===========================================================================
Archive Maintainer      : levels/doom2/Ports/megawads/
Advanced engine needed  : see MAPLIST for map-specific port requirements                          
Primary purpose         : Single play
===========================================================================
Title                   : Doomworld Mega Project 2016
Filename                : DMP2016v2.wad
Release date            : January 5, 2017
Author                  : Various
Email Address           : [redacted]

Description             : A megawad with 50 maps.

Additional Credits to   : they know who they are
===========================================================================
* What is included *

New levels              : 49 + hub map


* Play Information *

Game                    : Doom 2
Map #                   : 01-50
Single Player           : Designed for
Cooperative 2-4 Player  : untested
Difficulty Settings     : maybe


* Construction *

Base                    : New from scratch
Build Time              : September to December 31, 2016


* Copyright / Permissions *

Authors may NOT use the contents of this file as a base for modification or reuse.

You MAY distribute this file for free, provided you include this text file,
with no modifications.

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

The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors

==================================================================================================
MAPLIST ==========================================================================================
==================================================================================================
MAP  AUTHOR		TITLE					FORMAT1		#	DATE
1  Demonologist		Dead Of Night				(vanilla)	1	9/15/2016
2  Memfis		Memfis					(vanilla)	2	9/15/2016
3  Crunchynut44		Desolate Demesne			(vanilla)	5	9/16/2016
4  riderr3		Dance of the Satyrs			(limit-removing)9	9/23/2016
5  joe-ilya		The Map With Class			(vanilla)	13	9/27/2016
6  TimeOfDeath		37					(limit-removing)15	10/1/2016
7  WindbagJacket	Bloodcult Stronghold			(limit-removing)17	10/3/2016
8  JudgeDeadd		Bliss Toxin				(limit-removing)24	11/12/2016
9  dobu gabu maru	Copper Exuviae				(limit-removing)29	12/4/2016
10 cannonball		Teenage mutant ninja demons		(limit-removing)31	12/18/2016
11 AnonimVio		The Reversion				(vanilla)	33	12/19/2016
12 Obsidian		Confliction				(limit-removing)34	12/20/2016
13 SteveD		Ancient Base				(vanilla)	49	12/31/2016
14 gaspe		Axerikos				(limit-removing)38	12/27/2016
15 dpstatic		Research Center				(vanilla)	40	12/29/2016
16 Rorix		newburgh				(limit-removing)44	12/30/2016
17 walter confalonieri	DES					(boom)		3	9/15/2016
18 dt_			Menagerie				(boom)		8	9/23/2016
19 rileymartin		Skindustrial District			(boom)		19	10/7/2016
20 Du Mhan Yhu		Level Name				(boom)		23	11/7/2016
21 Eris Falling		Oh god no this map			(boom)		26	11/29/2016
22 rdwpa		Forbidden Grove				(boom)		28	12/4/2016
23 scotty		Sons of Liberty				(boom)		30	12/14/2016
24 NoisyVelvet		More Abstract Art - 2016.		(boom)		41	12/29/2016
25 antares031		Harverster's Reminiscence		(boom)		43	12/30/2016
26 scifista42		Space Base: Quadrant Delta		(boom)		45	12/30/2016
27 Jjp			The Swarm				(boom)		46	12/30/2016
28 The_Trigger		Crimson wood				(boom)		47	12/31/2016
29 Benjogami		Emergent				(boom)		48	12/31/2016
30 TimeOfDeath		HUB					(zdoom)
31 vtm			Descent					(limit-removing)42	12/29/2016
32 stasiowygrzybek	Basement				(vanilla)	35	12/20/2016
33 Dgemie		The Not-So-Secret Path			(vanilla)	11	9/26/2016
34 CWolf		So we begin again			(vanilla)	12	9/26/2016
35 lil'devil		Lil'Devil's Map				(vanilla)	16	10/2/2016
36 marxr		Rage 2					(vanilla)	18	10/3/2016
37 Mosshopper		Basran Nights				(boom)		25	11/19/2016
38 Grain of Salt	Death Is Fantastic			(boom)		4	9/16/2016
39 Voltcom9		Death Will Greet You Like an Old Friend	(g/zdoom)	7	9/19/2016
40 DAZZER		The Nephilim				(g/zdoom)	10	9/26/2016
41 A2Rob		Mass Defect				(g/zdoom)	14	9/27/2016
42 Empyre		Infernal Tower				(g/zdoom)	21	10/30/2016
43 Pinchy		Office By Night				(g/zdoom)	22	11/4/2016
44 Getsu Fune		Forest of Hi				(g/zdoom)	27	11/30/2016
45 NoahMLG		The Village of Whispers			(g/zdoom)	37	12/22/2016
46 greentiger		CONFOUNDING				(g/zdoom)	20	10/16/2016
47 t3hPoundcake		poundwad_map01				(g/zdoom)	36	12/22/2016
48 DMGUYDZ64		Underwater Labyrinth			(g/zdoom)	6	9/17/2016
49 QuirkyKirk		Public Port				(zdoom)		32	12/18/2016
50 StormCatcher.77	Cursed Realms - Fiery Monkey Arena	(gzdoom only)	39	12/28/2016
==================================================================================================
MAP INFO =========================================================================================
==================================================================================================
MAP01
Level name : Dead Of Night
Author(s) : Demonologist
Build time : 4 days
Editor(s) used : GZDoom Builder
Compatibility: Vanilla
Music track : Waltz Of The Demons
Playtesting : Yes, tested with Prboom-Plus 2.5.1.4 -complevel 2, Chocorenderlimits and regular Chocolate Doom
Difficulty settings : Yes
Bugs : A bunch of texture alignment issues here and there
Inspiration : Plutonia
Author's comments : A map in the vein of "The Twilight" from Plutonia.
==================================================================================================
MAP02
Level name     : Memfis
Author         : Memfis
Build time     : 11 days, a few hours per day (maybe 2-5)
Programs used  : GZDoom Builder, WadSpy


