===========================================================================

LIMIT BUFFET additional info

===========================================================================

Mod Info		: The included DEH patch features some changes to
			  a few enemies and some weapon changes.

			  The chainsaw has had its speed quadrupled.

			  The pistol has been replaces with a faster and
			  perfectly accurate SMG.

			  The chaingun has been upgraded to fire faster,
			  and bullet capacity has been increased.

			  The plasma gun now fires fewer more powerful
			  projectiles for overall higher damage. Plasma
			  pickups and ammo have also been rebalanced to
			  compensate.

			  Cybruiser - 750 HP - Fires one rocket and throws
			  one baron projectile. They are prone to infighting.

			  Baby Cacodemon - 120 HP - Fires a volley of five
			  weak projectiles and can fly into tight spaces.

			  Flame Gunner - 250 HP - Fires a full fan of mancubus
			  projectiles. Easy to stunlock.

			  Some monsters have some altered behavior. The caco
			  now fires two imp fireballs. Archviles now infight
			  just like other monsters, and monsters will retaliate
			  against them, but they won't fight arachnotrons.
			  Revenants no longer have a "dead zone," they'll
			  fire rockets at any distance.

===========================================================================

MAPS and MIDIS with limitations

The maps all have a difficulty rating, explained below. Ratings are
assigned by Large Cat.

Easy - On par with the iwads. Most players can probably beat these maps
	without dying, or the map is very short.
Medium - Manageable, but possibly with a hectic moment or two. Still
	very beatable blind, but death can occur with poor luck.
Hard - Manageable with foreknowledge, but will likely claim the lives of
	most players at least once.
Extreme - Relies on unusually precise play or niche skills to win.
	Many players will prefer these maps on HMP or lower.

What follows is a list of all maps and corresponding midis, including
their limitations and comments by the authors. Par times are given by the
mappers.


MAP01: Libra Woods
Mapper: NinjaDelphox
Par: 0:32
Difficulty: Easy
Limitation: May not contain any monsters.
Comments: This is what happens when you let the 300 monster per map on
	average guy make a map with 0 monsters

MIDI: Loveless, Lovelost
Composer: Arsinikk
Limitation: Pitched instruments may only use 9 different pitches.
Comments: This is one of my favourite midis written for the project. Right
	from the get go, I knew that this midi was meant to be used for
	NinjaDelphox's monster-less map. I went with a more calm midi to
	match the map's tranquil atmosphere. I knew that NinjaDelphox's
	favourite instrument is the piano and so the second half of the
	midi emphasises the piano quite a bit.


MAP02: Slime City Ruins
Mapper: Knifeworld
Par: 4:17
Difficulty: Medium
Limitation: May contain only one weapon pickup.
Comments: Painful rocket bonuses

MIDI: Barons per Mancubus
Composer: DiR
Limitation: Tempo must increase by 5 bpm every other measure.
Comments: I played through the map a few times to get a feel for the level,
	it starts off slow with some methodically placed rockets but once
	the pain elementals come in it gets really hectic with lost souls
	flying around everywhere. Tricky stuff! I fell in the pit a few
	times.


MAP03: Quick Draw
Mapper: RED77
Par: 3:00
Difficulty: Easy
Limitation: Map may only contain hitscan weapons and monsters.
Comments: It's simple: They see you, they'll shoot you. So you better be
	quick or be ready to burn in hell.

MIDI: Bullet Time Signature
Composer: Large Cat
Limitation: All note events must be 30 tics long and no pitch may repeat
	twice in a row.
Comments: Once again, the harp shows why it's the best instrument,
	functioning equally well at any note length. The "no repeat
	pitches" requirement was to remove my temptation to sustain via
	tremolo. I concocted this limitation to mirror the "bullets only"
	limit for the map.


MAP04: Nice
Mapper: tonytheparrot
Par: 1:10
Difficulty: Medium
Limitation: May use at most 69 linedefs.
Comments: Despite being so short, this map took a long time to finish since
	I had no idea what to do with it visually, but I think it turned
	out good in that aspect. also, originally the HMP difficulty was
	originally UV, but based on feedback that it could be made harder
	for that difficulty, I added a harder UV. Don't have much else to
	say, just enjoy the RL fun!

