===========================================================================
Title                   : Sunder.wad
Date Finished           : It's not. Still mapping!
Author                  : Insane_Gazebo
Email Address           : Reach me at the Doomworld forums or discord. (Insane_Gazebo on Doomworld, insanegazebo on discord.)
Other Files By Author   : Some other maps included in the wad 'Macabre.wad'.
Misc. Author Info       : 

Description             : Sunder is a set of extremely difficult maps that should work in any Boom compatible port. I'd always wondered why it was almost impossible to find 'slaughter' maps that looked nice. It always seemed to me that authors either made good looking WADs, or really hard WADs, and that finding maps which combined the two was always very difficult. So, I decided to go and make my own 'dream' map set. I hope you enjoy them!

Additional Credits to   : 
===========================================================================
*For DOOM II*

(Choose One)
New level WAD           : Yes
Sound PWAD Only         : No
Music PWAD Only         : No
Graphic Addon Only      : No
Dehack Patch Only       : No
.LMP Only               : No
Other                   : No

* Play Information *

Map #                   : Map 01 - Map 21 (+ 31 & 32)
Single Player           : Yes
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Difficulty Settings     : Not implemented
New Sounds              : No
New Music               : Yes
New Graphics            : Yes
Demos Replaced          : None

* Construction *

Base                    : New maps built from scratch.
Build Time              : A long bloody time.
Editor(s) used          : Doom Builder 2, GZDB, UDB, XWE, Slade, Photoshop, Illustrator, DAZ3D, paint.net, Substance Designer
Known Bugs              : Currently there's quite a few small things that might need fixing. Check the thread!
May Not Run With...     : PrBoom+ or any port without decohack support will NOT run Map21. Has been tested in DSDA and GZDoom. Map 15 is extremely system intensive. Map 32 might also cause slow down on older machines. Map21 is also fairly system intensive too, though not as bad. 

* Copyright / Permissions *

Authors MAY use this level as a base to build additional levels. Seriously, go have some fun! It's not like I'm getting paid for this.

(One of the following)

You MAY distribute this WAD, provided you include this file, with
no modifications.


* Additional Map Info/Credits*

First up, thanks to: 

Marcaek for reminding me to put in version numbers.
 
Dragonfly’s new custom palette (originally from Eviternity) which helped me get Map 15’s new theme working correctly. Thanks, bud!
 
A great thanks to WereKnight for his amazing tree textures, as well as Elend for his grass, lilypad and banister textures.
 
Thanks to Jimmy and Eris for letting me use their awesome music as well as Scotty for editing the weird 'whoop!' sound out of the Map 16 midi.

A huge thanks to Ribbiks for doing all that tedious work to make a reject table for Map 15. (The crazy man actually built a custom script for this.)

Thanks to the author of the Gothic Deathmatch Textures pack, as well as Ukiro and his incredible OTEX resource pack, which I'll certainly be using more of in the future. I’m sure there’s some other textures I’ve included that I’ve forgotten to credit the authors of somewhere, so if you spot anything please message me so I can update this list. 

Also, another big thanks to Ukiro for offering to, and cleaning up my messy texture lump.

Old Sunder hud by Loveless. New hud by Ludi. 

Lastly, thanks to John SuitePee’s (now several year old) Doom stream of my wad. That was quite the ride! (And yes, colossus is spelt correctly in the readme now :D)
 
Apologies to any testers or other contributers I have missed or forgotten about.

*Map01*

Python

Map Notes		: I had originally planned to just make a small, green map. It was going to be tough as hell, and mostly have slime, metal and green brick textures. The map I originally ended up with wasn't the one you've played. It was tiny and cramped and incredibly difficult. I gave it the name 'python' because I felt that best illustrated just how constricting the map was. And it was green. Even after I re-built the map (including the out-door section), the name stuck.

Resource Credits	:
			Music copyright Parallax Software. 
			The green textures are simple colour/palette shifts of id softwares original textures.