Compatibility  : Vanilla
Music track    : Kansas - Carry On Wayward Son (midi version by ???)
Playtesting    : By me using prboom-plus and chocorenderlimits, also by other people in the project thread.
Skill settings : No no no.
Bugs           : Well, I sure hope no!

Inspiration    : Library - Map16 and Map27 of Doom 2.
                 Southeastern cavern - Map25 of TNT: Evilution.
		 Pool with revenant towers - Map26 of Garrulismo.
		 Green stone area - DISASTER.WAD by me, SKLHALL2.WAD.
		 Maybe the red triangles were inspired by TimeOfDeath.
		 Blue key building - Vispire and other wads by valkiriforce.
		 Exit room and nearby cave - Map02 of Requiem and Map23 of Doom 2.
		 Other maps and stuff that influenced me in a more indirect sort of way.
==================================================================================================
MAP03
Level name: Desolate Demesne
Author: Crunchynut44
Compatibility: Vanilla
Tested on: Zandronum, Choco Doom
Building time: Somewhere around 3 to 4 hours
Editors used: Doom Builder 2, Slade
Custom music: Desolate Demesne by Glen Christie (Crunchynut44)
Difficulty settings: Yes - easy, medium & hard. Mostly tested on UV. No multiplayer or Co-op
Bugs: Unknown, probably lots. 
==================================================================================================
MAP04
Level name : Dance of the Satyrs
Author(s) : riderr3
Build time : 12 days
Editor(s) used : GZDoom Builder, WadSpy
Compatibility: Limit removing
Music track : D_MESSG2 (by yakfak)
Playtesting : Tested with PrBoom-Plus
Difficulty settings : Yes
Bugs : Not found
Author's comments : Map with mostly abstract architecture, with warehouse, slime areas, and courtyard. Tough monster placement.
==================================================================================================
MAP05
Level name : The Map With Class
Author(s) : Ilya "Joe" Lazarev (joe-ilya)
Build time : A couple weeks (No rush, taking my time)
Editor(s) used : Doom Builder 2, slade 3.
Compatibility: Vanilla
Music track : Rush - Limelight (From DWANGO 6)
Playtesting : Vanilla doom (Doom 2 v1.9 .exe)
Difficulty settings : Only for UV, NM and multiplayer, too lazy for the rest.
Bugs : You can find a drawseg overflow near the red key card in vanilla doom.
Inspiration : DWANGO series, real world aspects and my brainz.
Author's comments : Slapped together a bunch of DWANGO rooms that I liked, put pieces of my mind among the rooms and added extraordinary non-linear progression.
I like how it turned out better than I myself expected.
You can finish it in 10 or so minutes if you just go to the exit, but it takes even more time to explore the rest of the map.
==================================================================================================
MAP06
Title: 37
Author: TimeOfDeath
Compatibility: limit-removing (prboom-plus -complevel 2)
Music: "Lazy" / "Knives, Spoons" / "Fast Speeds" by me
==================================================================================================
MAP07
Level name: Bloodcult Stronghold
Author: WindbagJacket
Compatibility: Limit removing
Tested on: ZDoom and prboom-plus
Building time: About a week and a half, plus a few more days spread over 2 months
Editors used: Doom Builder 2, GZDoomBuilder and Slade