MIDI: Starcase
Composer: Large Cat
Limitation: May be at most 11 seconds long.
Comments: It's unfortunate that my chosen tempo of 160 bpm only fits 7
	bars. Hence why the loop feels a little lopsided. The name
	combines the map's starry sky with the "staircase" of rising
	tonality through the loop.


MAP05: Cybersys
Mapper: Worm
Par: 0:30
Difficulty: Easy
Limitation: Monster HP total may not exceed 2000.
Comments: Lose weight by running away from the Diet Cyberdemon.

MIDI: Four on the Floor
Composer: Large Cat
Limitation: Only uses four pitches and octave shifts.
Comments: It turns out a four-note scale is plenty for a short song.
	I don't even use the fourth note until well into the buildup.
	Despite the name, I don't think the drums actually lay down
	four on the floor.


MAP06: Storming the Water Valley
Mapper: Walter C
Par: 1:13
Difficulty: Easy
Limitation: Only contains one (playable) sector.
Comments: It's time for action, sgt. Doomguyman of Miami PD! Destroy the
	wicked forces of evil in the final showdown and defend the universe
	by bringing mf AMERICA! With lasers! YEAH!

MIDI: Accruing Avalanche
Composer: Large Cat
Limitation: Tempo increases by 5 bpm every measure.
Comments: Walter requested '80's rock for this map. I'm no expert of 80's
	rock, but the restriction naturally divides the song into a
	low-energy synth intro and a high octane rock section.


MAP07: Sludge Factory
Mapper: Spineapple Tea
Par: 1:58
Difficulty: Medium
Limitation: May only use two monster types.
Comments: It's like a darker, boney-ier Dead Simple. Wish there was more to
	say here. Deathmatch is probably pretty fun, but I personally
	wouldn't know.

MIDI: Repetition Illegitimizes
Composer: Keagan Dunn
Limitation: May be at most 11 seconds long.


MAP08: Mi Castillito
Mapper: Cacodemon187
Par: 1:50
Difficulty: Medium
Limitation: Vertices must be at least 64 units apart.
Comments: A castle rests in the deepest crevice of your hippocampus.
	Explore in any order you like.

MIDI: Motion Pitcher
Composer: DiR
Limitation: Odd time signature (9/8)
Comments: I used 9/8 time signature to make the music sound like it's going
	on for just a little bit longer with that extra 1/8. Audio balance
	will likely sound different across soundfonts, so I just mixed for
	the GM Wavetable since most will be using the default anyways.


MAP09: Caves of Aed
Mapper: Lorcav
Par: 1:45
Difficulty: Easy
Limitation: May only use 3 wall textures and 1 flat.

MIDI: Tonal Tour
Composer: Large Cat
Limitation: Starts in Eb major, moves up one diatonic mode every four bars.
Comments: This one seems to fit with an exploration setup as the modal vibe
	shifts through many different moods.


MAP10: Surreal Survivalism
Mapper: Arsinikk
Par: 2:30
Difficulty: Hard
Limitation: May not use wall textures.
Comments: The impossible challenge of making a map with no textured walls.
	How could I not accept the challenge? The description of this map
	mentioned it would feature many HOMs, but with the technical
	knowledge of flat bleeds, skies, and invisible sectors, I was
	determined to make a relatively good looking map under the
	restriction. This seemingly absurd restriction allowed for some
	surreal experimental environments.

MIDI: Locrian But Not Really
Composer: Arsinikk
Limitation: Written in C melodic minor.
Comments: This was the first midi I wrote for the project... Which is a bit
	sad because it was a complete fail on the limitation side of
	things. I do not have any music theory knowledge and it seems this
	is what I end up with when I try to write in Locrian Mode. You can
	probably tell I was trying to write in a certain mode, as the notes
	in some instruments have quite strange melodies. It's nice to see
	that this midi was approved for some reason.

