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 Cocktail Menu
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I initially intended to this to be a collection of small maps, similar to
Crumpets by Ribbiks, but it gradually evolved into something a bit larger. I had
been playing some more challenging map sets like Sunlust and Stardate 20x6, and
wanted to try my hand at recreating both the combat and the aesthetics that
hooked me on those wads. I like abstract names for maps and the cocktails theme
gave me quite a lot of inspiration in the organic layouts and colour schemes.

OG Playtesters:
  Maribo, Nefelibeta, Keagan Dunn, Phoenyx, Meowgi

Thanks to the following people for additional play-throughs and bug finding:
  LadyMistDragon, Helm, TheShep, Vile, Harmonica, Blip, Loveless

Tunes:
  Overture:    Ain't Misbehavin' - Fats Waller
  Intermezzo:  (Let's all have a) Manhattan - Richard Rogers and Lorenz Hart
  See below for individual map credits

Illustrations:
  Title and intermission screens by Lucilu
  Textures with some re-colours from cc4-tex
  Last Word sky from Mechadon's Box 'o Skies
  HUD from Requiem

Greetz:
  Playtesters, Lucilu, Waffles the Dog, Crew at Earls

I always enjoy reading developers commentary on maps, so here's mine.
However, I highly recommend playing through the maps and experiencing them
first.

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Bloody Mary
  45ml Vodka
  90ml Tomato juice or freshly squeezed cacodemon
  2 Dashes Tobasco sauce
  Salt and pepper
  Garnish with jalapain-elemental for extra spice

Jukebox track: Blood Rain - James (Jimmy) Paddock

The perfect cocktail to start your day. The trap in the centre cross and the
SSG pit were the first things I sketched out, and the rest of the map evolved
around that. The four switch room was me playing around with different ways
to make a multi-wave fight. If you like your Bloody Mary with a little extra
kick try hitting all four switches at once. I knew when I started this map 
that I wanted a Spider Mastermind in it as the eponymous Bloody Mary, and I
like maps that reuse spaces, so the final fight basically designed itself.
Jimmy's Blood Rain complimented the map nicely both in name and tone.

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Espresso Martini
  50ml Vodka
  30ml Kahlua (add creme-de-cacaodemon for a sweeter taste)
  10ml Sugar slime
  1 Shot (double barrel) strong espresso

Jukebox track: Subterra - Zachary (Ribbiks) Stephens

The cocktail of choice for coffee lovers. I enjoy maps that let the player
choose from multiple paths. I liked the idea of having the rocket launcher,
plasma rifle, and backpack each accessible on different paths so that dynamics
of some fights would change depending on which other paths the player had 
already taken. The final fight is an attempt to make a fun slaughter affair
that doesn't just require running in circles and holding down the BFG button.
This map has the most Crumpets-like vibe of the set, so the ethereal twinkle
of Ribbik's Subterra fit nicely here.

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Whisky Sour
  45ml Revenant's Scotch Whisky
  30ml Lemon juice
  15ml Sugar slime
  1 Egg white
  Garnish with Mancubino cherry

Jukebox track: Heliophobe - Brayden (AD_79) Hart

One of my go-to cocktails. The Revenant's Scotch whisky adds that nice peaty,
smoke-trail flavour to the drink. I wanted this map to put the player under
constant pressure from the start and never really let up. The combat and enemy
placement is heavily inspired by several Ribbiks maps. In particular the
hell-knight/mancubus/cyberdemon and the raising floor pit fight are twists on
two of Stardate 20x6's map02 fights. I really liked AD_79's Heliophobe, so I
dropped in here somewhat as a placeholder, but I think it suits the map quite
nicely. One of my favourite maps in the set.

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Last Word
  20ml Impish Gin
  20ml Green Chartreuse (secret ingredient)
  20ml Mancubino Luxardo
  20ml Lime juice
  Garnish with brandied cherry

Jukebox track: Arrival - Brayden (AD_79) Hart

I wanted something a bit more grandiose for the final map. I designed the
archways first and then liked the idea of having a loop that could be played
from either direction with fights that would play out a little differently
depending on which route you take. This map took a long time to make. I felt
that I might've got a bit over ambitious in this map, but I think the final
product is fun. The final arena in particular is about the third or fourth
version I designed before finding something I liked. I initally wasn't sure
if AD_79's epic Arrival was going to have the right tone for this map, but
the first playthrough I did with it I was sold on it.

A boozy cocktail to end your night on, but if you find all the secrets before
heading through the portal you might be able to keep on drinking.

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Corpse Reviver #2
  30ml Zombie gin
  30ml Lemon juice
  30ml Cointreau
  30ml Lillet Branc
  1 Dash Absinthe Vile

Jukebox track: Hell's Furnace - Tristan Clark

A drink rumoured to be a hangover cure, but the antidote may be more deadly
than the poison. There's obviously some God Machine inspiration in here, but
I was playing around the mbf21 insta-kill floors and the the eeriness of 
hearing/seeing monsters die and then getting resurrected. Tristan Clark's
ominous Hell's Furnace perfectly complimented the mood I was was trying to
create in this map.

The final area really came together once I realised I could stack monsters on
an insta-kill floor and that archviles could then resurrect them without any
blocking issues. Getting this map working properly in GZDoom was about half
of the developement time.

No archviles were dehacked in this making of this map.

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Closing Time
  250ml Hydralyte
  2 Aspirin

Jukebox track: 
  Alcoholic Blues - Albert Von Tilzer

I'm never drinking again.

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