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OVERVIEW:
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I was originally going to have this be a WIP wad for my entire time in the doom community, or at least until I filled it up to 32 maps. But I keep getting involved in other mapping projects, keep getting deep in speedrunning mud, and obviously have real life stuff too, although I manage to firmly remove myself from grass touching activities pretty often. Additionally, every time I release a map for this wad, it was usually 6 months after the last map released. Lastly, Map04 is just really hard to beat as a concluding map to a set in my opinion, just massive and dramatic. Thus, sending this to idgames now, maybe it'll get some people to demo it, not sure. Well, my demos will be compatible at least, I made sure of this from the beginning.

I fit the wad with a custom palette from scratch, although it doesn't use the special pink range much lol...I added the pink range late in 2023 anticipating the addition of some more maps, but I decided that would be better for a separate solo project, although when or if that project will ever materalize, is unknown, and if it does it will take many years to begin serious development on it. Familiar custom sound replacements for plasma and chaingun are also present. Added some bandcamp music that is available for FREE, hope the musicians don't mind me using their stuff here, I really like their work a lot. Lot of texture and sprite work as well; I adjusted many sprites and textures for the new palette, and detail what I edited and where I got stuff in the penultimate section. Dehacked also from scratch.

So besides all that stuff, I'll just speak on why this wad exists a bit and what I think of it. The goal from the beginning was to make hardcore speedmaps, and I think I accomplished that. Since each map was months between one another, I think it's clear I got better with every map, and each map can be considered as some form of development or maturity in my mapping. I did a lot of experimentation with this wad, experimenting with dehacked, palette, sprite recoloring, all that stuff. I tried different gimmicks and constraints on maps. Over time I realized my vision for a map became the most important aspect in my opinion; I've always been a fan of hardcore scenes in doom maps, like BFGing a bunch of cybers up close, but in the final 2 maps, particularly Map04, I think I really got to the core of fulfilling that goal, and I plan to do so in every map I make from now on.

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Map Descriptions:
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[] Map01: Proclamation, music track is "Catharsis" by Xxtarlit []

Quick speedmap with 8 hours of build time just about. Obviously takes from the nosp series, but also from Dimensions Map31 (but lighting to make it prettier). Just trying to see if I can map fast and still whip out a solid map, less detail than what I usually add, but still trying to make it look decent and striking.

Map and this description made in July of 2022.

[] Map02: Cornered, music track is "Sound of Motion" by Koas []

Another speedmap with around 8-10 hours of build time. Wanted to just push another map out there for Ambrosia since I hadn't in 5 months, have a bunch of maps that are started but aren't finished. Designed around a 1536x1536 space constraint (partially inspired by Flotsam Map02), but I exceed it a little to help with map flow. Map is based on tight combat and fast, flowing combat. 2nd best map in the set.

Map and this description made in December of 2022.

[] Map03: Mud Mind, music track is "in the dead of winter" by psiangel []

8 hour speedmap. Made it using an idea I've been playing around with for a bit. The short of it is I randomly generate 10 textures and 10 flats from a resource and make a speedmap out of it. This idea probably stemmed subconsciously from 10x10 and 1x1 a bit, as well as just some annoyances in the past with mulling over what texture is best to use on various walls and surfaces in past maps I've made, as usually it's combing through a huge library of resources over and over. So limiting the textures to random crap makes that easier, and easier to speedmap with since there aren't so many choices. Paralysis of analysis or something like that.

As for the actual map, it's about warring factions. Not much to say about the actual map, but this map has all of the usual stuff I put in my maps. Crushers at the end of the map are very jank, not the most friendly UV-Max. This map has 0% chance of being either my favorite or yours. Also I am having switch and EXIT be universal textures outside of the randomly selected 10 for each map that uses the random selection process.

Map and this description made in November of 2023.

[] Map04: Sleeping With Your Enemy, music track is "Injection I Ask the Machine" by bye2 []

This map took about 17 hours to make, and then another fiddling for about 1.5 hours in slade and small bug fixes. I used 10x10 randomization method again for textures. This map also has a silly story, something about a hero or hired hand infiltrates an undisclosed location to complete a heist, and you have decided it is time to strike after lying dormant undetected for an undisclosed period of time. Can you complete the heist and get back to the Normal World alive? Only if your will matches your dexterity...

