===========================================================================
Archive Maintainer      : 
Update to               : 
Advanced engine needed  : maybe ZDoom / GZDoom
Primary purpose         : Single play; Coop and Deathmatch partially
===========================================================================
Title                   : Demon Attack's Remains
Filename                : da_remains
Release date            : 13.10.2023
Author                  : bowserknight / OneDoomedAngelo on YT
Email Address           : [redacted]
Other Files By Author   : CH_test_new.wad
Misc. Author Info       : 

Description             : Back in 2014 - 2016, I used to be part of a small
                          team that wanted to make their own 32-maps mega-
                          wad called Demon Attack. Unfortunately, we
                          stopped at 28 maps and the project never got 
                          finished. I found this wad lying around in my 
                          Doom folder and thought I'd upload it. It would
                          be a waste if these maps never saw the light of 
                          day.

                          I made 5 of these maps (Maps 07, 16, 28, 30 and
                          32). The other maps were all made by the people
			  listed in the credits below.

			  These maps vary in difficulty and quality, due to
                          the different mapping skills and styles of each
                          person.

			  I can only really tell you about the 5 maps I
			  made, since I haven't spoken to the others in
			  many many years.
			  My maps lean more towards experienced players,
			  they can be pretty hectic and difficult at times.
                          Most of them are based on levels in other games
			  or other Doom maps.

Additional Credits to   : doomdaniel95, Paul Vonk, Liam Fitzpatrick, ???
                          (4 of the guys who also worked on this, forgot
			  the last guy's name)
===========================================================================
* What is included *

New levels              : 28
Sounds                  : No
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : No
Other files required    : No


* Play Information *

Game                    : DOOM2
Map #                   : All Maps excluding Map04, 10, 12 and 21 
Single Player           : Designed for
Cooperative 2-4 Player  : Player starts only, untested
Deathmatch 2-4 Player   : Player starts only, untested
Other game styles       : 
Difficulty Settings     : Yes


* Construction *

**** MAP 07 ****

Name                    : Terror Dungeon
Base                    : New from scratch
Music                   : Hypostyle (from Hexen)
Order of Creation       : 5th map by me (2015)
Editor(s) used          : Doombuilder 2, Ultimate Doombuilder
Known Bugs              : Softlock at the end if you don't kill 1st Arach-
                          notron
May Not Run With        : Unknown
Tested With             : ZDoom / GZDoom
Inspired by             : Hexen (1st Boss Map: Hypostyle)
Comments                : I've always liked Hexen's first boss map. It's 
                          just a series of challenges which ends in a 
                          simple boss fight. I tried to recreate most of
                          its rooms in this map but I couldn't figure out a
                          good way to include that one room where you have
                          to platform on pillars over lava. Now the main
                          lobby only has 3 paths instead of 4.

                          The fights here can be very hectic and claustro-
                          phobic but at least the map is rather short.

                          And I hate to admit it, but I also created a
                          terry version of this map some years ago. It only
                          replaces the final room with a stupid terry trap.
                          I promise none of that is in this version.

**** MAP 16 ****

Name                    : Blasted Battlefield
Base                    : New from scratch
Music                   : Bowser's Road, midi version (Super Mario 64)
Order of Creation       : 3rd map by me (2014)
Editor(s) used          : Doombuilder 2, Ultimate Doombuilder
Known Bugs              : Minor graphical glitches, should be fixed tho
May Not Run With        : Unknown
Tested With             : ZDoom / GZDoom
Inspired by             : Super Mario 64 (Bob-Omb's Battlefield)
Comments                : This is an almost 1 to 1 recreation of Bob-Omb's
                          Battlefield, with some small liberties. Most of
                          the crates, trees and other objects are in the 
                          exact same spots as in Mario 64. Even the dead 
                          marines you can find in some places are supposed
                          to be the pink Bob-Ombs from the original.
                          The Mancubi and Pain Elementals are supposed to
                          be those big iron balls rolling down the
                          mountain.

