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WAD Information
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Title			:Recycled
Filename		:Recycled.WAD
Author			:Various
iWAD			:DOOM2
Map-Format		:Boom
Email Address		:[redacted]
Description		:A tune-up-like project 
 
* What is included *
New Levels		:7
Sounds			:No
Music			:Yes 
Graphics		:Yes Titlepic by rdwpa, some textures taken from CC4-tex for map06
Dehacked		:Yes (For minimap names only)
Demos			:Yes
Other			:No
Other Files Required	:No

* Map Information *


Map 01: "No apologies" by Mysterious Haruko:

Old map: "Alapolgy" from "DS-61-3.zip" map compilation by Malcolm Sailor
https://www.doomworld.com/idgames/levels/doom2/d-f/ds-61-3

Build time: It took few months with procrastination 
skill levels implemented: Yes.
coop: yes
DM: yes
Music: Descent map01

Comment: This map basically was created by merging two different small maps from same wad into one bigger map. I tried to preserve some author intended things( I don't look at you original exit route) and expand some areas. I like how this creation turned out, even if this caused some fustration from my side. Ammo preservation and punches(or chainsaw) will be your best friend, because I like to be salty sometimes while I do mapping.  



Map 02: "Emerald Jail" by R1ck

Old map: Project Purgotary - https://www.doomworld.com/forum/topic/90914-project-purgotary-map-132/#comment-1673214

Build time: 10 months like that 
skill levels implemented: Yes, up to -skill 4 (UV)
coop:No
DM: No!!
MIDI used: Rough and Tumble - Akira Saito (midi by alluro95, download from http://alluro95.tripod.com/MIDIMusic/Raidenmidi.htm)

Rick: This map was original made by me with not enough knowledge of doom mapping and it's embarrasing. Time for some epic designed overhaul and atone the old sins :p



Map 03: "AXIX" by ShoDemo (formerly ShotgunDemolition)

Old map: https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/axix

Build time: I had a break of a few months in between, 
so I can't exactly count build time. 
However, when I worked on it, I would build for 1 hour each day or something.
Skill levels implemented: Not much and the default difficulty is UV. However, in certain trickier areas, I changed some of the monsters or I removed a small amount of them in the lower difficulties.
Coop: No
DM: No
MIDI used: Last minute change. I used Queen's The show must go on (don't ask me why, I thought it was good for a MIDI in Doom).

ShoDemo: I just picked up the map randomly from idgames 
and I thought it looked pretty cool, but it was very hard, 
due to having very little ammo and many monsters, so I 
decided to rework it and at the very least make it more playable.
Anyways, I am happy with the result.



Map 04: "Warehouse X" by DerFurer'sFace

Old map: X-treme doom 2 (system control) http://www.moddb.com/games/doom-ii/addons/doom-2-extreme

Build time: 2-3 months (1 month spent building)
skill levels implemented: all 5
coop: yes
DM yes
MIDI used: Unknown (from original WAD, no credits given)
 
DerFurer'sFace: Xtreme doom was an early wad that always fascinated me because in my early 2000 days of doom the kind of wads i knew about were basically C-chest and cyber dreams, 
but when i found X-treme doom it was different because i've never played a Wad that used as extensive of a DeHacked script. It looked fast and cool. Howerver the maps themselves were either very simplistic or were complete copies of base ID maps. So i wanted to give one of the maps a bit of a new identity and make it look more official, while trying to give it that fast paced action it had before without the use of its DeH file.



Map 05: "Icemare" by riderr3
Old map: Icenite2.wad
Music: D_MESSAG from Evilution
Single Player: Designed for
Cooperative: Yes
Deathmatch: Yes
Difficulty Settings: Yes
Build Time: 2 weeks



Map 06: "Purpled" by DeXiaZ

Old map: Purple25
https://www.doomworld.com/idgames/levels/doom/p-r/purple25

Build time: about 7 hours
Skill levels: yes, mostly used from the original version. Arch-viles spawns only on Ultra-Violence.
Coop: Yes
DM: Yes
Midi used: Doom E1M7, like the original map used. 

DeXiaZ.: Author of the original map said to mention him (Karl J. Solie) in credits. And also write the message about new version/remake of his map. Well, he posted this map before I've born, lol.



Map 07: "Boomcave" by NIH

Old map: The Hell Cave - https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/helcv

Build time: I dunno, tbh. A little bit of mapping every now and then, basically.
Skill levels: Yes, UV is the intended difficulty, if that gives you too much trouble, try HMP, it uses a bit less "blunt force"
Coop: Not recommended
DM: On such a map? No way
MIDI: "Hollow Tree" from 'Battletoads in Battlemaniacs'

Map Commentary: I liked this map's predecessor, but I could see why a lot of people wouldn't, and from my POV that's mostly due to awfully sluggish pace. So I added some more firepower, added some more adequate opposition, cut some of the grind in favour of other stuff that I thought was more fun, and there you have it.


* Construction *
Base			:See above
Build Time		:See above
Editor(s) Used		:Various
Known Bugs		:None that I am aware of
May not run with	:Non-limit removing and/or boom incompatible ports
Tested with		:PrBoom+ 2.5.1.4, PrBoom+ 2.5.1.5, GZDoom 3.2.4, and others

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Legal Information
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