Custom music: MAP24 from Community Chest 3 - credited there to "Bobby Prince (for id Software;)remixed by Jay Reichard"
Difficulty settings: Yes - easy, medium & hard. Mostly tested on UV.
Bugs: Probably still some misaligned textures.
==================================================================================================
MAP08
Level title: Bliss Toxin

Compatibility: Limit-removing (tested in Boom -complevel 2)

Music: "Space Storm" from Duke Nukem 3D

Description: A makeshift base in a secret cavern flooded with green ooze. Pipes snake through the rocky walls. Another illegal toxic dump, or perhaps the reverse—a grand-scale operation to harvest the nameless liquid?
==================================================================================================
MAP09
Level name     : Copper Exuviae
Author         : dobu gabu maru
Build time     : 40 hours
Programs used  : Doom Builder 2


Compatibility  : Limit Removing
Music track    : “Pluvious” by Bucket
Playtesting    : Zdoom, PrBoom
Skill settings : Yes
Bugs           : None that I know of

Description    : It is said that leagues beneath the surface of the Earth, 
shrouded in inescapable darkness is an enormous, nameless machine. For 
centuries, archeologists and historians alike have been unable to deduce 
what its origins or purpose could be, having neither seen nor touched its
cold metallic walls. If the legends are true, what ghosts roam its rustic 
halls? What devices were surreptitiously constructed in a place that not
even God could see? And what manner of lord rules its hollow husk now?
==================================================================================================
MAP10
Author - Matt Powell (Cannonball)
Name - Teenage mutant ninja demons
Build time - 2 weeks (Though mostly split into a couple of 2 hour sessions)
Built with - Doom builder 2
Tested with - Pr-boom plus v2.5.1.4
Compatibility - Limit removing
Difficulty settings - Yes
Co-op - Yes
Deathmatch - no
Music - The Sewers by Stuart Ryan (Stewboy)
General info - Pretty much inspired by Plutonia Map28 and Map29 of Doom Core where I have also used the same music track as the later. The gameplay ranges from your hectic plutonia theme to some tougher lock-in traps here and there. Lower difficulties should play a lot more casually though.
==================================================================================================
MAP11
The Reversion
Build time: dunno
Comp: probably vanilla w/some slime trails but dunno
Music: "Tempter" by Mark Klem
A map that was made for a project that will never be released because it sucked.
No difficulty settings
==================================================================================================
MAP12
Map name: Confliction
Build time: Buggered if I know
Format: Vanilla or limit removing. The drawseg limit might be a bit over in places, I'll likely tweak the map to minimize it in future.
Co-op: Not implemented
Deathmatch: Not implemented
Difficulty settings: Not implemented
Music: Not too sure, sounds kind of Heretic-esque
New textures: WFALL1 - WFALL4
==================================================================================================
MAP13
Name:Ancient Base
Format: Vanilla
MIDI: Exhume - Unknown Author, if anyone recognizes it, let me know
Difficulty Settings: Yes
Co-Op: Yes - Starts Only
DM: No

