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Advanced engine needed  : Boom Compatible Ports
Primary purpose         : Single + coop play
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Title                   : Doomworld Roulette: Session 1
Filename                : roultt01
Release date            : 23-12-2015
Author                  : Various
Email Address           : thriftyimps@gmail.com
Other Files By Author   : Various
Misc. Author Info       : SDFS

Description             : The first in a series of exercises that dares participants to break away from the trends and ideas typical in day-to-day Dooming. The challenge? Create a map that best depicts a theme generated by jmickle66666666's level theme generator. Themes were created, numbered and then hidden from participants, who were made to select a number at random in order to be assigned a theme. The event ran for just under two weeks, totalling 12 maps. These maps are designed to be played from pistol start.   

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Project Lead(s)         : Alfonzo
Graphics Credits        : jmickle66666666, Jimmy, Mechadon
Title & Inter Music     : Alfonzo, jmickle66666666

Texture Sources/Credits : Nick Baker, shitbag, Xaser, Chris Buecheler, Shaikoten, esselfortium, Jimmy, Plums, Dario Casali, Milo Casali, id software, Team TNT, Raven Software, Lobotomy Software, Valve Software, Xatrix Entertainment, Rogue Entertainment, Frozen Sand, YEDS, MM2, Gothic DM, Requiem, Crumpets

Dev. Tool Credits       : Pascal van der Heiden, Simon Judd, Gez, Dennis Meuwissen, Stefan Pettersson                 
                           
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* What is included *

New levels              : 12
Sounds                  : No
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : Yes

* Play Information *

Game                    : DOOM2
Map #                   : Map01-12
Single Player           : Designed for
Cooperative 2-4 Player  : Designed for
Deathmatch 2-4 Player   : No
Difficulty Settings     : Yes

* Construction *

Base                    : New from scratch
Build Time              : 1 month 
Editor(s) used          : Doom Builder 2, SLADE 3, WhackEd4, Bitmap Font Writer
Known Bugs              : Not a bug, but PrBoom+ cannot access the custom HELP screen to view the map themes in-game. 
May Not Run With        : Ports untested. 
Tested With             : PrBoom+, GZDoom, Zandronum

* Copyright / Permissions *

Authors may NOT use the contents of this file as a base for modification or
reuse.  Permissions have been obtained from original authors for any of their
resources modified or included in this file.

You MAY distribute this file, provided you include this text file, with no
modifications.  You may distribute this file in any electronic format (BBS,
Diskette, CD, etc) as long as you include this file intact.  I have received
permission from the original authors of any modified or included content in
this file to allow further distribution.

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

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

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* Map List *
 
Map01: Yuletide New York
Map02: Voodoo People
Map03: Yrttpt
Map04: The Mystic Temple of Ka'qun Babu
Map05: Macro Station
Map06: Orange Quagmire

Map07: The Bunker
Map08: The Brutish Strait
Map09: Whole Wheat Cookie
Map10: Ridges Around The Parkways
Map11: Tropikal

Map12: The Pleasure Dome

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* Map Information *

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Map01       : Yuletide New York
Author(s)   : walter confalonieri 
Theme       : The Quirky Forum Ignited by Yuletide New York
Music       : Arrangement of "Merry Christmas (I don't want to fight tonight)" by Ramones
Textures    : Eternal Doom, Mortiser, sb_tex 

Author's Comments :

Tried to follow the theme I had somehow, there's fire, techbase forum a la community is falling / dwforums style (more like this last one), there's a post hell section kinda inspired from the scype2k map, there christmas spirit, there's the beautiful blocky palaces of New York....

Yeah, I pretty much hope to get the theme, at least...


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Map02       : Voodoo People
Author(s)   : Jimmy
Theme       : Several Mayan Cliffs
Music       : Arrangement of "Medieval Melody" by Stephen Rippy
Textures    : 1993res, 32in24-14, cwbdoom1, gw2, mm2, REQUIEM, Plutonia, gothictx 

Author's Comments :

I confess to being a completely unoriginal prick here and not deviating from my comfort zone in the slightest, as Mickle was quick to point out. This is basically a condensed Jungle Spirits map, using the exact resource pool I amassed for that project (discounting the new palette, of course). However uninspiring the theme was for me, or indeed however unexciting the map ended up being, it was a good exercise for me get a theme centered on "cliffs", since organic natural architecture is still something I struggle with (without egregiously abusing the curve tool). Luckily my borderline trapezoidal rock faces seem to be a comfortable method. I'm still fairly pleased with the map, particularly in terms of the open layout, although it's definitely not gonna win any awards. (And it didn't!)


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Map03       : Yrttpt
Author(s)   : Scionox 
Theme       : A Terrifying Vista   
Music       : "Mist Ache" by Lee Jackson
Textures    : n/a  

Author's Comments :

The map having a "pleasing view" on a random marine who is probably terrified, sums it up.


