed to play in the jungle, but i think fits this mine just fine, applies some medium BPM tension to it.

==============MAP10 (4X Cave)==============
This map is an attempt to make a non-linear map. I also really wanted to explode a bunch of walls, so it kinda all clicked together.
Every wall has a couple voodoo dolls to ensure that the player can only blow it from one side, so i'm sorry to all the barrel maxers.
Probably the only "true" exploration map that i managed to make in the wad.
I feel like i could've telegraphed the choice in the brown key area a little bit better, but oh well.
Also i'm sure that the MIDI choice is on point, it really does capitalize on exploration feel rather well.

============MAP11 (The Ballroom)============
Quite possibly my favorite map in the set.
Partly inspired by "Ballroom blitz" map in Battlefield 1, partly inspired by slaughter maps where enemies face away from the player.
Every monster (yet again, are they monsters in sepia timeline?) has a partner to dance with, there is a zombieman on the balcony that enjoys some water,
the atmosphere is pretty nice overall, which is further boosted by the MIDI choice. It's an old russian waltz written in 1905, possibly one of my favorite classical pieces.
The secret exit is a bit of a reference to Ib, i want to expand it further with some secrets on the map, but got lazy.


============MAP32 (Starry ritual)============
Petyan: "yumyum slaughter"

Meowgi: “2 Days to make, 6 months to bugfix.”

======MAP12 (Former artisan's district)======
Somewhat of an exploration map, though it's definitely more combat centered. Has a nice rocket jump that one of the playtesters discovered.
Either way, it's a rather typical map of mine with 2 keys needed to exit, keys being obtained in 2 different fights.
Also a small throwback to MAP11 with a dead zombieman (the water is poisoned, so the zombieman dies even if spared on MAP11)
This was also around the time when i finished Aria of Sorrow, so i decided to pick a midi from there. Fits well, gives a bit of a cool atmosphere to it.

==============MAP13 (Objection!)=============
The only map that actually uses a dehacked element (aside from slightly nerfed lost souls)
I just randomly woke up with an idea that doomguy has to be judged for killing a zombieman.
But also i needed to think about pacifist gamers, so i ended up making an alternative route.
Not sure if it's a good route though, but the court arena turned out to be a somewhat decent one.
The music choice was extremely obvious for the slaughter fight, simply because i really like Ace Attorney and everyone should 100% go and play it right now.
The MIDI for the starting room and arch-vile "fight" is from plants vs zombies which adds a layer of insanity to the pacifist path.

=============MAP14 (The monolith)============
Well, yet again, i had the same desire as with MAP07 "I want a cool episode ender", though it was planned to be a big ruined city, but i got lazy.
Hope i succeded, because to be fair, i really like the initial sequence of walking up the stair and being able to see the whole play-area.
It always gives a nice sense of space, and muumi's skybox improves it even further. (everyone also should also check those out, they are SICK)
I tried to make the map approachable both slowly (doing one fight at a time) and fast (hitting all the buttons), which is possibly one of my favorite doom tropes.
Obviously i'll return to it later in the wad, quite possible also later in my mapping career.
Music is also rather epic and fits rather nicely to the "episode finale" feel of the map.
Though, initially i wanted to use "Reach for the moon, immortal smoke", but it didn't sound that good, so i ended up using Sumireko theme. Hopefully it fits better.

  -----------Episode 3------------
Here we go, a rather drastic change of theme, gameplay and difficulty.
Well, it was all planned anyway when i made a rough theme draft for the wad.
This episode was mostly inspired by simple shapes of avant-garde 1910-1920s art,
mainly suprematism and probably cubism (though to a lesser extent).
I feel like this style of abstraction works really well with the palette and doom engine.
And important note - all the music (except MAP21 and 33) is tracker music. God bless random button on modarchive.
Also it looks much better in software or indexed opengl.