Testers			: GGGMork, Solarn, Phml

*Map02*

The Burrow

Map Notes		: Like Python, the original layout was incredibly cramped, and I simply wasn't satisfied with it. However, I liked the theme of an underground cavern of sorts, so I kept it. The only thing I had planned in my head was the start: I wanted the player to start outside, and drop into the cavern. Originally the map ended just prior to the final revenant room, however people suggested I increase the map length slightly as they felt it was a little short. I completely agreed.

The big worm head/tunnel thing by Huy's work in his Deus Vult maps. I remember I was rather pleased at the time that I'd figured out how he made his 'mouths' :)

Resource Credits	:
			Music from TNT: Evilution Map06
			Additional metal texture from the Gothic Textures pack, created by Team Gothic.
			Texture pack is avaliable from at: http://www.doomworld.com/afterglow/textures.shtml

Testers			: GGGMork, Solarn, Phml

*Map03*

The Dreaming Garden

Map Notes		: I had this idea revolving around a sort of twisted garden, that was, somehow, having its own dream. Originally I tried to use vine textures along with the CEMENT9 texture, but the vine textures didn't really work. So, I went with metal textures and a few others in an attempt to create my 'garden'. Originally, the metallic mouth near the big monster teleporter was a demented fox statue. (I liked the idea of an animal sculpture in the 'garden'.) I eventually replaced it. 

Later, once I'd got to the final room, I realised that I needed to break up the theme of the map a bit, and put something fresh in, as I figured people would probably be sick of seeing CEMENT9 everywhere. I started to build what I saw as a sort of wooden temple, which slowly became a little more twisted and sinister. The blocks coming out at strange places was inspired by PL2.wad's Map11 and some of it's mind bending geometry.

Resource Credits	:
			Music by Mark Klem
			Additional metal texture from the Gothic Textures Pack, created by Team Gothic. (Link in Map02.)
			Bodies texture by ???

Testers			: GGGMork, Solarn, Phml		

*Map04*

Metal Descendants

Map Notes		: Initially all I had in mind was a dark tech base, with brown/grey tech textures highlighted with glowing orange and yellow highlights. However, during construction, I remembered having played with crushers many years ago when I'd attempted to map when I was much younger. These quickly became the focal point of the map, and as you're no doubt aware, the source of the terrible pun in the maps title. 

I had to rebuild several corridors a number of times to get a layout I was vaguely happy with, but I ame out pretty well. 

Resource Credits	:
			Music Copyright 3D Realms/Monolith Productions.
			Additional textures from ???

Testers			: GGGMork, Solarn


*Map05*

Precarious

Map Notes		: I was inspired by a very small section of a map in Quake Live, which had sections of ruined buildings. I had always liked the idea of a map in which the player was forced to run along incredibly narrow ledges, and combining that with ruined structures seemed like the way to go. This eventually evolved and spread across a wider area than I had originally expected it to, and so to break up the area I put in towers to keep things interesting. Originally, I also had in some floating lava funnels, but my testers pointed out they didn't look quite right, so I removed them. At this point I also realised I needed some other focal point of architecture to break things up, and that it needed to be hanging from the sky so it would contrast with everything else that was built from the ground up. There had been talk about an upside-down castle in Valve's Portal (seriously, don't ask), and so I put one in. I felt it supplemented the already surreal nature of the map pretty well.

Resource Credits	:
			Music - "Become the Hunted" by Jimmy
			Additional Textures from the Gothic Textures Pack, created by Team Gothic

Testers			: GGGMork, Solarn


*Map06*

Grinder

Map Notes		: This was originally the third map in the WAD, and was also the third map I had made in the set. I had originally planned to scrap it, because I felt it was a little too cramped, but several people told me they quite liked it, so I kept it. There's not much to say here, as I felt I was still coming to grips with the whole level editing process at this point. I remember having a lot of fun designing the last fight.

