===========================================================================
Advanced engine needed  : Boom-Compatible (tested in prb+ cl9, gzdoom)
Primary purpose         : Single player
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Title                   : Swim With The Whales
Filename                : swtw.wad
Release date            : 12/02/2013
Author                  : Ribbiks
Email Address           : [redacted]
Other Files By Author   : stardate 20x6, sf2012 (maps 03, 17, 30),
                          and lots of maps released only on doomworld
                          forums that probably no one cares about
Misc. Author Info       : (>'_')>
Description             : "Swim With The Whales" is a set of 3 boom-
                          compatible levels featuring abstract
                          environments, very challenging gameplay, and
                          elaborate secret areas. I spun the color wheel
                          and landed on blue this time around, so expect
                          plenty of it! The dynamic range of the difficulty
                          is wider than my previous releases. That is, UV
                          is harder and HMP / HNTR are both a bit easier.
                          So I encourage even skilled players to start off
                          on HMP.

Additional Credits to   : *SEE BELOW*.
                          
===========================================================================
* What is included *

New levels              : 3 maps
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : No
Other files required    : None


* Play Information *

Game                    : Doom 2
Map #                   : MAP01 - MAP03
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : No
Other game styles       : No
Difficulty Settings     : Yes. Use them.


* Construction *

Base                    : New from scratch
Build Time              : ~5 months, off and on.
Editor(s) used          : Doom Builder 2, Slade, Flash
Known Bugs              : Numerous slime-trails with software graphics that
                          I'm too lazy to fix, If you find any serious bugs
                          let me know!
May Not Run With...     : Any port that doesn't support:
                             - boom linedefs / voodoo doll shennanigans
Other                   : Glboom+ recommended for best results!


* Copyright / Permissions *

Authors MAY use the contents of this file as a base for modification or
reuse.  Authors of other materials have been credited 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.  You may not
charge for the contents of this file.

* DISCLAIMER *

This PWAD contains select texture(s) and flat(s) that can originally be
found in GothicDM or Gothic2. Credit and thanks go out to the artist(s)
of said flat(s) and texture(s) and also to the rest of the Gothic Crew
(1997/98). The ORIGINAL GothicDM(2).ZIP can be found at the idGames
Archives. Each said PKZIP archive contains thirty-two professional
quality levels and music. Found at your favorite idGames FTP mirror:
idgames/levels/doom2/deathmatch/megawads/gothicdm.zip
idgames/levels/doom2/deathmatch/megawads/gothic2.zip


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  /////////////////////////////////////////
 ///////   NOTES ON DIFFICULTY:   ////////
/////////////////////////////////////////
===========================================================================


It's worth noting that the gameplay in this wad varies quite a bit across
the different difficulty settings, so here's a brief overview:


HNTR - Intended to be completable by most everyone, not too aggressive.

HMP  - Probably the most enjoyable experience. Enough powerups and ammo
       to forgive a few mistakes, encounters are challenging but not
       overly harsh.

UV   - Not messing around! Ammo and health are scarcer, monster and item
       placement are a bit trickier. On this difficulty many pits are
       inescapable and there are even some daunting platforming sections.

UV-Multiplayer - Abundant resources to facilitate several players, I also
                 got a bit crazy in some areas and upped monster counts.
                 So if you're looking for a different challenge feel free
                 to give -solo-net a try!


===========================================================================
  //////////////////////////////
 ///////   MAP LIST:   ////////
//////////////////////////////
===========================================================================

 ---------------------------
|    map01: The Deep End    |
 ---------------------------
Music:   "Aqua Rock" from Golden Sun: the Lost Age

 - Atmosphere, can you dig it?

 --------------------------------
|    map02: Ride The Dolphins    |
 --------------------------------
Music:    "Underwater" from Donkey Kong Country 3 (GBA)

Visuals:  When I started this project I knew I wanted a map to start with a
          giant blue fortress surrounded by void. The outdoor detail was
          inspired by various church / cathedral architecture.

Gameplay: There are two main routes that can be played in either order,
          each one winding back around to the start via an optional
          dual-cyberdemon gimmick fight. I think most of this map is
          fairly straightforward with the difficulty probably peaking
          at the Mastermind room in the light-blue key wing. There are
          plenty of helpful secrets, so some extra exploration will make
          life easier with earlier weapon pickups and additional powerups.


 -----------------------------------
|    map03: Swim With The Whales    |
 -----------------------------------
Music:    "Water World" from Donkey Kong Country 3

Visuals:  This was the first map I made for the set. My goal was to create
          a surreal volcanic wasteland but with water instead of lava.
          Towards the end I started messing around with pure black rooms
          and bright blue accents, ideas which were revisited when I began
          working on the other maps.

Gameplay: Maybe the hardest level I've made (on UV that is, and possibly
          excluding sf12_30). Traversing this blue wonderland will involve
          plenty of unforgiving combat situations. Ammo and resources are
          pretty tight in the early portions of the map, so conservative
          play and clever infighting are practically required. There are a
          few challenging set-pieces, including an absurd BFG fight and
          dark-blue key arena. Secrets are numerous and diverse, including
          alternative weapon pickups and hidden encounters. Good luck!

          For those of you allergic to platforming puzzles, note that the
          one in this map is skippable if you utilize the black-key secret!

 ------------------
|    map31: ???    |
 ------------------
Music: "Blue" by Eiffel 65

 - According to Phml I was legally obligated to include this song somewhere
   in the wad, so here you go!


===========================================================================
  ////////////////////////////////////////
 ///////   ADDITIONAL CREDITS:   ////////
////////////////////////////////////////
===========================================================================

Main playtesters: Phml, Dannebubinga

Also thanks to those who provided demos/feedback in the dw project thread.

Statbar graphics were ripped and recolored from "Green Goddess" (gg.wad),
a mapset by Grain of Salt.

Many textures were ripped/recolored from Community Chest 4, Deus Vult 2.

Title Music:        "Interlude" from Fable
Intermission Music: "Astea's Theme" from Dragon Force


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

The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
FTP sites: idGames Archive (http://doomworld.com/idgames/)