MIDI: Sunshine and Baby Cacos
Composer: Arsinikk
Limitation: Composed without hearing the song at all (except some mixing).
Comments: This midi was actually written to be used in somebody else's map
	and not as a bonus section of MAP10. But as the midi was extremely
	happy sounding, no one seemed to pick it up. I decided to add it as
	a secondary track to MAP10 when I added a super secret fight and
	area to the map. As that map section is bonus, the happy track
	seems to fit it pretty well. As the limitation implies, I did write
	this midi while never listening to it once. I'm quite surprised
	about how this midi turned out (as in it wasn't complete garbage).
	It's worth noting this was my first attempt in writing a midi
	without listening to it, and the fact that it ended up so cohesive
	was surprising to me. If the track sounded bad, I probably would
	have never submitted it :P


MAP11: Doom-guy and The Burning House
Mapper: ThatWeNGuy
Par: 3:00
Difficulty: Medium
Limitation: All sectors but one must have light level 0.
Comments: So f**king dark!

MIDI: Nightlight
Composer: Arsinikk
Limitation: Must consist of several parts that switch dynamically.
Comments: One of the later tracks (or string of tracks) composed near the
	end of the project. I wanted to come up with a limitation that
	wasn't already in Large Cat's list. After playing the map, I
	realised that with the map constantly switching from light to dark,
	that having a dynamically changing soundtrack just made sense.
	Since this was limit-removing, it was one of the rare times that I
	could add music changers in the map and luckily I was allowed to
	add them to the map. Composing each of the sections was actually
	quite tricky. You may have noticed that only one of the music
	sections has drums and that's on purpose. The way the music
	changers work in limit-removing is that they change the music
	depending on if the player is in that sector... This means that
	the separate music sections can't be synced on beat. As a result
	of this I made sure that all sections didn't have a consistent
	rhythm, in fact I deliberately changed tempos and broke rhythms in
	most sections. It's worth noting that Large Cat complained about
	the original composition having three sections being in a
	different key than the others. Since I approached the tempo
	changes as variable, this didn't bother me, however I will agree
	that making all the compositions in the same key does help them
	feel more cohesive.


MAP12: Waterworld
Mapper: Eon Toad
Par: 2:15
Difficulty: Easy
Limitation: May use only liquid textures and flats.
Comments: Welcome to the watery domain. Watch your footing, and don't
	forget to bring a towel.

MIDI: Anxiety Level Five
Composer: Keagan Dunn
Limitation: Tempo must increase by 5 bpm every measure.


MAP13: As Good As It Gets
Mapper: Andrea Rovenski
Par: 0:40
Difficulty: Easy
Limitation: Mapping must be completed in 15 minutes.

MIDI: Out of Fucking Time
Composer: Arsinikk
Limitation: Composed in 15 minutes.
Comments: Like the map this midi is for, this was a midi I whipped up in 15
	minutes. I specifically made sure I didn't go over by having the
	discord server keep track of when I started and stopped. In
	addition I set up a blank slate in my DAW primed for the most
	easily and quickly way to set up midi instruments. The title refers
	to the stress of writing, mixing, and mastering the midi in just 15
	minutes. As did the map limitation, I was able to tweak the midi
	afterwards as per feedback, which I ended up making the midi a bit
	better from its original submission.


MAP14: Remote Facility
Mapper: Reelvonic
Par: 2:52
Difficulty: Easy
Limitation: May use at most 250 total combined vertices, linedefs,
	and sectors.

MIDI: Brutal Mistress
Composer: Arsinikk
Limitation: Only uses 8 pitches.
Comments: I think it was around this point in the project where I decided I
	was finished making midis for it... And then I wrote this midi :) .
	The main idea for this midi was for it to have TNT music vibes, and
	so I deliberately listened and checked out some of the music of TNT
	to help fuel my inspiration. I used certain rhythms and note
	arrangements that were quite similar to the TNT soundtrack, that I
	think I succeeded in both writing something that felt TNT-like
	while also not being a copy. Those who know my midis know that I do
	love my low slap bass rhythms.