=============MAP15 (Suprematism)============
I couldn't come up with a better name for an opener map, unfortunately.
Though, i like how this map works, low enemy count, establishes the rules/mechanics for the rest of the episode,
gives some challenge, especially with the double vile/rev fight, but other than that pretty straight-forward map.
Music also was picked mostly to signify the change of a theme, 

=============MAP16 (Msitamerpus)============
Aaaand i got the idea for this one while i was making the ceiling for MAP15.
Initially i wanted both of them to be one map that goes upside down once you press the switch, but got too lazy.
Maybe will do that gimmick some other time somewhere.
But, i think it works really well to establish some sort of continuity, which would be hard to do in other way.
The secret fight might be a bit too cooked, but i got the idea and coudn't stop implementing it. Also shows that difficulty increses, which is nice.
The module sounds pretty funky and it catches the chaotic atmosphere of the secret fight really well, though maybe not that well for the rest of the map.


============MAP17 (1500 Cubes)============
I initially wanted a different name for this map, but 1500 cubes just sounds funny, so i left it in.
So this one is probably somewhat inspired by the likes of sunder, abandon and all that, but i wanted to restrict myself in using square sectors only.
Coicedentally, all the squares are 69x69, because i made the first using the grid tool and it picked 69, so i just rolled with it.
Also, i really tried to make the map extra opressive, whenever fight is picked first is tough, but the second one is much easier.
Crusher fight still can softlock the player, though i did my best to prevent that, i was fighting these crushers day and night, but oh god they are really hard to work with.
The music choice expands so much on the opressive atmosphere, it's insane, i got really lucky with the random button. Probably my favorite module in the wad.

============MAP33 (dogshit3)============
Petyan:     "i hate slaughter"

brendondle: "uv is ball-bustingly difficult, consider playing on lower difficulties if you're having trouble with uv"

============MAP18 (Variable)============
I wanted to make the "ultimate" choice map. I already expiremented a bit in MAP10, but though that it would be fun to make a map based on that whole idea.
Not gonna lie, i probably tried to jump over my head here, so some of the paths (like double of one weapon and then some other ones) are worse than the others.
But oh well, it's pretty hard to balance 27 different paths, so i did my best.
There are various effects triggered if you pick 3 of the same, or 3 different ones though. I hope someone will be interested to replay the map enough times to check them out.
Also, i really wanted to make the "white void" as an opposite to the classic doomy black void, and i felt like it gives more of a tranquil/mystery atmosphere, rather than opressive/mystery
atmosphere of the black void, so the mod choice ended up being pretty chill to capitalize on the white void. Maybe a bit too chill, but fits well anyway.

===========MAP19 (Castle jam)============
This map is primarly inspired by the game called Stronghold, i was playing it the other day and decided to use a bunch of pitfalls.
And then i thought that it would be fun to implement in doom, so i made those traps to instakill dudes standing on them (also should kill coop players).
Only after i made the map i realized that it's just a multiple-use candle trap from sunlust MAP30, but oh well, everything was done in this game already anyway.
Also, all the ammo and health (except for the BFG and the secrets) is in the castle, because i wanted to empasize on the whole "castle defence" idea.
Didn't implement it all that well, but i will probably return to it one day.
The module is probably a bit too chill for this map, but i wanted initially to use Castle jam from Stronghold, but midis didn't sound that good. Well, at least i named the map that way.

=========MAP20 (Rhombus Tango)==========
I wanted a short, somewhat of a puzzle map. Not sure if i succeded in the puzzle aspect, but it's definitely short, so 50% of the task done.
The theme of the map is not killing the viles on your own, as simple as that.
The scroller section is a bit silly, but i just find it extra funny to chase a rev on a floor like that.
Module choice has a good start which fits really well with the scrolling initial sequence of the map, and then slows a bit during further sections. Fits really well in general.


