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Advanced engine needed  : Boom Source Port Required
Primary purpose         : Single play
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Title                   : Rusty Drill
Filename                : rustydrill.wad
Release date            : 12/21/24
Author                  : Various, compiled by A2Rob
Email Address           : [redacted]
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Description             : Rusty Drill is a 32 map community megawad which began development back in 2023 to celebrate Scythe turning 20.

			  This project was a continuation of the Scythe themed community project "Scythe: Re-sharpened" by EPICALL.

			  Mappers were given then following rules and guidelines...
			
				 - Target﻿ compatibility is Doom 2 in Boom format (Complevel 9)
   				 - Test your maps in an appropriate source-port (DSDA-Doom, PrBoom+, or Eternity) Don't use ZDOOM.
    				 - The goal of this project is to make nice, short, punchy maps. Emphasis on SHORT.
        			 - Maps should only take 3 - 5 minutes to beat, 7 - 8 minutes max.
   				 - Custom midis are encouraged, just be sure to credit the composer.
   				 - Maps should have difficulty settings and coop starts implemented.
    				 - Maps should be designed for pistol ﻿starts.
    				 - When submitting your map, use this template below...
        				Map name
       				 	Author
        				Midi title and composer
        				Source port used
        				Difficulties
        				Coop starts
        				A short description of your map (this is ﻿optional﻿)

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Map Information		:	



				Map01 - Getting Drilled by ZeMystic
				Midi - I Aint Eatin' No Vegetables by ZeMystic
				Description - A small brown base built with like some rocks and shit. Pretty scythey.

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				Map02 - Punching Bag by DynamiteKaitorn﻿ AKA Heich 
				Midi - Industrius - Jazz Jackrabbit (from VGMusic)
				Description - An old, green base used by the military a number of years ago, this base was the dumping grounds of all the nuclear waste from the many power plants around the nation. Allegedly, the military sought to try and turn the w﻿aste into weaponry... doesn't seem like they got far though.

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				Map03 - Surge Disposal by A2Rob
				Midi - 2093 A.D. by Bucket
				Description - Originally made for Scythe: Re-Sharpened

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				Map04 - Mattress Warehouse by Egg Boy
				Midi - Installation by Velvetic
				Description - Small open layout in a derelict structure, there are probably monsters.
					      NOTE: Please load the map AFTER the resource, as it includes a composite I was given permission to use.

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				Map05 - Forgotten Slums by RastaManGames
				Midi - G-Man by MonChrMe
				Description - Earth is really messed up pretty bad and you have no safehouse anymore. This is forgotten slums. A very dark & grim place even before Hell's invasion. Now it became even more scarier & merciless. And you have to make your way through this damned ghetto no matter of what.
					      Notes: I simply can't copy style of other mappers, but I tried to implement some "quirks" of Erik Alm, like mandatory lamps near some doors or these blocky "EXIT" signs along with oldschool red lightbulbs. And, of course, some spicy enemies w/o SSG, as that was in the most of the first episode of original "Scythe". I've tried to be not so asshole-ish, at the very least. After all, it can be passed very fast, if placement of enemies and encounters are well learned. 

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				Map06 - Power Tools by MtPain27
				Midi - The Steam Golem's Patrol by MtPain27
			        Description - I decided to use only textures that appear in Scythe MAP 06 (with a few minor exceptions), with the goal of creating a spiritual sequel to the original that follows a vaguely similar progression. I was also somewhat inspired by A2Rob's mapping for one particular encounter. There are no shotguns in this map unless you get lucky enough to nab one off a perched sergeant, so you better make use of your "power tools," weapons 5 and 6. Enjoy!

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				Map07 - Installation 667 by Moustachio
				Midi - The Hard Corps by KCLaz
				Description - An overworked nukage plant overrun by demons. It'll be a miracle if anything steps out of here alive, including you!

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				Map08 - Phoenix in Flight by myolden
				Midi - Uranium by AD_79
				Description - A grimy wet tech base with a nice amount of monsters. I decided to (very) loosely incorporate some elements of Scythe map 08 as a fun little nod. Definitely not a "remake" by any means, just a loose reference here and there. These include...
					      	- Sudden chaingunner ambushes in close quarters
 					      	- Mancubi on raised platforms that block your progression
 						- A pair of SW2LION textures next to the rocket launcher

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				Map09 - Red Iron Oxide by EANB
				Midi - Fire Hive by Jimmy
				Description - Visually I went with a Scythe map09 homage, though the monster line-up deviates from it quite a bit. There's no SSG, but you're given enough rockets that you shouldn't miss it. Also in Scythe fashion, there are a few shortcuts you can take to skip parts of the map.