Okay, so here's the deal. I probably started this map in July, 1996. Yes, you read that right, July, 1996, in between maps I was working on for the Realm of Chaos megawad. I probably finished the first version in January, 1997, and it had a big airfield where the final area is now. I literally carved the final area out of the old airfield sometime in 1998 because it shows the obvious influence of Michael Krause. At that time, it was intended as Map02 of my Abcess project, which is why it has the weird rocket launcher right at the end, because those maps were meant for continuous play. I eventually dropped it from Abcess and decided to throw it in here.

This map is pretty much as it was in 1998. I did spruce it up a tiny bit awhile back, namely raising some areas plus I added a couple stimpacks and some extra shells today. This is old-fashioned attrition/resource management gameplay and is kind of easy, but it might be a little nastier if you can't find the secret SSG, because all you'll have is chaingun, single shotty, chainsaw and zerk fist.

There are some peculiar '90s features, including obtuse progression for the blue key, a weird, almost invisible stairway that can be really hard to climb, and Nazis! I love those Nazis. :D

I can spruce it up more in January or make it a lot harder, or just leave it as is. 

I didn't test it in Choco Render Limits, but I used to play it in MacDoom, so it should be okay. I'll give it a full test soon.
==================================================================================================
MAP14
Level name: Axerikos
Author: gaspe
Build time: 3 weeks
Programs used: Doom Builder 2, Slade 3
Compatibility: limit removing
Music track: E2M4 of HEROES.WAD
Playtesting: yes on PRBoom+ cl2
Skill settings: yes, somehow
Bugs: none
Author's comments: A rather big level inspired mostly by Nicolas Monti's Eviltech, and it's also an attempt to make a map with some 90's quirks and a surreal mood.
==================================================================================================
MAP15
Name: Research Center
Author: dpstatic
Description: a medium-length techbase map containing some hellish areas. 
Compatibility: Vanilla
Difficulty Settings: Yes
Editor: Doom Builder 2
Music: Running From Evil
Build Time: One Week
==================================================================================================
MAP16
Well, she's done. Has a lot less detail than I wanted, but that's what I get for procrastinating.
==================================================================================================
MAP17
Title: DES
Build time: 2 days
Compatibilty: Boom (CL 9)
Difficulty Settings: No

Music: Dragonland - The Never Ending Story
New Skybox: Yes, from plum's skystravaganza
Playtesting: prboom-plus 2.5.1.3, using complevel 9
Inspiration: Scype2k and RaphaelMode maps, episode 2 and 3 of Doom and Cyberdreams for gameplay mechanics
Bugs: i don't know, maybe the "stupid" section of the map? If you found any, please wrote down here!

