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									Crimson Wood

"Crimson Wood" is a prboom+ compatible map that was designed in about 2 months (maybe a bit more) and it is a rather medium/large map. It is a map I previously
made for the Doomworld megaproject 2016 but, considering I submitted it rather late, I never got a chance to tweak it further on (per the DWMP16's set of rules). 
Thus, after having it sit on my hardrive for god knows how long, I finally decided to release it separately. This version is the definitive version of what I wanted the map 
to be. It has difficulty settings, coop starts and monsters (nothing huge tbh, and only really tested once), a few new additions and a few sprite swaps. 
 
Veteran players will have no problems beating this, ocasional players might find it hard heh. 

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Advanced engine needed  : PRBOOM+ at the least (tested with), I suppose zdoom/gzdoom is also fine
Primary purpose         : Single player 

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Title                   : Crimson Wood
Filename                : TRAVMOON.wad
Release date            : 31st of december 2016 (dwmp16 version), late april 2018 (RC1)
Author                  : Yugiboy85 (previously known as "the_trigger") 
Email Address           : [redacted]
Other Files By Author   : -E1M8RMKE.pk3
                          -Undesird.wad
                          -Some maps in CPS: dwmp13 - water control (map 04,zdoom wad) and 2048 unleased - Canyon Complex (Map 08, main wad)
                          -Travelling to the moon
                          -A map in the unreleased (yet) CP "cereal killer", lead by crunchynutt44
                          Link to my wadography (page 2 of the thread): https://www.doomworld.com/vb/post/1555215	

Misc. Author Info       : French doomer 

Description             : Medium/large non-linear map, quite hard (not too much for veterans), designed in 2 months + various days/weeks of post release tweaking

Minimum complevel required: CL9 (when using a port like prboom+)

Additional Credits to   :

ID SOFTWARE for doom, MaxED for GZDOOM Builder, SlayeR for Slade 3, Jimmy for the midi used "acidcity", plums for the sky I used as a base for recolor (original sky can be found
in his skystravaganza pack), Eriance for the Diabloist (replaces the archvile's set of sprites) and his arachnotron+mancubus hellforged sprites 

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* What is included *

New levels              : 1 
Sounds                  : No
Music                   : Yes - "acidcity" by jimmy 
Graphics                : Yes - A few custom edits by me (nothing huge), sprite swaps (archvile and small edits by me, the bfg noticibly), a few new textures although most 
textures used are the doom 2 ones.  
Dehacked/BEX Patch      : Yes - Only a name change
Demos                   : No
Other                   : No 
Other files required    : NONE, Everything is included

* Play Information *

Game                    : DOOM II
Map #                   : Map 01
Single Player           : Designed for 
Cooperative 2-4 Player  : Player starts + some coop monsters (not much though) and some adjustments here and there (teleporters that appear to do nothing but make sense in coop)
                          Should be fine for at least 2 players (only tested once)	
Deathmatch 2-4 Player   : No
Other game styles       : None
Difficulty Settings     : Yes, mostly monster swaps and additional monsters in higher difficulties


* Construction *

Base                    : Everything is from scratch
Build Time              : 2+ months (original release: 31st of december 2016 in the dwmp16) 
Editor(s) used          : GZDoom builder, Slade 3
Known Bugs              : None gamebreaking (afaik) and maybe a few slimetrails here and there (got rid of most of them though, hopefully)

May Not Run With...     : Should run with gameplay mods as nothing new (as in weapons, monsters, etc...) were added although, some oddities were found while playing in brutal 
doom (monsters teleporting in when they shouldn't for example). Should beperfectly fine with smoothdoom I suppose (you will not have the sprite edits though)

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* Aditional notes *

This map was tested primarilly with prboom+ during the making. Should run fine with qzdoom, gzdoom, etc...


Also, jumping and crouching is disabled by default and it should stay that way. The map was not designed for ports that allow these so if you encounter bugs that are the result
of you jumping and crouching around, I will not be responsable. You are warned ;)


* Copyright / Permissions *

Authors MAY use the contents of this file as a base for
modification or reuse (except the actual map, don't :p).  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.3dgamers.com/pub/idgames/ and mirrors
Website: https://www.doomworld.com/forum/topic/100338-prboom-cl9-crimson-wood/ (Screenshots + Previous versions available)