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				Map10 - User Manual Not Included by Doomy__Doom
				Midi - Shells by Jimmy
				Description - Looking for a shipment delivered to a certain UAC-owned warehouse, but looks like an industrial accident isn't going to make things easy.
					      Not exactly my mapping style, I've pretty much only made arena-driven stuff to date. So I had to replay a lot of early Scythes and ballpark the combat feel by writing down elements that caught my attention and trying to weave that in. Let me know if the difficulty is off for the slot. I opted against doomcute and heavy detailing despite urban theme, early Scythe feels more "broad strokes" to me.

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				Map11 - 2007 A.D. by A2Rob
				Midi - Fortress 2 Blue - Stage00011.mid "Welcome To Skull's Hell"
				Description - N/A

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				Map12 - Yuck Factory by Andrea Rovenski
				Midi - garbage17 by Andrea Rovenski 
				Description - A factory where old and new industry clash and mysterious ooze rules the way.
				
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				Map13 - Tripled Manic State by myolden
				Midi -  Under The Progress from Parasite Eve
				Description - I wanted to start the player in an L-shaped trench as a reference to Scythe map 13, but the map very quickly becomes it's own thing after that. Just a minor visual reference.

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				Map14 - Biolab Incident Inspector by Big Ol' Billy
				Midi - Zoid Thou Art by Big Ol' Billy
				Description -  They tried fencing off the ol' UAC Biolab, but something is still leaking...
In the spirit of the Scythes' speedmappy origins, I tried not to overthink this. I mainly wanted to find some midpoint between my current sensibilities and Alm's classic style, and include a cyberdemon ala Scythe 2 MAP14. 

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				Map15 - Hydroponics Lab by anarkzie
				Midi - Technoparchment by Viscra Maelstrom
				Description - N/A

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				Map16 - New Swindon by finnks13
				Midi - Car Dealership from Gran Turismo (sequenced by Viscerality)
				Description - It's a city in the future, so that means everything's made of shiny metal, including the roads, benches, grass, fences, blue bricks & spider﻿s!

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				Map17 - Orbital-X09 by DFF
				Midi - Dread Factory by MFG38
				Description - A map that morphed from a combo communication station and orbital platform to just an orbital platform. The map is a laser array that takes inspirations from scythe 2 (map 13 specifically) and X (map 07 and 08). Detailing and aesthetic more scythe x, and layouts/gameplay a bit more Scythe 2. I think if i had a clearer idea of a simpler map concept from the start I could have made something a bit more faithful to Scythe in terms of gameplay design and smaller detailing, but hopefully for a inspiration piece its close enough.

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				Map18 - Waste Management by taviow
				Midi - DEMIN.MID by ZZZV
				Description - N/A

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				Map19 - Blue Alert by cannonball
				Midi - Stardust by Tristan Clark
				Description - This is probably a little rough around the edges and I will certainly improve the visuals in places but felt like getting the concept and theme tested would be a good idea before giving this a proper polish. The map does have a few tricky traps within it but nothing most cannot handle. The blue key progression might need a little more signposting because it is a little unusual in a thematic sense. Time wise I had a finish time of 6 minutes whilst playing fairly quickly but wasted a minute or so finding a monster I had missed so this should be able to be justified in terms of length. Also some fights can probably be forced to play out far quicker than I achieved. ﻿

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				Map20 - StarStruct Inc. Center by mammothForger
				Midi - Castle Center from Castlevania 64 (sequenced by Dooey Jo)
				Description - You are tasked to travel to Limbo, but before doing that you need to go to StarStruct Inc.'s center. The place looks somewhat familiar..

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				Map21 - Homecoming? by Hebonky
				Midi - Omnitopia by Jeremy Soule from Secret of Evermore
				Description - After returning from the future you arrive on the outskirts of the last demon infested outpost back on Earth... right? (I wanted to do something interesting to reveal the void episode, so it recalls E1- early E2's difficulty, and then rugpulls you at the last second.) 

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				Map22 - LaMort by EPICALL
				Midi - Post Mortem by EPICALL
				Description - Good luck, is all I'm saying. You get one health recovery item throughout the entire map, so make sure you use it well.﻿

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				Map23 - Angrier by tsocheff
				Midi - Gravelord's Lullaby by AD_79
				Description - N/A

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				Map24 - Damnatio by Monsieur E
				Midi - depths.mid by Ribbiks
				Description - A grueling subterranean battleground, inspired by scythe2 map26 and map29. Conserve your ammo, berserk as often as you can, and watch your health. Will tak﻿e about 4 to 5 minutes to comple﻿te.