--------{---(@

MAP04       : The Mystic Temple of Ka'qun Babu
Author(s)   : Obsidian
Theme       : The Serpentine Dune above Hell
Music       : "Ethnic Fantastic" by James Paddock
Textures    : Epic 2  

Author's Comments :

Fun fact: this map was started the day before the deadline. Well, fun for you, anyway. I remember starting out and then promptly running around in circles on IRC screaming 'HOW DO YOU MAKE SAND SERPENTINE? IT'S FREAKING SAND!" After that little session I eventually knuckled down and started the map proper.

It was initially difficult to think of a way I could capture "The Serpentine Dune above Hell" in a Doom map: the original concept I had was a desert map where you can see cracks in the dunes leading down to lava, but after a bit of mapping and some deliberation I settled on having the dune sinking into Hell as opposed to sitting on top of it all hoity-toity like. As JMickle mentioned, I definitely should have put more actual dunes in to fit the theme a bit better, but an unfortunate facet of my mapping abilities is a disinclination to create outdoor areas. So yeah, most of the map is an Egyptian temple. The Epic 2 textures were an obvious choice considering it's pretty much the largest collection of Egypt-themed Doom textures in one package, although the switches ended up giving Alfonzo jip. :P

All things considered I'm happy with how the map tuned out. If I were to rework it at some point down the line I would probably make the layout more interesting and (of course) add more dunes, but the little tricks like the Revenant hallway and the lowering into Hell are
ones I'm quite chuffed with. I look forward to the next roulette!


--------{---(@

MAP05       : Macro Station
Author(s)   : Impie
Theme       : The Massive Spaceport
Music       : Lunar Outpost theme, from Descent
Textures    : n/a  

Author's Comments :

I got "the massive spaceport", and interpreted it as "the player is the size of a mouse in a spaceport". Play around with the meanings a bit and you might think of something interesting.


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MAP06       : Orange Quagmire
Author(s)   : joe-ilya
Theme       : The Orange Quagmire stuffed into The Serpentine Feeding Pit
Music       : "TH07_01" from Jump Maze 2
Textures    : n/a  

Author's Comments :

n/a


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MAP07       : The Bunker
Author(s)   : Doomkid
Theme       : The Bunker
Music       : D_DEAD from exec.wad
Textures    : n/a  

Author's Comments :

n/a


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MAP08       : The Brutish Strait
Author(s)   : scotty
Theme       : A Refuge Below The Brutish Strait
Music       : "Into Sandy's City" by Robert Prince
Textures    : Plutonia  

Author's Comments :

i had a self imposed limit on the enemy pool (and placement in the case of the humans) thanks to the map description given. The description also imposed the liquid-ridden environment, which was originally water but i preferred the aesthetic of the blood. The refuge part should be fairly evident and self explanatory in the map... i think once again, i was learning new things as i went (3rd completed map) and so perhaps the map is a little lopsided in terms of design complexity and general architecture but it is what it is now. I spent a fair few hours on this map, probably around 15.              


--------{---(@

MAP09       : The Grain House
Author(s)   : AD_79
Theme       : The Massive Pipeline around The Grain House
Music       : "Another World of Beasts" from Final Fantasy Anthology
Textures    : Crumpets  

Author's Comments :

I'm pretty happy with how this turned out, regardless of how well it followed the theme.


--------{---(@

MAP10       : Tropikal
Author(s)   : Rayzik
Theme       : A Light Paradise protruding from The Tropics
Music       : "Crash Bandicoot 2 - Hidden Jungle Bonus Level" by Josh Mancell
Textures    : cc4-tex (recolored), Plutonia, Hanging Gardens  

Author's Comments :

Regardless of what anyone else would think about the map, I myself feel like I produced one of my best maps here. Considering the theme of it is soooooo far out of Doom's standard tech-base and abstract hellscape theme, a tropical expanse is both refreshing and startling to behold while killing demons.


--------{---(@

MAP11       : Ridges Around The Parkways
Author(s)   : gaspe
Theme       : A few Ridges Around The Parkways
Music       : "I Choose the Stairs" by Lee Jackson
Textures    : cc4-tex, plmsky1  

Author's Comments :

Well for my map the park setting is kinda obvious I think, for the ridges I made some water ones. Initially when I had only the ridges theme I was thinking of make a beach map with some high water waves or something like that, but I did't have a clear idea. Luckily the additional description helped me to define what to do for the map.


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MAP12       : The Pleasure Dome
Author(s)   : cannonball
Theme       : The Ruckus deflowered by The Pleasure Dome
Music       : ???
Textures    : n/a  

Author's Comments :

So this is a "Mall" themed mapped packed full of weaklings creating a ruckus, your aim is to essentially kill or deflower theme with your pleasure dome (BFG). Be quick as a slow player may have to kill these guys more than once.




