===========================================================================
Advanced engine needed  : Limit-removing port
				(Requires 180mpv.wad !)
				(Load order : 180mpv.wad THEN 180mpv_b.wad)
Primary purpose         : Single + coop play
===========================================================================
Title                   : Coeur de Haine
Filename                : 180mpv_b.wad, 180mpv_b.txt
Release date            : 24th of October, 2020
Author                  : William Huber ([WH]-Wilou84)
Email Address           : huber.william@gmail.com
Other Files By Author   : 180 Minutes Pour Vivre (project lead, maps 02, 09, 15, 19, 25, 29,
			  parts of 07, 17, 23 and 30)
			  20 Years of Doom (E1M1, E1M8),
			  3 Heures d'Agonie (maps 01 and 27),
			  3 Heures d'Agonie II (maps 06, 19, 26 and 31),
			  3 Heures d'Agonie III (maps 10, 18, 28 and part of 30),
			  3 Heures d'Agonie Bonus / L'Agonie Finale, Analogie Fatidique,
			  Community Chest 4 (maps 01, 09 and 28), Kheiramire,
			  Plutonia Revisited Community Project (maps 23 and 32),
			  Tangerine Nightamre (map 10, detailing on maps 02 and 03),
			  ZDaemon 1on1 Mapping Competition (map 01),
			  ZDaemon Epic CTF Map Pack III (map 12),
			  Other unreleased stuff as of yet
Misc. Author Info       : N/A

Inspiration 		: Megaman games, Sunder, Abandon, Doom II Map 12
Description             : A massive bonus level for 180 Minutes Pour Vivre, replacing map 30, with
				a different final boss and new sections.

				The wad also contains story elements (intermission texts)
				for 180 Minutes Pour Vivre.
Author comments 	: First, I've got some explaining to do : "Coeur de Haine" was supposed 
				to be the original map 30 for 180mpv.
 
				Due to creative differences between some team members and me,
				most notably as regards to the presence of the princess,
				I decided to cut this map from the main wad so that it still 
				could be released as a bonus wad. I've also created a new 
				map 30, "Celui-Qui-Voit-Les-Mondes", which is playable 
				in the main wad, and which doesn't contain any reference
				to the story I originally wrote for 180mpv.
				
				Concerning the map itself, "Coeur de Haine" revolves around
				a hub and multiple sections to deal with before being able
				to reach the final boss.

				I've had the "multiple sections" idea for quite some time now,
				being inspired by the Megaman series in which you always
				have to rematch against 8 bosses before taking on the final boss.
				Here, instead of 8 teleporters leading to bosses, we have
				5 sections leading to other otherworldly regions of Hell.
				Completing each section gets you closer to the evil being
				that masterminded the whole invasion.

				Some trivia : the other mappers' sections that could be played today
				in "Celui-Qui-Voit-Les-Mondes" were supposed to be in this map
				at first, before the new map 30 was made. I then replaced
				each section by a new area for "Coeur de Haine".

				Most of the sections are evil, Ribbiks-inspired death traps,
				but some of them aren't. There's for example an area obviously
				inspired from Doom II Map 12's ending (the box with Cacos on
				the sides), this time with Nightwatch Cacos instead of regular
				ones.

				As regards to the gameplay side of things, after taking part
				in the creation of Map 30 for 3 Heures d'Agonie 3, I didn't want to
				remake a BFG9000-heavy brawl against some Icon of Sin variant and its
				hordes. This map is much more atmospheric and ominous I think, and
				takes its time to introduce its atmosphere - while still being 
				very hard to beat.
				I wanted a boss that you didn't necessarily kill, an eldritch 
				entity that would leave a distinctive mark in players' minds.

				The challenge for me was also to have a big battle featuring the 
				Heresiarch in multiple numbers, taking into account the fact that
				the BFG9000 up close is the bane of the demonic sorcerer and thus I
				had to rely on an intimidating army of Heresiarchs to get the 
				job done. 
				I hope you'll have fun with the final battle :)

				As for the boss itself, the "Heart of Hatred" as we could call it, 
				it's a concept taken from an old role-playing book from my childhood : 
				"Caïthness l'Élémentaliste", by Gildas Sagot. I don't think it's been 
				translated outside of France anyway, but yeah it was pretty cool to be 
				able to implement a demonic heart that you had to thwart in some way, 
				instead of yet another Icon of Sin (although I believe we had a cool 
				IoS implementation in 3ha3 nonetheless). 
				Sadly, you won't see the heart animate, haha, but imagination will 
				do the job, I hope. :)
				
				I'll add that I hesitated between having the heart on the floor 
				as it is now, or on a wall. In hindsight, having it on a wall would've 
				probably been more effective to get people to understand what the 
				enemy is.
				I also wanted to have tons of veins and weird blood stuff attached to 	
				the heart and connecting it to some network of veins everywhere, but 
				it went	beyond vanilla limits and I had to restraint myself. I also
				wanted to extend the "build up" phase a bit, but I knew that many 
				sections still needed to be added and I didn't want to run into some
				vanilla limit shenanigans, and so I left it as it is.
				Who knows, maybe I'll try that idea again in future wads.

				Some words on princess Peach, now... When I came up with the idea of
				the heart, I needed a damsel in distress that would be the heart's 
				energy source.
				I had two "candidates" for the role : it would be either Peach from
				the Super Mario Bros series, or Saori Kido from the
				Saint Seiya universe, another icon from my childhood.

				Difficulty was to introduce her in a way that would seem natural in 
				the game.
				Some might say that adding pink and cute princess Peach in such a grim
				and dark world just doesn't fit, but I've made it work nicely by
				writing a full story and having a Doom-sized sprite for the 
				princess herself.

