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Advanced engine needed  : GZDoom
Primary purpose         : Single play
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Title                   : Pipe Dream
Filename                : PIPE.pk3
Release date            : 12/09/2023
Author                  : Jamie Rees AKA gigawookie
Email Address           : [redacted]
Other Files By Author   : N/A
			
Description             : V1.1 - fixed untagged secrets and a few random bugs! My first project with maps created one after the other, inspired heavily by KDiZD. Pipe Dream started out as, well, a pipe dream. After 3 decades of playing Doom wads I decided at the start of this year to learn to make my own. This pack of 5 maps is the result, with each map being designed one after the other. You can see that as they go on, I do make use of more advanced UDMF features as I learned them, but I have tried hard to go back and make everything as polished and coherent as possible.

Oh yeah, you're a space marine in a techbase that is slowly getting corrupted by Heck!

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* What is included *

New levels              : 5
Sounds                  : No
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : No
Other files required    : None


* Play Information *

Game                    : Doom 2
Map #                   : 01-05
Single Player           : Designed for
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Other game styles       : None
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch
Build Time		: March 2023 - December 2023
Editor(s) used          : UDB, SLADE
Tested With             : GZDoom 4.8.2

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                                CREDITS:
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~ Textures ~

Knee-Deep in KDiZD by Esselfortium et al.
NmnCorp 1 & 2 by Pawel Zarczynski
nb5texd2 & nb_flats by Nick Baker
CageTex 1 & 2 by Cage
decontex by Afterglow / Stecki
GOTHICTX by Anthony Czerwonka / GothicDM Team
IDTex by Emil Brundage & Samuel Villarreal / id Software
UDET by Enjay, Nightmare, Malinku & Earthquake
OTEX by Ola Björling

~ MIDIs ~
TITLE: Sitar - James Paddock
INTERMISSION: Technical Difficulties - James Paddock
MAP01: Plug Ugly - Bucket
MAP02: Technoparchment - Viscra Maelstrom
MAP03: Triangular Currents - Paul Corfiatis
MAP04: Plutocrat - Bucket
MAP05: Plurry - Bucket

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* Copyright / Permissions *

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

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

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

The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors

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                                MAP LIST:
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==================
MAP01: "Sludgeworks"
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A classic Techbase with plenty of slime machines and KDiZD aesthetics. Linear, short and not too punishing.

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MAP02: "Fistful of Gloop"
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Down in the sludge featuring a grandiose central arena, cheesy ambushes and your last proper look at the outdoors before you descend deep into the rock.

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MAP03: "Rock It"
=================        

Going deep now into the UAC's cavernous mining operation, where sludge turns to sweet saucy magma. Getting adventurous with 3D floors (but not too much!)

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MAP04: "Hole"
===============         

A little bit of slaughter down in the underground where masses of hell's minions have broken through into our world. Has at least one interesting battle featuring arachnotrons and teleporting lines. A few more 3D floors and slopes here and there, but I tried to keep my enthusiasm in check.

=======================
MAP05: "Heckin'"
=======================

Finally, you reach the other realm! To make it feel like you're in a strange new place, classic Doom-y textures are now mostly replaced with cold, unfeeling OTEX shades. I tried to push myself to create more interesting/memorable fights where the environment is somewhat dynamic (at least for one fight). A pinch of traditional mindless BFG-strafing to finish.