Description: A weird "introduction" map, kill the cyberdemon and we all go in the Valhalla of DMP 2017. No really, is just this. Also more weirdness than the usual from me and a recycled starting room from my DMP 2012 map.
==================================================================================================
MAP18
Pretty easy going map, I've been lazy and used generalised linedefs, so I think that makes it cl9. You guys spoke of waterfall textures, I've used SW2BLUE as a placeholder 'til you decide which texture to use or release a small resource pack. Has skill modes, but only the ammo and health change, monster amounts stay the same, took about 12-14 hrs to make
==================================================================================================
MAP19
Level name : Skindustrial District
Author(s) : rileymartin
Build time : Over a week
Editor(s) used : GZDoom Builder
Compatibility: Boom
Music track : Map 16 in Bloodstain. Says Hell Revealed 2 as the source.
Playtesting : Yes, tested with GLBoom+ 2.5.1.4, GZDoom 2.3, Zandronum 3.0, ZDoom 2.8.1
Difficulty settings : HMP implemented but not tested.
Bugs : Maybe. Final area drops to 20-30 FPS in ZDoom-based ports due to the high monster count/density.
Inspiration : Sunder maps 07, 08
Author's comments : Flesh and metal themed abstract city map. Gameplay begins small and claustrophobic and gradually moves into a slaughter-ish direction. Straightforward, linear design with some minor platforming. Hopefully somewhat challenging for "good at Doom" individuals. The final wave is more amusing without infinite height.
==================================================================================================
MAP20
Level name : "Level Name"
Author(s) : Du Mhan Yhu
Build time : A few weeks on and off
Editor(s) used : Doombuilder 2
Compatibility: Boom
Music track : N/A; I don't care about music, add anything.
Playtesting : Once
Difficulty settings : Ultra Violence. 
Bugs : None that I caught. 
Inspiration : Off the top of my head.
Author's comments : This map, like most of my maps was all fresh off the top of my head as I went. So it might be kinda :/
==================================================================================================
MAP21
Oh god not this map
Format: Boom
Build time: I dunno, maybe about 8-10 hours on and off.
Music: "Under Death" by Mark Klem (Requiem MAP08)
==================================================================================================
MAP22
Level name     : Forbidden Grove
Author         : rdwpa
Build time     : 20-25 hours
Programs used  : GZDB

Compatibility  : Boom
Music track    : "Oversnow" from "The Elder Scrolls II: Daggerfall"
Playtesting    : PrBoom+, (G)ZDoom
Skill settings : Yes
Bugs           : None that I know of
==================================================================================================
MAP23
Sons of Liberty

I picked out this midi as inspiration and set about speedmapping a layout, then got quite carried away. This is the result. The best description i can give is a sandboxy slaughter arena with some set pieces scattered through it. This is my Doom homage to Metal Gear Solid 2 i guess - and yes, i do see the irony in a slaughter map paying tribute to a stealth game. There's a couple of easter eggs in there and the final fight is my way of recreating the RAY fight from MGS2.

Have fun! FDAs very very welcome :)

Build time: 2-3 weeks
Compatibility: Boom
Music: Yell "Dead Cell" Theme (Metal Gear Solid 2)
Graphics: cc4falls.wad and a custom sky (included in wad)
Difficulty settings: implemented, easy mode is very forgiving.
==================================================================================================
MAP24
Name: More Abstract Art - 2016.
Author: NoisyVelvet
Description: A semi-puzzle map, more or less cute. I wanted to submit something so I doodled a map together; here it is!
Compatibility: Boom (doors don't work in vanilla)
Difficulty Settings: Yes UV is pretty hard.
Editor: GZDoom Builder
Music: Dimension of Dreams (by Jimmy)
Build Time: 1 day.
==================================================================================================
MAP25
Level name: Harverster's Reminiscence
Author: antares031
Build time: Started from November 30. on and off
Programs used: Doom Builder 2
Compatibility: Boom
Music track: Skeleton's Waltz by Eris Falling
Playtesting: ZDoom 2.8.1 "Boom (Strict) w/ infinite tall actors", PrBoom 2.5.1.3 "-complevel 9"
Skill settings: Yes
Bugs: Slime trails around the scenery
Inspiration: Skeleton's Waltz by Eris Falling, Fomalhaut by Mechadon and Sky Pillar by antares031 from THT:Threnody
Author's comments: A level for DMP2016. It's also the biggest level I've designed so far. I was thinking about the better setup before the exit, but I was in a hurry to catch the deadline. At any rate, I hope you enjoy this one.
==================================================================================================
MAP26
Name: Space Base: Quadrant Delta
Compatibility: Boom
Music: "toas.mid" from vgmusic.com
Sky: Recolored sky from plmsky1.wad
==================================================================================================
MAP27
Here's my submission to the project, which is a small map with a silly idea in it: The Swarm

It's for Boom-compatible ports (tested in PrBoom+ cl9), and difficulty settings are implemented. Music is from TNT: Evilution's map16.
==================================================================================================
MAP28
Name: Crimson wood (yeah, can't really think of anything better heh, the name came this afternoon xD)

Map: Map 01 

Music: D_OPENIN (Doom 2's Icon of sin map) 

Custom sky: Yes, a recolor of a sky from plum's skystravaganza. 

