General format for this text document formed from sunlust_extra_info.txt, Map Commentary formatted from DVII-1i.txt.

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Extra info:
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Bespoke maps made for the quarterly Doomed Index Competitions.
Designed for UV-Max demo gameplay. Special thanks to Raven
for helping organize the competition format.

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Map Commentary:
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MAP01:                                	    Hebonky
===================================================                          
Level Name              : Brackenheart
Build Time              : Like a day and a few hours
Editor Used             : UDB
Finished                : April 17th, 2026

Music			: "LOL2-10.mid" from Lands of Lore 2

Inspiration             : Crumpets 2 Map06

Comments                : Was initially shooting for a more combat focused map
			  but I realized that was kind of uninteresting for
			  fairweather so now you get a resource starvation map.

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MAP02:                                	    JackDBS
===================================================                      
Level Name              : Festival of the Star Vega
Build Time              : ~18 hours
Editor Used             : UDB
Finished                : April 15th, 2026

Music			: "Sunshine Coastline" by Takahiro Unisuga [from Ys VIII, MIDI arrange]

Inspiration             : Antaresian Reliquary MAP02
			  Struggle MAP25
			  AV MAP05
			  Combat Shock 2 MAP06
			  Sunlust MAP04
			  Zephyr

Comments                : I wanted to make a rather pretty map set in a castle
                          with some watery horizons, and maybe an outside courtyard.
			  After my first draft of the map that went nowhere, I
			  scrapped most of the indoor content and just decided to
			  focus on a central outside area that gets more and more
			  chaotic as the map progresses.
						  
			  The idea of the dusk setting was because Alien Vendetta
			  was on the mind, and I think Jacek Bourne said in a VC
			  that he thought the stock marble textures were ugly,
			  so I wanted to use them.
						  
			  The red skull key fight is a remake of a fight in my first
			  megawad, in Devilbuster Dreams' MAP14, but I think this
			  remake plays a lot better.
						  
			  Originally there was gonna be a fight after the now final
			  fight, but I think this finale works as a fine climax.
						  
			  Also a lot of design decisions were made in consideration
			  for speedrunners, and I'm pretty excited to see if anyone
			  will run this map into the ground.

===================================================
MAP03:                                	 El Inferno
===================================================
Level Name              : Red Nightmare VII: Bowser's Castle
Build Time              : 5 days, spent more time on testing than actually mapping
Editor Used             : UDB
Finished                : April 17th, 2026

Music			: "Gnomus" from Pictures at an Exhibition by Mussorgsky

Inspiration             : First two fights were somewhat inspired by raindrop

Comments                : None

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Other Miscellaneous Crap:
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Dexcom 2 came together in its last week before release.

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Additional Credits:
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=== 32in24-15_tex_v2 textures
=== CC4 textures
=== Deus Vult II
=== GothicTX
=== LIVTex
=== Mercurial Dregs (BLDTLE2 flat, I also turned it into a texture)
=== OTEX 1.1
=== M_DOOM, TITLEPIC, INTERPIC, CREDITS, M_SKULL graphics by Kinetic
=== "Pro Lamina" font by CabreraTypo, used on INTERPIC
=== "Airstrike" by Iconian Fonts, used in M_DOOM and TITLEPIC graphics
=== Intermission Music: "Hit!" from Lufia 2: Rise of the Sinistrals
=== Title Music: "Main Title" from Secret of Evermore
=== NoSp3 Plasma Sound

Main playtesters: Dheta, Kinetic

Thanks for reading dexcom2026_extra_info.txt.