MAP15: Forged in Stone
Mapper: scientifikgenius
Par: 5:30
Difficulty: Easy
Limitation: The only allowed monsters are imps, cacodemons, hell knights, 
	barons of hell, and cyberdemons.
Comments: This level contains rooms of many themes and points of origin,
	containing health, weapons, and are lurking with beasts that
	commonly share one thing in common: they all shoot straight, and
	are deadly. Proceed with caution. Fight on!!!!!! Good luck, dude!
	Map was originally titled both The Unfair Abuse of Power and
	Territory 7. Shoutouts to the people in the LB project, you are all
	amazing people. HAVE FUN!!!

MIDI: Selling Out
Composer: Keagan Dunn
Limitation: Only uses 7 pitches.



MAP16: Toxic Dump Capital
Mapper: ChippiHeppu
Par: 1:00
Difficulty: Medium
Limitation: Only has two sectors.
Comments: This nuclear waste disposal site consists of no more than 2
	sectors. Traverse with caution, as the sea of toxic waste below
	won't do you any good.

MIDI: Toxic Dump Capital
Composer: ChippiHeppu
Limitation: Only uses four pitches and octave shifts.


MAP17: Butcher Box
Mapper: Arsinikk
Par: 1:30
Difficulty: Hard
Limitation: Fits within a 1024 x 1024 map unit box.
Comments: A 1024x1024 box of death: welcome to the Butcher Box. This map
	actually took a lot longer than it should have, all due to floor
	changing shenanigans. From the arena's shape-shifting nature to the
	relentless hordes, rest assured that this map's layout is a monster
	in of itself.

MIDI: Intimate Kinetics
Composer: Arsinikk
Limitation: Only uses four pitches and octave shifts.
Comments: Despite only using four notes with multiple scales, this
	limitation was quite easy. This is also one of my most "me" midis
	in this project, using my signature off-beat driving dance rhythm
	with saw bass. I've always thought that Doom could use more dance
	inspired midi tracks. This midi also uses a trap-inspired
	percussion, which isn't something you typically hear in Doom midis.


MAP18: Marbstein
Mappers: Amiga Angel and Large Cat
Par: 1:45
Difficulty: Medium
Limitation: All 2-sided lines must be parallel.
Comments: [Large Cat] Amiga Angel did the layout and added some blocks of
	monsters, while I did the combat tuning and added a bunch of
	detailing. I turned the map into a cyberdemon chase when I realized
	how easily they can follow you down a long, wide hallway, which
	seems like a natural consequence of the limitation. I also wanted
	this map to give a little love to the quad-saw, which can mow
	through tight crowds better than a single target.

MIDI: Merry Go Fuck Yourself
Composer: Arsinikk
Limitation: Tempo increases by 5 bpm every measure.
Comments: The fact I even did this midi is a miracle. By this time in the
	project, I said that I was completely done with making midis after
	the other 15 were done. But the other reason I'm surprised this
	midi exists, is that I just wasn't a huge fan of the Anticipation
	limitation in general. I thought that the other tracks that used
	this limitation sounded a bit the same. Regardless, somehow I made
	a midi using this limitation anyway. I will say that just cuz the
	midi is speeding up, the actual rest of the midi is free game in
	terms of limitations. The mapper was looking for a midi that was
	somewhat close to Wolfenstein 3D, and so the first thing I did was
	start listening to the Wolf 3D Soundtrack to see if I could get any
	ideas. Two midis that caught my attention were "Pounding Headache"
	and "Hitler Waltz". It's worth noting that I'm a huge Bobby Prince
	fan when it comes to midis. I ended up writing something that felt
	a bit circus-y which I think worked well with how the map messes
	with the player in terms of making them run away near the start.
	The midi name is a riff off of "merry go round" but embraces the
	troll-y aspect of the map.


MAP19: Unboxing
Mapper: SharkyChip
Par: 2:00
Difficulty: Medium
Limitation: Each texture and flat may only be used once.
Comments: It was an interesting experience to be indirectly limited on how
	many sectors and linedefs I could use, with the added challenge of
	making it a cohesive experience. Anyway, all I can say is, you
	never know what's inside the box until you look inside.

