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Advanced engine needed  : none
Primary purpose         : Single play, Coop play
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Title                   : OSTERITY
Filename                : OSTERITY.zip
Release date            : 7/22/2024
Author                  : Big Ol' Billy
Email Address           : [redacted]
Other Files By Author   : https://doomwiki.org/wiki/Big_Ol%27_Billy
Misc. Author Info       : not that big, somewhat old, not actually named William

Description             : "Burdensome regulations have long stymied the United Aerospace Corporation's ability to innovate in the energy sector. However, recent pro-business rulings represent a welcome change of pace, clearing the way for us to open an exciting new facility in the Lone Star State. Come on down 'n' see us sometime, y'all!"
 
OSTERITY is a 7+1 map vanilla "mega episode" for the Doom 2 IWAD, powered by OTEX. Basically, I've tried to squeeze what I think of as a 3-episode, Doom 1-inspired megawad into just 7 maps. The basic formula is to alternate sprawling megamaps with short boss/challenge maps, though I bend the rules a little towards the end. Continuing my personal "year of Doom 1" (see also: PhoboChromaPhobia), this release follows a "D1 enhanced" philosophy: Doom 1 assets are all 100% unchanged; Doom 2 monsters are all reworked, usually with a D1-inspired twist. Also features an original soundtrack by yours truly.

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* What is included *

New levels              : Yes
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
DeHackEd		: Yes, included as a DEHACKED lump in the WAD file, also as a separate .deh file
DECORATE	        : Yes, for obituaries and a few minor extra G/ZDoom effects
Demos                   : Yes
Other                   : OSTERITY.deh - DeHackEd patch for running with vanilla or Chocolate Doom
			  OSTERITY-PAL.wad - optional tweaked palette
			  OSTERITY-WS.wad - optional widescreen title graphics and status bar
Other files required    : None

* Play Information *

Game                    : Doom 2
Map #                   : MAP01-8
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Attempted to support, but these probably aren't going to be great deathmatch maps
Other game styles       : None
Difficulty Settings     : Yes

Freelook		: Permitted, not necessary
Jump			: No, may break stuff
Crouch			: No, may break stuff

* Construction *

Base              : New from scratch
Build Time        : Three years - started during the Great Texas freeze of February 2021, finished during the Houston blackouts of July 2024
Editor(s) used    : Ulimate Doom Builder, Slade, WhackEd, ChocoRenderlimits
May Not Run With  : Some mods, probably. MAP02/04/06 depend on certain monsters executing KeenDie for progression; changing these monsters may break the maps. MAP08's secret depends on a custom thing activating a line special via a monster walkover line.
Tested With       : Chocolate Doom, ChocoRenderlimits, DSDA (-complevel 2), Crispy Doom, Eternity (-vanilla), GZDoom
Tested by         : BugoTheCat aka optimus, Biodegradable, Catpho, FuriousRockets, galileo31dos01, gaspe, Glenzinho, Mancubian Candidate, Memfis, Nikku4211, Phobus, S3M_XM, Scrangus McBrickdad, SleepyVelvet, stxvile, TheShep, Zahid

Known Bugs        : Some sprite limit glitches, especially on UV, and drawseg overflows in vanilla, which can result in sprites disappearing and the occasional HOM from certain angles. Save game buffer overflow in vanilla due to the extremely large maps. Some in-level text may be harder to read in 320x200 resolution. Noclipping can trigger visplane overflow crashes in vanilla in a few spots. In later levels, I use pure black to achieve a "second" sky texture, so bullet puffs and projectiles can appear to hit the sky. If you're especially quick on MAP05/MAP06 (possibly MAP07), you might have to wait on monster crushers to get 100% kills.

Compatibility Note: This is a "vanilla Doom" project in the loose, modern sense--i.e., I was inspired by the creative possibilities of the theoretical limitations of the original engine, and tailored the project to Chocolate Doom's attempt to emulate these limitations faithfully. Consequently, it would probably be more accurate to describe this as a "chocolate" rather than "vanilla" project. I make no guarantee this will run properly in DOS with Doom2.exe, though if you want to try, go ahead and let me know!

* Resources *

See OST-credits.txt for full credits.

* 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.