I hope some maschochists enjoy this map, I really strived to make a unique experience with this one. Easily the best map in the set.

Map and this description made in December of 2023.

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ADDITIONAL MUSIC CREDITS:
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[] Intermission music: "prayer7" by bye2 []

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SPECIFIC Texture/Flat Credits:
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Note: There are a couple flats/textures taken from other wads that I recolored slightly due to the pink palette shift, a decent chunk of them I recorded here but I did forget some, such as SW1MEGA, but I don't remember all of them, so yeah some of those will look funky if you load them up in the original palette, just wanted to note this.

MODIFIED/ORIGINAL FLATS:

O_AMWHTF
UACBRDF1
UACBRDF2
AQUATLEF
GRNFLAT
REDFLAT
BRWNFLAT
DGTHLOF1
DGTHLRF1
DGTHLYF1
DGTHLBF1
DGTHLGF1
DGTHLWF1
DGTHLOF2
DGTHLRF2
DGTHLYF2
DGTHLBF2
DGTHLGF2
DGTHLWF2
O_FLR1YY
O_FLR1YO
O_FLR1OO
O_FLR1RR
O_FLR1PU
O_FLR1BB
O_FLR1GG
O_FLR1GR
O_FLR1WW
BLUEFLT1
BLUEFLT2
DLITE65Y
DLITE65B
DLITE65G
DLITE65O
DLITE65W
RBB221F
RBIX04F
RBIX07F
NMB1_19F
NMB1_20F
NMB1_21F
O_FADEA5
O_LLLLAP
TLIT65Y
TLITE65P
DLITE65P
O_FLR1PN
DGTHLPF2
DGTHLPF1
KPFL1246
BLKWAL1F
BLKWAL2F

MODIFIED/ORIGINAL TEXTURES:

UUSTEP1
O_GLAZH1
O_BLAZH1
O_GLAZV1
O_BLAZV1
DLITGTHR
DLITGTHW
DLITGTHY
DLITGTHB
DLITGTHG
DLITGTHO
O_RLAZH1
O_OLAZH1
O_YLAZH1
O_PLAZH1
O_RLAZV1
O_OLAZV1
O_YLAZV1
O_PLAZV1
BLUEWAL1
BLUEWAL2
O_DLGHTW
O_DLGHTT
O_DLGHTY
O_DLGHTO
O_DLGHTR
O_DLGHTP
O_DLGHTB
O_DLGHTG
O_DLOCKW
O_DLOCKR
O_DLOCKB
O_DLOCKY
O_DLOCKP
O_DLOCKO
O_DLOCKD
O_DLOCKE
EWALL01A
EQALL02B
EHELSW2
SW2GTH1A
O_JK_0_4
UACTECHP
O_PSKY01
LITGTHP1
DLITGTHP
PFALL1
PFALL2
PFALL3
PFALL4
PCRACLE
O_PNKFAD
PINKWAL1
PINKWAL2
O_DLGHPK
O_PINKLT
O_LPNKLT
O_RPNKLT
O_MPNKLT
O_FADE18
UACTECHR
UACTECHY
UACTECHS
UACTECHB
UACTECHP
BLKTECH7
BLKTECHR
BLKTECHY
BLKTECHG
BLKTECHB
BLKTECHP


TEXTURE/FLAT CREDITS:

UAC Ultra
CC4
Dark Base
Gothic
OTEX v1.1
Stardate 20x7
Esselfortium
Nightmare
Quake
TNT: Revilution
Sunlust
Pagodia
Frederik's Textures
Koul Textures
Epic 2

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FINAL WORDS:
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There may be an Ambrosia 2 one day, maybe not. Got so many mapping projects currently, would be years before I get to making an Ambrosia 2. The aforementioned solo-project would likely be that Ambrosia 2, but that is distinctly separate from the original goals of Ambrosia, wouldn't even be speedmaps. It would use similar dehacked, the same palette and sounds, however, and same type of music. So don't think you'll be seeing any more of these types of maps for a while, but I do have plenty of other projects coming down the pipeline.