======MAP21 (Under construction)========
Oh, this map was really hard to keep in my head while i was making it, there are way too many control sectors.
I got the idea for it when i was thinking about deep lore in doom maps, regarding "who built all of this in the void?"
This led me to the idea of building stuff on your own, so this map was born.
Maybe it's a bit too rough for what it is, might even be the hardest map in the wad (not counting the secret maps) for a lot of reasons.
I also wanted it to be much bigger, with alternate paths, exploration stuff, secrets, all that, but yet again, i don't think i have enough skill/patience to pull it off.
Though, as always with the themes i touched, maybe i'll return to it later, who knows.
The midi (the only actual midi in E3) was picked pretty much to add some tempo to the platforming and whole "level building" sequences.

  -----------Episode 4------------
Oh yes, the final episode. Mainly inspired by Revelations map from Call of Duty zombies with the whole maps being mashed together.
Also, i feel like the idea of revisiting previous maps is not really capitalized that well in doom mapping, so i thought i would be a cool idea.
Surprisingly, it's much harder to work with pre-existing geometry compared to new one from scratch, so it was an interesting expierence.
And i really wanted to emphazise on the fact that locations are revisited, so some of the monsters are dead at the start, using instakill floors.
The maps also tend to lean more towards slaughter gameplay, i probably finally learned to copypaste things with no restrictions.

=====MAP22 (The trimphant return)=======
Aand we're back to MAP07, except something has definitely occured while the doomguy (is it even doomguy in sepia timeline?) was in the abstract world.
I wanted a short opener map like with other episodes, but decided to add a silly secret fight. Damn, this secret fight is probably the weirdest one i did in the wad.
Other than that can't say that the map is extra special, but it does a good job of establishing the setting for the rest of the maps.
Yet again, thanks muumi for making such a sick animated texture pack, i absolutely love that portal texture.
The arena MIDI from Aria of Sorrow gives enough energy to just run forward and blast the bfg, which is the only reasonable weapon on the map.

=====MAP23 (Foal [REDA??? minrt)=======
I got extra lazy with the map names here and there, so just made up gibberish from the maps that got merged into the gameplay loop.
Also, personally, i think this one exact merge (MAP05 and MAP09) has probably the best flow between them, so i'm rather happy with the map.
Generally, i had an idea floating about maps being weapon focused in the episode, and this map was going to be RL focused.
It still mostly is, but i ditched the idea later in the episode.
Music choice give a slight exploration feeling, and pretty chill for the most part. God, i really like Front Mission 3 music.

=======MAP24 (Ra??? b??lr??? er)========
Probably the most incomplete map in the set, though it kinda adds to the atmosphere in a way.
The square e3-like room exists only because when i copied the geometry from MAP12 it didn't really connect with MAP11, so i added that random bit.
Plasma rifle fight is mostly inspired by Crash Bandicoot, specifically Crash Bash, really liked that game as a kid. Yet again, hope someone implements this idea better somewhere.
The main fight is just a lazy slaughter arena, but i really like the effect that white void makes, a lot of people just ran into it, thinking it was a solid wall.
Music choice is classical waltz again, because even corrupted, the map still has a ballroom. I also just like the midi.

=======MAP25 (Old t??n ???le (19??))========
Quite possibly the map i'm the most proud of in the set, at least when it comes to slaughter maps.
Obviously, my favorite part of the map is the dancing spiders, it looks both silly and hilarious, while providing them with cover from pretty much any infighting.
Not entirely a map fusion like the previous 3 to be honest, because the main gameplay area is not really connected to any of them from the start, but oh well.
The main fight probably represents what i like the most in slaughter maps - ability to control when the next phase starts, no timing, no actual lockdowns, just pure chaos.
And the module, oh god, i'm really happy to find that one. It just adds so much to the chaos of the main fight and the white void aesthetics.
Also, you can see the previous map for a few seconds, before it gets consumed.