                          I had some issues with this map, because I kept
                          getting weird HOM effects at various textures and
                          I had no idea why. I also lost the map at one
                          point and had to use an older version and do all
                          the difficulty settings over again. But all in
                          all I like this one!
                          

**** MAP 28 ****

Name                    : Twilight Network
Base                    : New from scratch
Music                   : The Midnight Wandering, midi version (Metal Slug
                          3)
Order of Creation       : 2nd map by me (2012)
Editor(s) used          : Doombuilder 2, Ultimate Doombuilder
Known Bugs              : 
May Not Run With        : Unknown
Tested With             : ZDoom / GZDoom
Inspired by             : A dream I had
Comments                : A long time ago I dreamed about this map which
                          had a bunch of big, round structures suspended in
                          mid-air inside a black void, all at varying
                          heights, and connected via several bridges /
                          stairs, like everything's connected. I wasn't
                          really able to convey that in this map, it didn't
                          turn out nearly as interesting as I imagined.

                          I used to like the concept of this map but now, I
                          actually kinda dread playing it. It takes a long
                          time to complete, the design isn't anything
                          special and some of the later fights are too
                          over-the-top.
                          The main gimmick here is that you have to beat
                          the map twice, which I thought was cool at first
                          but it just draws out the map too much.
                          But it was only the 2nd map I ever made so I
                          guess it's alright. Like map 16, I lost this map
                          at one point and had to re-do a few things
                          through an old version.

**** MAP 30 ****

Name                    : Deep Inside the Evil
Base                    : New from scratch
Music                   : Default
Order of Creation       : 6th map by me (2016)
Editor(s) used          : Doombuilder 2, Ultimate Doombuilder
Known Bugs              : Not a bug, but with bad luck the icon can ruin
                          your day with Archviles
May Not Run With        : Unknown
Tested With             : ZDoom / GZDoom
Inspired by             : MDK2 (Inside of the final boss' body)
Comments                : Like in the game MDK2, you have to enter the body
                          of the final boss and blow its brains out, liter-
                          ally.

                          Gameplay-wise, it's sort of a race-type map. The
                          Cyberdemon at the start is supposed to drain all
                          your ammo, so don't be surprised when you end up
                          only the pistol. You're not supposed to be able
                          to kill everything, you just have to survive long
                          enough until you reach the Rocket Launcher which
                          lets you kill the Romero Head. The explosions of
                          the rockets are barely big enough to reach
                          between the veins and damage Romero. This time,
                          it takes a lot of hits for him to actually die.
                          All in all, I really like this map, even tho I
                          could've designed the early parts a little bit
                          differently.

**** MAP 32 ****

Name                    : Tower of Souls
Base                    : Modified (DOOM 1)
Music                   : Default
Order of Creation       : 4th map by me (2014)
Editor(s) used          : Doombuilder 2, Ultimate Doombuilder
Known Bugs              : Hit detection on Romero Head is wonky
May Not Run With        : Unknown
Tested With             : ZDoom / GZDoom
Inspired by             : DOOM 1 (E2M8: Tower of Babel)
Comments                : With all these maps like Go 2 It from Plutonia,
                          or Dis 2000 from Hell Revealed 2, it made me want
                          to also take one of the classic maps and turn it
                          into a harder version. The name Tower of Souls
                          comes from Actraiser 2 on the SNES but it doesn't
                          have anything to do with that apart from the
                          name.

                          The thing here is that there's a lot more Lost
                          Souls, hence the name. To make matters worse you
                          have to carefully use rockets against them until
                          you get better weapons. Thanks to the amount of
                          open space, this map is actually fairly easy
                          compared to some of my others.

                          It used to be created with Hexen settings, where
                          you could only continue to the next part after
                          killing the required Cyberdemons. But for the
                          sake of the megawad, I switched to normal Boom
                          settings so now all the fights are time-/ switch
                          based.



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