Build time: 2 months (on and off) 

Tested with: Prboom+ 2.5.1.4, Complevel 9 

Known bugs: None than I'm aware of but, I guess there are some slime trails here and there (hopefully not so much). 

Difficulty settings: Nah (sorry) 

Coop: Yes, starts only. 

Deathmatch: Nope (not even player starts)

Revenant usage: A decent amount (sorry suitepee)

Chaingunner usage: Fuck yeah 

There, enjoy. 

Map is moderately hard (last fight may be quite hard though) and well, it takes place in a hellish/wooden landscape of sorts.
==================================================================================================
MAP29
Name: Emergent
Format: Boom
Midi: from Thexder
Difficulty settings: no
Coop: added the starts
DM: no
==================================================================================================
MAP30
HUB map by TimeOfDeath
==================================================================================================
MAP31
Level name : Descent
Build time : 11 h
Editor(s) used : GZDoom Builder
Compatibility: Any limit removing port
Music track : MAP05 of Doom 2 (Im using map05 slot)
Playtesting : tested with zdoom
Difficulty settings : Yes
==================================================================================================
MAP32
Name: Basement
Build time: 1 day
Tested in: zdoom, chocolate doom
Compatible with: everything
Iwad: doom 2
Difficulty settings: all five
Music: Track that plays in map02 in doom 2.
Build with: gzdoom builder
Description: This is the second map I've ever created, and don't except much from it. This map was going to be MAP02 in my megawad, but it won't hurt if I just post it here instead. It takes about two minutes to finish . Except many newbie errors. Have fun.
I wonder if someone will be mad at me if I still use it in my megawad.
==================================================================================================
MAP33
Level name: The Not-So-Secret Path
Author(s): Dgemie
Build time: Not counting planning, since November 2015(but probably less than 10 hours)
Editor(s) used: Doom Builder 2, XWE
Compatibility: Vanilla
Music track: tfs201.hmi from game Terminator: Future Shock, or, to be precise, the MIDI conversion from an unfinished Duke Nukem 3D mod "Duke Terminator"
Playtesting: Tested with doom2.exe and PrBoom-Plus 2.5.1.3 (complevel 2)
Difficulty settings: No
Bugs: Textures on one wall in the last hallway are not really aligned, but otherwise none that I know.
Overall direction, the area with lava - thepath.wad
The central room - I used to attribute it to crfe_p1.wad, now I'm not so sure
The reactor - ctrl_cen.wad
The section behind the red key door - D2INO MAP16, to a degree NDCP2 MAP06/14
The hallway behind the blue key door - ctrl_cen.wad again, also in a way Jaeden's maps in ZOF
The exit room - fort4.wad
Author's comments: This is what was going to be my DMP2015 map. Everything up to the red key room was designed in 2015 (when I didn't really understand what I wanted to have in maps), the rest was made in a creativity drive influenced by procrastination and being somewhat stunned.
==================================================================================================
MAP34
Level name : So we begin again
Author(s) : CWolf
Build time : 3-4 hours
Editor(s) used : GZDoom Builder
Compatibility: Vanilla
Music track : HACX Intermission
Playtesting : PrBoom 2.5.1.4 with -complevel 2 
Difficulty settings : Yes
Bugs : existing of this map?
Inspiration : HACX Intermission music
Author's comments : don't expect it to be long. It's just an "entrance" for vanilla part of DMP'16 from me.
==================================================================================================
MAP35
Game: Doom 2, obviously.
Level name: Lil'Devil's Map (working title, will probably be changed)
Author: me
Compatibility: Vanilla
Tested on: Chocolate Doom 2.2.1
Building time: 10 days (since September, 23)
Custom music: Yes. I used some track from Blood.
Difficulty settings: Yes.
Bugs: Haven't found any.
Visplane overflows: Not included in this release.
==================================================================================================
MAP36
My WAD

Rage 2

Small-mid sized map with 50 monsters (on UV).