MIDI: Teleport Trap
Composer: DiR
Limitation: No pitched instruments.
Comments: I tried, but of course it would sound goofy in the end because of
	the nature of the challenge.


MAP20: Castle Zombieman's Secret
Mapper: SuyaSS
Par: 6:06
Difficulty: Medium
Limitation: Uses only zombiemen and the BFG.
Comments: You basically have infinite rifle ammo in this map due to all the
	zombiemen dropping clips. This was unintentional however I
	completely utilized this "feature". This map requires you to use a
	lot of the rifle to complete it. Also, 1010 monsters on UV lel.
	(don't let that number intimidate you, it's much easier than it
	looks.) Also, the map's name is Castle Zombieman's Secret (the
	secret being the hell area) and the map uses all three skies.

MIDI: Central Fissure
Composer: DiR
Limitation: All pitches restricted to F2-F3 and F5-F6 ranges.


MAP21: Staycation
Mapper: mr around
Par: 2:10
Difficulty: Medium
Limitation: All linedefs are monster-blocking.

MIDI: Station Ensemble
Composer: Arsinikk
Limitation: Only uses 8 different pitches.
Comments: This was the hardest midi to compose for the project. In fact, it
	is the only midi that received multiple rewrites. I was just
	constantly unhappy with how the midi was turning out. While I'm
	more happy with what I ended up with, this is probably my least
	favourite midi in the project. The main problem I had with the midi
	was that despite it having string instruments, the actual rhythms
	kept having a stilted quality to them. The rhythms just didn't feel
	as organic as rhythms using string instruments should. Originally
	the midi was named "Station Quartet", which is a much better name
	in my opinion, but I ended up changing it when the midi stopped
	just being four voices.


MAP22: Abysmal Ambush
Mapper: Codename_Delta
Par: 1:45
Difficulty: Hard
Limitation: All linedefs are sound-blocking.
Comments: I can't actually beat this map on UV, making it the Hardest
	Codename_Delta map, by far. It's lucky that I got it just right
	when Large Cat tested it, for all difficulties. The pillars are
	difficulty dependent, as some are only on UV, some only on UV and
	HMP, and none on the babby modes. I think I did a good job in
	making a map that looks a bit weirder than an average
	Codename_Delta map, even with what decino said about
	Deimos Anomaly E1M8.

MIDI: Surround Silence
Composer: Large Cat
Limitation: Tonic triad is panned left, other pitches panned right.
Comments: The early portion is moreso just a regular song with funky
	panning, but I think I got the hang of using the panning more
	intentionally in the latter half. The name plays on the sound-
	blocking nature of the map combined with "surround sound," as
	this is my first foray into using any sort of panning.


MAP23: Diabolical Dichotomy
Mapper: Large Cat
Par: 2:00
Difficulty: Hard
Limitation: Monsters cannot see outside their own sector.
Comments: When monsters can't see outside their own sector, you get
	paranoid about drawing sectors. That's my excuse for the spartan
	detailing, anyway (along with needing to rebuild the REJECT table
	every time I save the map). Ideally, after getting used to the
	gimmick, one can mop these fights up tidily, particularly the
	final one.

MIDI: Playhouse of Horros
Composer: Arsinikk
Limitation: All pitches lie the F3-F4 and B4-F#5 ranges.
Comments: This is another one of my favourites from this project. Just
	writing it was a breeze and just came naturally. I love the playful
	dark tone that the midi embodies, which seems to compliment the map
	as well. I'm glad to see one of my midis being used with a Large
	Cat map, as Large Cat being a composer is more likely to write
	their own midi. I wouldn't say this midi has a rewrite, but I did
	do a stereo sort of rewrite with the instruments, giving an
	interesting stereo pan experience. While writing the midi, it was
	called "Dollhouse of Horrors".


MAP24: Temple of Khorne
Mapper: Amiga Angel
Par: 2:30
Difficulty: Easy
Limitation: Only uses at most three of each monster
Comments: A temple dedicated to the blood god khorne. Explore at your own
	risk.

