Title:	 		Shades of Azure
Filename: 		azureshades.wad
Author: 			Keagan Dunn (Dunn & Dunn)
Advanced engine needed:	Boom-compatible (-complevel 9)

PORTS TESTED IN:
DSDA-Doom v0.19+
GLBoom+ v2.5.1.7
GZDoom v4.6 & v4.7

ABOUT: 
This is a mapset with the following traits/gimmicks/whatever: 
- All map titles are one word and end on the letter T, except for MAP32. Don't ask why.
- The maps are primarily coated in blue, using textures from 32in24-15tex & OTEX.
- Some maps might have a semi-speedmap feel to them, with sparse detailing. That was initally the plan.
- Some maps are easy, some are hard; but all except two of them can be knocked out in less than 15-20 minutes.
- My standalone release Heavenly Rock is included here, in the MAP32 slot.
- Rivi the Warlock made a guest map for the MAP07 slot. Everything else is made by me.
- Soundtrack consists of original MIDIs from talented musicians (Jimmy, Dragonfly, Velvetic, AD_79, etc). Meticulously-picked-out bangers.

PLAYTESTERS (last updated 2/15/22):
(some private, some via Doomworld thread or Twitch stream)
Jimmy Paddock
Biodegradable
Kaapeli47
stxvile
Blip
Major Arlene
David Asaad
Maribo
Moti Terminus
Clippy
Tarnsman
Rivi the Warlock
Ryiron

ADDITIONAL CREDITS:
Guest mapper Rivi The Warlock
Insane_Gazebo for TITLEPIC
Velvetic for some help on bugfixing
The musicians
The playtesters!
Other friends and supporters, on Doomworld and in the Hellforge


===============================================

MAP01: MANIFEST
MUSIC: "Technical Difficulties" - James Paddock (Jimmy)
DIFFICULTY: 1 / 4
ABOUT: Very short and simple entry map, with a fortress theme. A reality run of this map 
can be done fairly consistently, being a bit down to luck in a couple areas. This was the 
first map made for the set, aiming for a monster count lower than 40 or 50, while I was 
in the mood to make the set full of semi-speedmaps.

MAP02: REGIMENT
MUSIC: "Strictly Plate-tonic Forking" - Joshua O'Sullivan (Dragonfly)
DIFFICULTY: 2 / 4
ABOUT: This map’s layout was initially made in two nights – probably the most productive 
I will ever be. Can confirm that drawing random lines and putting rock textures on them is 
a lot of fun. This was the fifth or sixth map made for the set, where I decided to add in the 
OTEX rocks. It also contains a circle with a ridiculous number of vertices. Why? Because yes.

MAP03: ASSAULT
MUSIC: "Lily" - Joshua O'Sullivan (Dragonfly)
DIFFICULTY: 1.5 / 4
ABOUT: A map that took a ridiculous amount of time to come to life, for its short runtime. 
Relatively uninspired but I’m pretty happy with the yellow keycard room. Which one, you 
ask? Perhaps both? Credit to Major Arlene for suggesting how to spice up the arena.

MAP04: IMPACT
MUSIC: "Hydrocarbon" - Brayden Hart (AD_79)
DIFFICULTY: 2 / 4
ABOUT: An episodic techbase map (sorta) with interesting setpieces and a FEW hitscanners. 
The southeast arena is a re-imagining of an encounter from Detrimental MAP01 (the 
highlights being the fake floor and pillar in the middle), but a lot larger and easier. 
Third map made for the set.

MAP05: RESTRAINT
MUSIC: "SHUT YOUR FUCK UP" - James Paddock (Jimmy)
DIFFICULTY: 3 / 4
ABOUT: The title and the map itself are quite contradictory. With this level, Azure’s first 
half ends on a high note and difficulty spike. Probably one of the more hastily made but 
entertaining maps of the set. The giant building in the black cavern was originally planned 
to be a re-imagining of the secret “Pain Machine” from First Blood MAP06, which no one 
ever saw.