Vanilla compatible.

Please let me know what you think if you play it, i'll definitely improve it, just putting it up here so maybe someone discovers a bug or something, or may have some suggetions.

Created with GZDoomBuilder and Slade.

Tested with ZDoom and Doom Retro.
==================================================================================================
MAP37
Here's a small map called Basran Nights.

Compatibility: All Boom-compatible source ports.

Description:
In the UBS-controlled parts of the Near East, hell has found a way. Brainwashing several former insurgents and jihadists, they have created a small, but terribly effective terrorist group known only as "al-Malak", known for their brutal killings, lack of motives, and extreme elusiveness. The UAC has received a request from the UBS to send one of their top marines to the city of Basra, where they believe a prominent al-Malak fortress is located.

Build Time: One and a half days.
==================================================================================================
MAP38
I've been meaning to submit a map to the dw mega project since 2012, so on a whim I thought I'd try offering up this tom19 tribute thing I made a few weeks ago. It won't be everyone's cup of tea, but hopefully it'll find some kind of niche somewhere.
==================================================================================================
MAP39
Level name : Death Greets You Like an Old Friend
Author(s) : Voltcom9
Build time : a few hours
Editor(s) used : SLADE3
Compatibility: G/ZDoom
Music track : Romero (Doom2)
Playtesting : Tested with GZDoom
Difficulty settings : No
Bugs : A bunch of texture alignment issues here and there
Inspiration : Plutonia Simulator in all it's wondrous glory
Author's comments : A very short difficult map.
==================================================================================================
MAP40
Level name : The Nephilim
Author(s) : DAZZER
Build time : 3 Days
Editor(s) used : GZDoombuilder,SLADE 3
Compatibility: G/ZDoom
Music track : paranoid.mid
Playtesting : Tested with ZDoom
Difficulty settings : No
Bugs : most should be alligned
Author's comments : something for map 1-10 cause its not that long but has some difficult parts in it :)
==================================================================================================
MAP41
Level name : Mass Defect
Author(s) : A2Rob
Build time : Couple weeks
Editor(s) used : Doom Builder 2
Compatibility: Boom
Music track : Aliens, Say Your Prayers (Bobby Prince)
Playtesting : Zandronum, GZDoom, ZDoom
Difficulty settings : Yes
Bugs : None that I know of
Author's comments : Took some inspiration from skillsaw's maps. Mainly looking for critique on difficulty and challenge
==================================================================================================
MAP42
Map name: Infernal Tower
File Name: tower_v1.wad
Format: ZDoom, tested in Zandronum and ZDaemon.
Song: Mars, Bringer of War from Holst's The Planets, sequencer unknown
==================================================================================================
MAP43
Map

Office By Night

Music

can't find the last slice of cake.mid from jmickle66666666s midi pack two

Notes

Use ZDoom or GZDoom and the supplied cc4falls.wad when playing.
==================================================================================================
MAP44
Forest of Hi

Format: LR
Build Time: On and off - maybe around two months, with minor refinement every now and then. Did not use Doom Builder at all when making this.
Music: Havana Smooth from ROTT

Uses waterfalls from cc4falls, forest hub map (really like this theme of map), lots of lost souls, low of supplies usually, no difficulty settings. If there's anything that makes this unwinnable let me know.
==================================================================================================
MAP45
Level name : The Village of Whispers
Author(s) : NoahMLG
Build time : 3 days
Editor(s) used : GZDoom Builder
Compatibility: Zdoom
Music track : Running From Evil
Playtesting : playtested with zdoom and gzdoom
Difficulty settings : no
Bugs : texture alignment issues
Inspiration : Lovecraft
Author's comments : The original idea was an ascent up a mountain side which lead into a small town but the town soon became the temple.
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MAP46
MAP01 : CONFOUNDING
Single player: yes
Multi-player: yes
Deathmatch: yes but minimal support