MIDI: 6 Tones, 6 Instruments, 6 Eight
Composer: Large Cat
Limitation: Only uses notes from a whole tone scale.
Comments: The whole tone scale pretty much removes all of the good notes
	for Doom music (the minor second, minor third, fourth, and fifth
	in particular), so this was actually trickier than the four-note
	song. It's also hard to have chord progressions when the scale's
	intervals are identical from every starting note. Hopefully
	there's some sense of tonal progression in there.


MAP25: Time Skip
Mapper: Qeswic
Par: 7:00
Difficulty: Easy
Limitation: All linedefs must be either impassable or valid teleporters.
Comments: As you emerge from the teleporter you think to yourself,
	"haven't I been here before?"

MIDI: Bridging Rifts in Time
Composer: Large Cat
Limitation: All pitches lie in the ranges F2-F3 and F4-F5.
Comments: This map structure is just asking to have a four-variation midi
	for its four pieces. The mood is on the dour side, but you also end
	a caco love story by telefragging one of them and gunning down the
	other, so...


MAP26: Lower Wait Raze
Mapper: IvanDobsky
Par: 2:30
Difficulty: Medium
Limitation: All but three sectors and linedefs must share a tag with the
	line action 123: SR lift lower wait raise (fast).
Comments: This map was my first time using Load-bearing Arachnotrons in
	doombuilder, hopefully not the last

MIDI: Trepidation Suite
Composer: Arsinikk
Limitation: Uses a 12-tone-style structure. No pitch may be repeated on
	an instrument until all 11 other pitches have been played.
Comments: I'm honestly surprised how this midi turned out. When the drums
	kick in, the midi has this kind of rap song feel to it... Just
	being a bit more sinister. This is one of the few midis that was
	snatched up rather quickly by the mappers.



MAP27: The Live in the Walls
Mapper: NinjaDelphox
Par: 2:12
Difficulty: Extreme
Limitation: May not delete or undo mapping mistakes.
Comments: Well this is nowhere near the visual and technical quality of my
	regular maps, I also added a 2nd imposed limitation on myself where
	I just wouldn't test anything until the end, came out surprisingly
	ok. A lot of texture mess-ups and enemies being stuck in random
	places, this map taught me I mess up almost anytime I do something
	lmao.

MIDI: why you locryin
Composer: Large Cat
Limitation: Written in locrian mode.
Comments: Technically I wrote this for another map, but this track helped
	inspire this project, so I think it has a place here. The map I
	originally wrote this for was rather difficult, so I associate this
	tune with high-intensity gameplay, and I think that matches its
	naturally restless feeling.


MAP28: Doom is a 1D Game
Mapper: Ravendesk
Par: 2:30
Difficulty: Extreme
Limitation: Map is only 128 map units wide.
Comments: It's 128 units wide map, what else did you expect.

MIDI: Something Awful
Composer: SuyaSS
Limitation: Tempo increases by 5 bpm ever measure.
Comments: Here is something awful, literally. This will be the first midi
	that i fully made with sekaiju. Also, I find the higher bpm section
	to be much better as I normally compose in those bpm.


MAP29: Healthless
Mapper: HiRon
Par: 1:55
Difficulty: Extreme
Limitation: The only healing is 9 health bonuses and a green armor.
Comments: There is a good reason why the level is as short as it is, with
	the amount of health and armor in this level equating to E4M1 of
	the original doom. The most important part of this map is don't get
	hit lmao, but that's not easy to do. Expect some trouble with the
	ending room.

MIDI: Class Action Suit & Tie
Composer: DiR
Limitation: Written in 7/4 time.


MAP30: BFG Ballbuster
Mappers: Arsinikk and DiR
Par: 6:00
Difficulty: Hard
Limitation: Provides a BFG and an infinite cell supply.
Comments: [Arsinikk] Designing a map with a beginning BFG and access to
	unlimited cells is a challenge. Immediately I had the idea of
	giving the access to such cells via recharge stations. And so for
	the beginning of this collab map, a sort of hub area was designed
	with health, armour, and cell recharge stations in the middle, with
	each connected path leading to a fight that had to be done without
	the aid of extra cell ammo. This was to keep the gameplay a bit
	fresh with the premise.