=============MAP26 (Triality)===============
Well, i wanted to make a map with the secret exit, and the best way to do so was to combine all the other secret maps (with mappers permissions of course).
I tried to play with the sky a bit, so MAP32 has a white sky and MAP31 has the black one, though i should've probably used the textures instead of skies, but oh well.
I also somewhat tried to mimic what other mappers did with their maps, though tried to ramp it up a bit. Obviously, outside of the enviroment and mashed together they play rather differently.
The MAP33 section finally uses the corpses that i was planting around the map and the whole vile wave gets slowed in an interesting way there.
The module chosen gives some sort of an ending approaching feel, just what i needed for map that late into the set.

===========MAP34 (Fool's Valley)=============
Petyan:    "google en passant"

Ravendesk: "kinetic: this looks like hardfest map 11 but sane
	    mhrz: sane xdd"

===============MAP27 (Fuck)=================
I made this map in like 2-3 hours, was really fast and somewhat streamlined, also finally started implementing sequenced lights in maps.
This is sort of a homage to Run from it (that one map from scythe), also wanted to call the map Poshel nahuy (go fuck yourself, but in russian), just to reference sunlust, but fuck is funnier.
Either way, i think this is just a fun small map late in the set to balance the next one out.
Initially i wanted a module here, but then i looked through touhou midis again and chose this one. It's chaotic enough to go with whatever goes on in the map.

==========MAP28 (The lost colors)============
This was initially going to be MAP29, MAP28 was going to be a short episode ender.
Unfortunately i ran out of idea for a cool short map, so i gave up on the idea and just made a huge (by my standards at least) episode ender.
I tried to capture the themes of the previous episode in one map, while ramping up the difficulty as well. Maybe i did ramp it up a bit too much, but oh well.
Also has a really funny inside joke secret that might leave a bunch of people confused, but those who know might have a good laugh.
Map name is a reference to "The lost Magic", which is a NaNoWadMo project by Vortale, please go check it out, it's really good.
The midi choice unfortunately doesn't sound as good as non-midi version of the track, but it's still pretty good, fits really well to expand on the whole final map idea.

  -----------Episode 5------------
Wait what? Episode 5? What the hell?
Funnily enough, it doesn't have any gameplay.
Both of the maps are there just to end the wad, since i was running out of the ideas.

=======MAP29 (The Anticlimactic end)=========
This is it. The final boss!
Or something like that.
I just had an idea of falling so deep into the void, that there is nothing there, even the textures are gone.
There is only you, a voodoo doll and a romero head to end it all.
Best enjoyed stroller (no running/strafing) and software renderer.
The module is called "surreal dream" and oh god, how well it fits.

=======MAP30 (The Christmas truce)=========
Well, this is the end. Maybe it all was a dream, but the doomguy (if it's a doomguy in sepia timeline) is back to MAP01.
I initially wanted to make something different and sneak some colors in, but decided against it.
I added a football field to reference the football match that happened during chrismas truce in 1914.
And the cinema in the bunker just expands on the whole "old film" aesthetics that i went with.

=========================================================================================================================================
Credits
=========================================================================================================================================
I'm really glad that i managed to finish this wad, though i did it a bit slower than i initially planned.
Yet again, i want to thank the playtesters, the wad would be much worse without them:

         Ravendesk
         brendondle 
         Napsalm 
         kvothesixstring
         Master Medi 
         Meowgi Vile 
         mhrz 
         BFGandorf 
         TheLoneliness 
         Elmord

All the mapping help from these folks that popped in during streams, or if i was asking silly questions in DM's:

         deatz0r
	 Rayziik
	 Peccatum Mihzamiz
	 Insane_Gazebo
	 Spendoragon

Also, special thanks to dashie for giving me bunch of ideas on how to make the hud

Thanks Stork for the trees and grass, very important stuff.

And obviously many thanks to the twitch chatters, who visited almost every stream of me mapping this wad.

The final thanks will go to all of the 3 people that made it to the end of this textfile - thank you, glad you stayed until the end, see you next time in something more colorful.