MAP06: PROSPECT
MUSIC: "Scavengers" - Kevin Martins (Velvetic)
DIFFICULTY: 2 / 4
ABOUT: Inspired by THT: Threnody and Atmospheric Extinction, which I played at the time. 
This is a notably longer map, and it tones down the difficulty so you can travel around a blue 
techbase without any fear of getting put into the ground…for most of it, at least. This map was 
a lot of fun to make, having stepped out of my comfort zone – micro detailing, nonlinearity, 
and the general laidback nature of the map, all of which many players might appreciate.

MAP07: AQUADUCT
GUEST AUTHOR: Rivi The Warlock
MUSIC: "Blood of the Unworthy" - Tristan Clark
DIFFICULTY: 3 / 4
ABOUT: 
[RIVI] The plans for this map go all the way back to early November, but due to college exams 
I wasn't actually able to put it into place until mid-December. I offered to make the map after 
Dunn did a guest map for a project I was working on, and I'm glad I did because the texture set 
was a lot of fun to work with. A lot of the detail, the use of different textured bands on floor in 
particular, were inspired by InsaneGazebo maps, as at the time I was making the map I was also 
playing through Haste. I had a lot of trouble balancing the first big fight with the cyberdemon, 
initially they were up high where the mancubi are, but it made it too difficult to get them to 
infight and caused the player to get screwed by splash damage. Eventually I got it to a place I 
was happy with, but balancing the fight definitely took the most time out of anything in the map.

[DUNN] To put it shortly, I am very impressed with Rivi's work here. I'm surprised the insane 
and clever detailing didn't take him the most time. This is definitely the most visually impressive 
map of the entire set. Extra help was needed from me for the two fights, especially the imp 
conveyor belts - took some extra time after release but everything seems to have worked out 
properly in the end.


MAP08: CONFLICT
MUSIC: "The Old One's Gentle Slumber" - Brayden Hart (AD_79)
DIFFICULTY: 3.5 / 4
ABOUT: A constrained slaughtermap where I experimented with a brown/blue color scheme, 
using the stock brick and dirt textures alongside various ground/rock flats. Second map made 
for the set. If MAP07 gave you trouble, lowering the difficulty is recommended for this one.

MAP09: SEGMENT
MUSIC: "The Infinite Labyrinth" - Tristan Clark
DIFFICULTY: 0 / 4
ABOUT: I probably have spent more time placing the things in this map than drawing the 
lines. That is all you need to know...

MAP10: VERDICT
MUSIC: "Crawling Vermin" - Maxime Tondreau, edited by me
               "Young and Dead" (MIDI version) - Kevin Martins (Velvetic)
DIFFICULTY: 4 / 4
ABOUT: As evident here and in some of my other WADs such as Bloodbath MAP06, I have a 
tendency to go big or go home for the last map of the set. While tough as nails, this shouldn’t 
take more than 25 minutes to complete with practice and foreknowledge. I’ve found myself 
running out of ideas for genius but niche encounters, admittedly, but the average skilled player 
might appreciate the challenge this mysterious dimension provides. If 08 gave you enough 
trouble it is highly recommended to tone down the difficulty here.

MAP11: THANKS FOR PLAYING!
MUSIC: "Soon" - Brendan Bradley (Bucket)
DIFFICULTY: 0 / 4

==========================================================

MAP31: ASCENT
MUSIC: "Soon" - Brendan Bradley (Bucket)
DIFFICULTY: 3 / 4
ABOUT: I had the idea of this map sketched out for a community project but never got around 
to making it. But seeing the final state of that project, I'm glad I didn't. To put it shortly, this is 
a brief archvile-only map. Keep calm and BFG.

MAP32: HEAVENLY ROCK
MUSIC: "Men in Black" by Will Smith, MIDI rendition by unknown
DIFFICULTY: 2.5 / 4
ABOUT: This was a semi-speedmap I released in April 2021 (several months back at the time of 
writing this). This was the result of me wanting to make a little slaughtermap that was brief and 
chaotic, but accessible and enjoyable. I was also jaded on ideas and my mapping was getting too 
meticulous – so I thought, what if I just start drawing random lines? I finished the layout of this 
map in about less than a week, and the gameplay/progression has plenty of direction and purpose.