This is my first DOOM map that I've made in almost 10 years.
I hope you enjoy it.
luckygreentiger@gmail.com
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MAP47
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Compatibility               : ZDoom compatible
Primary purpose         : Single Player
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Title                        : poundwad_map01
Version                  : 1.0.0
Filename               : poundwad_map01.zip
Release date        : 12/22/2016

Author                         : t3hPoundcake
Email Address           : z.mezaros1@gmail.com

Misc. Author Info       : Veteran Doom player, newish mapper. First public release right here.

Description             : This was set to be the first map in a short story driven episodic map set for Doom 2. It died out when I lost progress on the second map, and I decided to release this map anyway as part of the Doomworld Megawad Project for 2016. I'll save juicy story details for if I ever decide to revisit the project but for now this is the first public taste of my amatuer mapping style. Influenced by the first episode of Scythe mostly, this small map combines a few staple elements of many PWADs like a storage room with crates to traverse, indoor and outdoor areas, a lot of enemies and a decent arsenal for a first map. I experimented with lighting a lot, much of it is a failed attempt but I'm proud of it and I hope to get feedback and suggestions and criticism of my mapping style so far. 

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* What is included *

New levels              : 1
Sounds                  : No
Music                   : No
Graphics                : No
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : No
Other files required    : None


* Play Information *

Game                    : Doom 2
Map #                   : MAP01
Single Player           : Designed for
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Other game styles       : None
Difficulty Settings     : No


* Construction *

Base                    : New from scratch
Build Time              : <1 week
Editor(s) used          : GZDoom Builder

Known Bugs              : Currently no known bugs. Only tested with Zdoom/compatible ports.

May Not Run With...     : Currently this map will run with any gameplay mod provided the mod works with whatever source port you're running.


* Copyright / Permissions *

This map can be distributed on any platform for any purpose other than monetary gain. The underlying assets, code, and technology belong to id Software, and if applicable the respective rights go to the creator and maintaince team of GZDoom Builder. I merely took the tools at hand and created something unique to my vision.


Thank you.
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MAP48
Hi, My MAP is ready, Underwater Labyrinth inspired by Sonic 1 Labyrinth level (Why is that kind of maps so rare ?) , 90% Of the map takes place underwater and you need to kill every monster to progress, I Have also recreated some of the puzzles seen in Sonic 1 Labyrinth level, Here's it give it a shot, Please tell me if you found any bugs
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MAP49
Name: Public Port
Compatibility: ZDoom (Uses MAPINFO and particle fountains)
Description: A somewhat linear techbase type map. Has some nice detailing, but nothing TOO special. 
Music: Unknown from M.E.; from Sonic Adventure. (Some other midis are in the wad. Feel free to change which one plays. In no particular order, they are: Wheel Gator from Mega Man X2, Supporting Me from Sonic Adventure 2, Break Out from Mega Man Zero 3, and Mechanical Resonance... for Final Egg from Sonic Adventure.)
Build Time: Two weeks, a week of inactivity, and today. Fifteen days of actual work.
Graphics: Base game.
Difficulty Settings: Implemented to a degree. A horde of zombiemen only appears in full force on Ultra-Violence.
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MAP50
Level name: Cursed Realms - Fiery Monkey Arena
Author: StormCatcher.77
Compatibility: GZDoom 2.2.0 only
Tested on: GZDoom 2.2.0
Building time: 6 days (from 22th to 28th of December)
Editors used: GZDoom Builder 2.3
Custom music: Bucket - Plugged In (Plutonia MIDI Pack)
Difficulty settings: No 
Bugs: Large black dot that appears when you look up, standing in the arena. I do not know what it is and how to fix it ...
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