Resource Credits	:
			Music - Remix of Suspense by Jay Reichard (SilentZorah)
			No additional textures used.

Testers			: GGGMork, Solarn

*Map07*

Hollow Icon

Map Notes		: All I knew I wanted to do was to make a large gothic/brown/metal map of some description. I also wanted to avoid using teleporter traps this time, and focus on walls lowering to reveal the rooms in which the hordes of monsters would come out. I started by blocking out fairly random square like shapes until I felt I had enough for a whole map. I then started adding in detail as I went, as well as traps and monsters. The final detail pass, though, I recall took quite a while.

And with the cross icon everywhere throughout the map, and what felt like 'hollow' sections of the map ready to open up, I felt 'Hollow Icon' was a pretty appropriate name for the map.

Resource Credits	:
			Music Copyright id software.
			Additional Textures from the Gothic Textures Pack, created by Team Gothic, ??? other textures, not sure.

Testers			: GGGMork, Solarn, Phml

*Map08*

Pale Monument

Map Notes		: I'd originally made a map similar to this, and wanted to expand upon the original idea. (You can play the half finished original in the Macabre.wad file.) This time, the map developed into a large open sprawl. I may have to develop more of this sort of map later.

Resource Credits	:
			Music - "Fight the Logic if you Can" by Chris Laverdure
			No additional textures used.

Testers			: GGGMork, Solarn, Phml

*Map09*

The Cage

Map Notes		: This map was based on a waking dream I once had. There was a giant river of lava down a steep black canyon, and across that canyon was a great myriad of rusted metallic walkways crossing above and below each other. And contained within, was the carcass of a great beast, as if it was somehow his 'cage', hence the title of the eventual map.

I tried twice to make this map with only limited success. Even the final version doesn't play brilliantly, although I've certainly made and played worse.

Resource Credits	:
			Music - "Industrial" by Simon Judd
			Addition Textures from ???

Testers			: GGGMork, Solarn, Phml

*Map10*

The Hags Finger

Map Notes		: Originally, the citadel was going to be green, not brown. There was going to be a smaller (also green) keep you would have to pass through to get to the larger one. However, as construction begun, it became clear I couldn't find a texture theme using the green bricks and so on that looked nice. I then started playing around with some of the grimier skin textures, and eventually wound up with the texture theme present in the final map. At first, the map was hilariously huge, far bigger than the final version. I'd only detailed and added monsters into the lowest part of the citadel, and already the frame rate was terrible. So, I shrunk it and started over, eventually ending up with the final map. With all the brown and skin textures, the citadel took on an almost gnarled, decaying sort of look. It made me think of some decrepit evil woman having once lived in the top tower, and the tower itself made me think of ancient leathery hands and fingers.

And so, I had myself a title. I even considered making a new enemy, the 'hag', but decided it would be best to just keep on making more maps.

Resource Credits	:
			Music - "Sneaky Snake" by Robert Prince (Duke 3D)
			Additional Textures from ???

Testers			: Phml

*Map11*

The Furnace

Map Notes		: I had this idea of the player descending into this large underground fortress of steel and lava. It was to be dark, grimy and have a number of wide open spaces. The size of the map grew well beyond what I'd had in mind, and as I got to detailing the last room I realised I'd need something interesting to break up the theme of the map. Fondly remembering some of Scythe II's later maps, I had my own go at making a mossy keep. This was about the point where DB2 started to crash when I attempted to save if, as I'd hit the max number of linedef's it could compress at that time. Because of this, there's still a couple of things I never got back to changing, and some of the fights still remain a little easy.

Resource Credits	:
			Music from Metroid Fusion by Hamano Minako/Fujiwara Akira
			Additional Textures from Quake by id software, + ???