				Saving princess Peach at the end of the game isn't really original
				(it's been done in Super MAYhem 2017 obviously), but as a long time
				Nintendo fan and SNES worshipper, the opportunity was too good to 
				pass up. :)


Additional Credits to   : See 180mpv_info.txt
===========================================================================

* The story so far *

You're a space soldier, one of the best human warriors thus far and the descendant in a lineage of valiant military personnel. All your life, you've been trained in the use of weapons, from pistols to plasma rifles, as well as hand-to-hand combat.

The year is 4180. Mankind has evacuated Earth for a long time now, due to gradual overpopulation and the exctinction of wildlife and natural resources of the planet. Since then, humans have conquered other planets and live in colonies, each one of them being ruled by a dedicated government. Terraforming technology has allowed for fast colony deployment, even in environments that were extremely hostile to mankind, and the Union Aerospace Corporation (UAC), a technology conglomerate already present in some colonies, made its fortune thanks to terraforming.

Human nature being what it is, new wars came forth. On some colonies, democratic regimes turned out to be systemically unable to prevent these wars, and a return to monarchy was observed, sometimes for the better and sometimes for the worse.

The human colony on planet Bastydon, on the edge of the Ondine-I galaxy, was one of the richest colonies, thanks to the presence of water and natural resources in significant quantities in the planet's soil. The realm of Mysmagos, the largest human territory on Bastydon, housed state-of-the-art achitectural treasures and made the best use of the newest human technology to date. Thanks to the sound management of the Toadstool family, in power for over 250 years on Mysmagos, planet Bastydon was at peace, people lived happily and with the hopes that their kids would see even better days.

It is then that a historic catastrophe occurred : at the very same moment, in different places across the realm, magical portals emerged, and waves of demons came out of them, killing every other creature in sight. Within the span of 3 hours, more than 50 thousand people had already lost their life. The realm's defenses were immediately activated, but the soldiers were quickly overwhelmed by the sheer number, power, and ferocity of their infernal enemies. They seemed to act in a synchronised fashion, as if they were guided by some superior force.

Demons were everywhere, in both urban and rural areas. Even the Toadstool family's palace got attacked.
When king Lymon Toadstool's guards were decimated by an armada of creatures, led by three powerful demonic red-skinned sorcerers, a mayday was sent out by the king towards other colonies and to spaceships that patrolled the areas between them. The king could then flee from the palace in relative safety, under escort by what remained of his guards, but his daughter, fair princess Peach Toadstool, was less fortunate and got trapped by the vile creatures. Nobody knew what happened to her afterwards.

Lymon Toadstool's alert was then recieved by the High Command of your destroyer ship, located just over three hours flight time from Bastydon. The order was given : counterattack had to be done. There was nothing else to do : Mysmagos would not fall. Very soon, you and your teammates were prepared for the battle to come. Nobody knew what the enemy really looked like, aside from the fact that they were hideous and vile creatures, that they were particularly aggressive, and that these creatures originated from mysterious portals which appeared without anybody noticing anything.

Your mission was clear : to land near Yttrium research complex, not far from the Toadstool family's palace. According to your info, an infernal portal had appeared nearby, and you had to find a way to push the demons back and close the portal, whatever the costs. Meanwhile, another platoon was dispatched to investigate on princess Peach's disappearance. She had most likely died as well, but someone had to make sure, considering the princess' ranks.

After the landing, near the doors of the complex, the situation was terrible : the ground was littered with bodies, and poor soldiers couldn't do anything. Many scientists and civilians were killed as well, in particularly terrifying circumstances. However, the creatures responsible for this carnage weren't there anymore... Only radio messages exchanged with your team interrupted a morbid silence.

You had to carry out your mission, and that led you to inspecting the Yttrium scientific complex. Upon arrival, horror had taken another turn : human soldiers were standing in front of you, staggering, open wounds everywhere on the body. They were in a state of zombification, awkwardly holding their service weapon, and had little left in common with the proud protectors of the realm of Mysmagos they once were.

Time had now come for action. There was no other way out. It's either them, or you.



===========================================================================
* What is included *

New levels              : 01
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : Yes
Other                   : Yes (misc. lumps)
Other files required    : 180mpv.wad


* Play Information *

Game                    : Doom II
Map #                   : 30
Single Player           : Designed for
Cooperative 2-4 Player  : Designed for
Deathmatch 2-4 Player   : DM Starts are present but it's probably 
				neither playable nor fun
Other game styles       : None
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch
Build Time              : 3 hours, and then some. :)
Editor(s) used          : Doom Builder 1.68, XWE, Adobe Photoshop CS 5.5
Known Bugs              : Make sure to load this wad AFTER 180mpv.wad in your
				command line instructions, or the heart won't
				emit a sound.
May Not Run With        : DEHACKED-based gameplay mods
Tested With             : PrBoom-Plus 2.5.1.4, PrBoom 2.5.0, ZDoom 2.8.1,
				Zandronum 3.0, Crispy Doom 5.10.0, 
				Chocorenderlimits 1.0.0

* Credits *

Music track		: Eris Falling - Hell's Furnace
GFX			: See 180mpv_info.txt

* Copyright / Permissions *

Authors MAY NOT use the contents of this file as a base for modification or reuse.
You MAY distribute this file, provided you include this text file without modifications.
You MAY distribute this file in any electronic format as long as you include this
file intact. This file may not be used for commercial purposes.

* Where to get the file that this text file describes *

The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
French Doom Forums / Doom France : http://doomfrance.forumactif.com/