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				Map25 - The Harbinger by Hebonky
				Midi - NightmareScape by Ribbiks 
				Description - N/A

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				Map26 - The Apes of Wrath by myolden
				Midi - Lost in Scripture by AD_79 
				Description - Visually based on Scythe map 27 with a few architectural references for good measure. A2Rob gave me the go ahead to fill this slot since nobody has a claim on it and it's been sitting empty for a while.

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				Map27 - Central Processing by taviow
				Midi - Int Tents by Lee Jackson
				Description - N/A

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				Map28 - Turf Minor by 4shockblast
				Midi - Cave Background from OSRS
				Description - N/A

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				Map29 - Icewrought Citadel by stochastic
				Midi - We Are All Waiting by Psychedelic Eyeball
				Description - An icy stronghold﻿ frozen in time. Inspired heavily by the longer maps in the final 2 episodes of Scythe 2. Imagine Afterlife II, but somebody left it in the freezer. Architecture is not true Alm style throughout, but I'd say the inspiration from the Scythe hell maps is noticeable enough. Combat is punchy and tough, but (somewhat) forgiving due to adequate supplies. Enjoy﻿!

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				Map30 - The Edge Of Death's Scythe by NiGHTS108
				Midi - Of Serpents Nailed to Fate by Cammy
				Description - M﻿ore of a blood sweat and tears labour than I expected to be honest! This map turned out somehow huger than I could possibly imagine and to my surprise I actually think it came out fairly as I hoped it would. I'm aware this was a speedmapping project and this map did have a lengthy amount of time poured into it, but eh, what are you really supposed to do with a MAP30 in a Scythe tribute right? It was really an honour to deliver the last, most anticipated map of this project, pushing through all the procrastinations and hours tweaking just one or two rooms until I felt like they were perfect. Enjoy!

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				Map31 - Savage Garden by Heretic926
				Midi - Vinefort by James Paddock
				Description - Inspired by fifth episode of Scythe 2, this is a slaughter-lite level. I tried to make this map 10-15 minutes long at max, since the goal of this project is to make nic﻿e, short, punchy maps. Can't tell how well I imitated Erik Alm's style, especially in terms of combat, but I hope I did good enough. At least it would fi﻿t as a super-hard super-secret map (I would recommend to change the slot from 31 to 32 since this map is intended to be the hardest in whole﻿ megawad).﻿

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				Map32 - Watching The Abyss by Jacek Bourne
				Midi - Blood Red Shadows by Aubrey Hodges
				Description - Some experimental platf﻿orming. Qu﻿ite difficult. Depending on the difficulty, the later parts of the ﻿map become optional. Enjoy!
	
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				Main Menu Theme - Construction Zone by Korp

				Intermission - Nailed it by Korp

				Story Text - Safety First by Korp

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Playtesting:
				A2Rob
				
				stochastic

				taviow	
	

Additional Credits:

				Base Resource Wad - 32in24-15_tex_v2

				TITLEPIC, INTERPIC, MD_DOOM, BOSSBACK, CREDITS - Ludi

				Status Bar - Ludi

				ENDOOM - Peccatum Mihzamiz

				
* What is included *

New levels              : 32
Sounds                  : No
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : No
Other                   : No
Other files required    : None


* Play Information *

Game                    : Doom 2
Map #                   : Map01 - Map32
Single Player           : Designed for
Cooperative 2-4 Player  : Player starts only
Deathmatch 2-4 Player   : No
Other game styles       : None
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch
Build Time              : About 1 and a half years give or take
Editor(s) used          : Multiple
Known Bugs              : :)
May Not Run With        : Any non Boom source-ports
Tested With             : DSDA-Doom, Nugget Doom


* Copyright / Permissions *

This work is licensed under the Creative Commons Attribution 4.0
International License. To view a copy of this license, visit
http://creativecommons.org/licenses/by/4.0/

You are free to copy and redistribute the material in any medium or format;
and remix, transform, and build upon the material for any purpose, even
commercially. If you do so, you must give appropriate credit, provide a link
to the license, and indicate if changes were made. You may do so in any
reasonable manner, but not in any way that suggests the licensor endorses you
or your use.

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

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