Testers			: Phml

*Map12*

The Zealous machine

Map Notes		: Originally I had this idea of using flesh and amber coloured textures, however after a few hours of playing around in Doom Builder it became clear that what I had in mind probably wasn't going to work with the textures I had, so I swapped to wood, steel and cement textures, with some fleshy and glowing red textures for highlights. I was stuck for a title for quite a long while, until I started building the fleshy/mechanical pillars towards the end of the map. I got the idea that they were part of some twisted sentient machine, and that it was unleashing its own religious fury upon the player. (Although exactly what it's religion is, I'm not sure :P)

Resource Credits	:
			Music copyright Parallax Software.
			Additional Textures from Gothic Texture Pack, Quake 3 and ???

Testers			: Phml

*Map13*

Obsidian Nightmare

Map Notes		: When I saw the map in my head, it was a great cavern built up of circular geometry made of black stone. There would be lava and cramped fighting everywhere. I built two caverns which I spent almost a day detailing which I later deleted because I felt it looked like rubbish. (There's a screenshot of it somewhere in the Doomworld general doom image thread.) I wasn't happy with what I had until I started playing around with the orange texture which now dominates the map, and eventually discovered how neat the little orange 'pits' in the floor looked. Initially it didn't occur to me that they would obviously block the monsters from crossing them, but I then realised that I could, perhaps, use this to create some interesting barriers to keep monsters in certain spots.

I had also plans to create even *more* complex lighting in the final room, but by the point you see it now, DB2 was having a great deal of trouble to processing any extra lines/sectors I added to the room, taking a very long time each time I added or merged a sector. Eventually it got so bad I gave up. (I had similar trouble in Map04, but not as bad as this.)

Resource Credits	:
			Music from the movie Bladerunner (1982), by composer Vangelis. 
			Additional Textures from the Gothic Texture Pack, and ???

Testers			:

*Map14*

Hive Mother

Map Notes		: The original title to the map, was going to be 'Hive Colossus'. I had envisioned huge temples interconnected with each other all made out of hexagons, intersecting other sorts of 'hive' like structures that would look like honeycomb. After a long time of trying to build some interesting geometry out of hexagons, I eventually discovered that the really small ones looked the nicest. This created some insanely tedious work, pretty much to the point where I think I'll begin to get violent if I ever have to build anything out of hexagons again. Part way through construction, I also had an idea for a new enemy revolving around bees/wasps. Knowing now just how long that would take, I think I'll leave that to some other time. I did, however, make a large demonic 'queen' texture for the main temple structure.

Resource Credits	: Music Copyright Jimmy91
			Additional Textures from the Gothic Texture Pack, Orangewall and Queen texture by me, other textures ???

Testers			: DoomHero85

*Map15*

Bablyon's Chimera

Map Notes		: Originally titled 'Babel', I had imagined a vaguely middle eastern styled map with the player running across the roofs of huge building set in some dream like version of Babel. (I would experiment a lot with middle eastern styled patterns to make certain sections of the map.) The player would eventually end up in the city streets below and make their way through temples and other buildings to the tower of Babel beyond, the structure looming in the distance the entire time. However, things didn't work out. I hadn't mapped, or played much Doom in a long time. Mistakes were going to be made. Things were going to change. The city streets below eventually became lava, and the sheer scale of the map quickly spiralled out of control. This resulted in some amazing frame rate issues, with testing in GZDoom (software) dropping to 6 - 8 FPS in one especially bad section. This caused me to a) put in a giant wall at the bottom part of the map to boost the frame rate and contact various people, including Ribbiks who eventually supplied me with a reject table to help speed things up. 

Once I finally had finished detailing and building the map and had reached the part where I needed to build the utterly gigantic Tower of Babel for the final area, I realised I simply didn't have the lines free. I was going to hit the limit. So I scrapped the tower (some screenshots survived somewhere) and added in the new final room. This made me realise the original map name was no longer appropriate. Babel became Babylon, though it felt too dreamlike to simply title it by the city name, so it became Babylon's Chimera. (Which turned out to be a happy coincidence as Jimmy's music track I was using for the map, was literally called 'Sunset over Babylon.')

