===========================================================================
Advanced engine needed  : Boom Compatible
Primary purpose         : Single Player + Co-Op
===========================================================================

Title                   : Dereliction Derby
Filename                : dereliction.zip
Release date            : September 9th, 2021
Update Release date     : May 29th, 2023
Version	                : 1.5
Author                  : PinkKittyRose
Email Address           : [redacted]
Other Files By Author   : Pistons + Motion Machine - composed by
			  James Paddock
			  Goldeneye Elevator 2 MIDI Cover - original song
			  composed by Grant Kirkhope
			  Cruel - composed by Sarah Mancuso
			  MistSky1 by Mechadon
                          
Misc. Author Info       : Just one of them streamer types.

Description             : Dereliction Derby is a single map release that
			  was a result of being inspired by a number of
			  more modern projects such as Eviternity,
			  Bloodstain, Valiant, and so forth.

			  The desire was to create a stand-alone release
			  that made some use of these modern stylings,
			  especially by making use of Boom features, to
			  create something that has a constant feel of
			  pressure and higher action, while also being
			  detailed enough to make it seem like a real
			  place rather than the most abstract stylings of
			  a lot of Doom fare.

			  This is only the first map I have ever made, so
			  not everything will be perfect, obviously, but I
			  put a lot of time and effort into trying to make
			  something fun that also looks nice.

			  Notably, both the main map and the epilogue map
			  are fully set-up for Deathmatch if you are so
			  inclined. MAP01 is restricted to a small section
			  of the map to keep it even remotely playable.
			  
Changelog               : Version 1.5
			  - Remodeled monster closets (hopefully no more stuck)
			  - Adjusted closet timings to account for the removal
			    of conveyor belts to give enemies time to walk instead
			  - Used control sectors to smooth some jank and get
				rid of deafening floor lowering noise for certain traps
			  - Made a few more rails able to be climbed over for the
			    sake of better flow. Especially in the Hanger area.
			  - Added an extra box of shells to the Helipad
			  - Added extra rockets to the final fight
			  - Removed the only 2 Lost Souls
			  - Changed raising bars for the initial outdoor area to
				be crushing to avoid stuck enemies breaking them
			  - Increased the size of the two switches to lower said
			    bars to make them less clumsy to press
			  - Removed damaging floor effect from all small nukage
			    spills, only leaving the main large pit in tact.
			  - Fixed minor texture alignment issues
			  - Increased the level of detail in the large, outdoor
				areas to provide less flat overall lighting
			  - Added further details to coax players towards the
				Super Shotgun in the medbay
			  - Some Automap tidying up

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

Special Thanks          : Special thanks to all of my playtesters for
			  helping me iron out some of the rougher parts of
			  the map such as making use of Fake Floors to
			  make dips in the map and railings flow better,
			  and, of course, for smoothing out combat balance.

Texture Credits         : Mechadon
                        
Music Credits           : "Pistons" (James Paddock)
			  "Motion Machine" (James Paddock)
			  "Elevator 2" (Grant Kirkhope)
			  "Cruel" (Sarah Mancuso)
                          
===========================================================================

* What is included *

New levels              : 2 (MAP02 is an Epilogue)
Sounds                  : No
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : No
Other                   : MAPINFO, DECORATE, etc.
Other files required    : None


* Play Information *

Game                    : Doom 2
Map #                   : MAP01-MAP02
Single Player           : Designed for
Cooperative 2-4 Player  : Designed for
Deathmatch 2-4 Player   : Implemented
Other game styles       : None
Difficulty Settings     : Yes


* Construction *

Base                    : Maps and DeHackEd new from scratch
Build Time              : Just over one month
Editor(s) used          : Ultimate Doom Builder, Slade, Paint Shop Pro 9
Tested with		: Eternity, GZDoom, PrBoom+/DSDA-Doom
Known Bugs              : None at present.
May Not Run With...     : Anything that does not support ZDBSP's normal
			  node compilation as that was basically required
			  to avoid substantial BlockMap errors.

			  It is strongly recommended to use the closest
			  equivalent of PrBoom+'s complevel 9 as well as
			  Boom format is what the map was designed and
			  tested for.

* Copyright / Permissions *

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

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.

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

My own Google Drive unless it gets added elsewhere.