	Due to a bit of a miscommunication, I ended up designing all of the
	branching fights to the hub area, with the final finale area being
	made by DiR. However, despite such miscommunications, the map
	turned out to be a great action-packed closer to the megawad.

	[DiR] I had a tricky time thinking of something for the map since I
	rarely let the player have the BFG. This map is almost exclusively
	the BFG so I had to try some other ideas out in the end. Originally,
	there were even more monsters planned to be in the upper layers of
	the final area but that was too much of a slog so rocks and trees
	now take up the space as well as some stray baby cacos. I had to
	redo the circle a couple times because of the sectors freaking out
	and getting confused but it held together in the end.

MIDI: Corpse-ilicious
Composer: Arsinikk
Limitation: Only uses a five-note scale.
Comments: This is one of the midis that I accidentally messed up. The
	prompt was to use four notes with their scales, and half of the
	riffs did use four, but one note that wasn't used in the other
	half. So basically Large Cat ended up accepting it as a five note
	scale limitation. I would say that the way this midi sounds is
	quintessentially "me", with how the melodies and song structure
	goes. Originally the midi itself was more of a draft for DiR to
	work off... But he ended up not doing anything with it. I then went
	to Large Cat as well. Eventually I just ended up fixing it up a
	bit; adding more drums and extra melodies throughout.


MAP31: Plan
Mapper: NiGHTS108
Par: 0:30
Difficulty: Easy
Limitation: Setup for MAP32.
Comments: Yes, witty player. This was made after MAP32. Thanks for noticing.

MIDI: Any Second Now
Composer: DiR
Limitation: At most 11 seconds long.
Comments: This one took a lot of time, I had to remove the old melody from
	the 11 second version because it wasn't in locrian.


MAP32: Execution
Mapper: NiGHTS108
Par: 1:00
Difficulty: Medium
Limitation: All items from MAP31 become monsters, and all monsters become
	items.
Comments: I'll admit it's not the peak of my creativity in Doom maps, was
	in sort of a Doom burnout when I made it so BFG spam it is. It's
	what I do best. Enjoy.

MIDI: Any Second Now (Feature Length)
Composer: DiR
Limitation: Written in locrian mode.


MAP33: Top-Down Trouble
Mapper: thelamp
Par: 0:30
Difficulty: Medium
Limitation: May not use visual mode or test the map.

MIDI: Soundline
Composer: Large Cat
Limitation: Did not listen to the midi until it was finished.
Comments: The mixing turned out pretty well without me hearing it
	beforehand, I think. Three issues caused by not listening: the bass
	is too low in some places, there's one wrong note, and...I forgot
	to copy the drums for the second half of the song. So when the
	drums drop out, we'll call it an artistic choice. The name is a
	play on the "sightline" needed for the archvile's attack; I lacked
	a "soundline" to my own song.


MAP34: Cathedral of Chaos
Mapper: IvanDobsky
Par: 0:38
Difficulty: Medium
Limitation: All thing types were randomized (except keys, starts, and
	teleport destinations).
Comments: Our team of balance scientists have calculated the best possible
	thing placement for maximized challenge to enjoyment ratio, please
	take up any complaints with them.

MIDI: Pitcheidolia
Composer: Large Cat
Limitation: Most pitches (and some rhythms) are randomised.
Comments: It was really hard to come up with a limitation as pithy as
	randomising things in a map, so I took a more ad hoc approach. I
	had a lot of trouble, since I generally try to make up for lack of
	technical midi knowledge with harmony and melody. At least the dice
	gave me some good sounds in there. Some pitches were randomised
	atonally, while some were kept within Eb minor. The name is a play
	on "pareidolia," the phenomenon of ascribing patterns to randomness.


MAP35: Crevice of Cacophony
Mapper: Death Bear
Par: 0:01
Difficulty: Easy
Limitation: Mapped in 100 seconds.
Comments: 100 seconds, 5 cacodemons, 1 SSG, No Health, and a bit of grit.
	It took me 42 attempts, and now my work is done. Now shoot some
	Cacos or you're fired!

MIDI: Deathcore AF
Composer: Arsinikk
Limitation: At most 11 seconds long.
Comments: I think this is the only real metal inspired track that I wrote
	for this project. I guess I found metal as a genre harder to fit
	with the limitations. Despite the short length, I'd say the midi
	does its job well. Delivering a double bass heavy metal guitar
	riff. Luckily because of the map length, the midi never outstays
	it's welcome. Similarly to "Instrument of Hate", the midi used to
	have more melodies and build up, but because of the short repeating
	nature of the track, those added parts became more distracting and
	annoying in a way they wouldn't in a longer track.


MAP36: Dichotomy Dissolved
Mapper: Large Cat
Par: 2:00
Difficulty: Extreme
Limitation: None
Comments: This is MAP23 without the REJECT table shenanigans. I needed to
	add a little cover to compensate, but I think it's still tougher
	than the original.

MIDI: Same as MAP23.


MAP37: Libra Woods Corrupted
Mapper: NinjaDelphox
Par: 1:00
Difficulty: Extreme
Limitation: None

MIDI: Loveless, Lovelost (Extended)
Composer: Arsinikk
Limitation: Only uses 9 different pitches.
Comments: When playing NinjaDelphox's MAP01, I had decided that my original
	version of "Loveless, Lovelost" was too short for such a map as in
	my playtime of the map usually resulted in the midi being played
	around 5 times or more. And so I got started working on a slightly
	longer version. Unfortunately, I sorta forgot the prompt for my
	first stab at an extended version that that version had to be
	scrapped as it strayed too far from the limitation. However, I
	think the extended version I ended up with was far better anyway,
	so I'm happy with what I got. NinjaDelphox however wasn't a big fan
	of the extended version, and so we ended up keeping the original in
	the MAP01 slot and using the Extended version of the midi for the
	bonus monster version of his map instead.


MAP38: Extended Stay
Mapper: mr around
Par: 3:00
Difficulty: Extreme
Limitation: All linedefs are monster-blocking.

MIDI: Same as MAP21.


MAP39: Last Course
Mapper: Large Cat
Par: 0:02
Difficulty: Easy
Limitation: All monsters are completely blind.
Comments: A time to celebrate everyone's hard work. The buffet area is
	based on an actual Chinese buffet I've visited. The midtex tables
	used to have even more linedefs, but the framerate loss was driving
	away business.

MIDI: Bite Size
Composer: Large Cat
Limitation: All note events must line up to the 120-tic grid.
Comments: I originally wanted to use a limitation like this for MAP08,
	given the similarity to that map's limitation and the naturally
	gentle feel this limitation produces. Hopefully this creates some
	relaxing ambience to which one may enjoy their meal. The name
	is a reference to all time units being multiples of one "bite" of
	120 tics.


Title MIDI: Inhibition Feast
Composer: Arsinikk
Limitation: All pitches lie in the ranges B1-Eb2 and B4-Ab5.
Comments: I wanted to make sure that I used a limitation other than
	Quality over Quantity, since title tracks already fit that
	limitation easily. Settled for using the Two Worlds limitation.
	I originally made 3 different versions, until I landed on the
	version that fit the best in-game.


Intermission MIDI: Four-String
Composer: Large Cat
Limitation: Uses only a four-note scale.
Comments: 


Text MIDI: Instrument of Hate
Composer: Arsinikk
Limitation: At most 11 seconds long.
Comments: I'm glad this midi found a home, since I made it pretty early
	during the project, with no one claiming it. I really had no idea
	what kind of map this midi would fit with, as it was very horror
	inspired, which requires a very specific kind of doom map to fit.
	This midi was much more difficult to put together as I wrote it to
	play during a level. Originally the midi had some extra melodic
	elements, but because the midi being constantly repeated after just
	12 seconds, I decided to scrap them since it made the midi
	repeating too obvious. The main goal with the midi was to write a
	midi where it was difficult to tell when it started or ended.

===========================================================================