The custom textures, at least, came out fairly well. Though it took quite a few tries to get the palette to work until I was eventually given a palette which worked well with my new textures.

A friend of mine who doesn't play Doom who saw a screenshot of it thought it looked like an 'Egyptian Casino.' 

Resource Credits	: Music Copyright Jimmy91
			Additional textures by me, based on the Gothic Texture resource pack texture 'ADEL_B17'. The new palette for the wad, introduced for this map was by Dragonfly and used with his permission. Thanks!

Testers			: Bemused, Benjogami, Nirvana, Loveless, MrZzul, Scotty, Nevanos, Solarn, Bridge Burner, Bloodite Krypto

*Map16*

Whispers of the Gnarled King

Map Notes		: Originally I had an idea for a map called 'The Titan's Maw' - a giant mouth like pit with a bunch of structures the player would slowly descend through. This was based on a very old idea I'd had for my own version of 'The Pit'. After spending a few days trying to make a nice looking 'mouth' and pit, I gave up and started experimenting with OTEX. (The wad file for the experiment survived, though.) Thinking back to Blighttown from Dark Souls, I thought I'd try instead to experiment with rotten wooden towers in a big muddy pit. This gave it the name 'The Mud King's Tomb'. I was concerned this would look a bit too much like the Hag's Finger for my tastes, but kept at it, as I was enjoying using the wood textures from OTEX a great deal.

Much like Map 15, the size of it exploded and I suddenly realised I had a huge detailing task ahead of me. (Not something I thought about while I streamed doing the layout.) Weeks later, having done a lot of the detailing, I realised I still had a lot to go. The map, like Map 15, was in danger of hitting the line limit. I was getting nervous I might have to cull some things. Thankfully, however, while I got close, I didn't quite hit the limit and was able to detail the map to my satisfaction.

Eventually, however, the map had changed a lot from just being about mud and wood, and I felt the current title didn't fit it very well. Nirvana put his hand up and offered to brain storm some new names, and after a while we finally settled on the current title. Later, Cyano would comment and say it "sounds like Dark Souls DLC." He's right, damn it.

The ridiculous length of the map also meant that playtesting it was a big problem. Nirvana streamed his own attempt, and it took him over 6 hours to complete. This meant that changes and fixes to the fights had to be done in small chunks. (Even in the current version, I feel there's still stuff that can be improved.)

Resource Credits	: Music from Sunlust, Map 28. ("Gate of the Ancients" from Stonekeep). Edited by Scotty to remove the 'whoop!' sound.
			Additional textures by Ukiro from his amazing OTEX texture set. 

Testers			: Bemused, Nirvana, Scotty, Loveless, Nevanos, MrZzul, Bloodite Krypto

*Map17*

Archives of the Technomancer

Map Notes		: Originally titled 'The Giant's Archive' I wanted an excuse to make a giant library map because I'd always loved the old book case textures. My initial vision of the map had a very green opening with trees and a gentle dirt road to a big red brick building. Entrance would be by a big pile of books that appeared to have fallen from the window and the player would climb up the pile into an upper window. Once inside, the play was going to travel around tall ledges with copious amounts of bookcase textures everywhere. Maybe some platforming over bookcase textured platforms as well. I envisioned the exit and final fight would be in the centre of the map with the player being able to see it.

Once I started mapping however, I quickly abandoned some of my old ideas. The outside became a desert, and the outer structure became a lot darker and, like a lot of my other work, brown. I eventually started playing with tech textures along with the bricks and rune textures and after a while came up with the library/tech combo now present in the map. The original layout idea, however, mostly survived and the ending area is largely visible from a lot of the map.

The only other major changes happened as a result of one room I made I was very unhappy with. The top right crusher room, originally was one giant room with a huge pile of Arch Viles in the centre with hordes of Mancs and Revs sniping you from above, while pinkies swarmed you from below. The Viles were also on platforms that moved up and down. While I had seen a similar fight layout work before, at the scale I had made it, it quickly became incredibly tedious. So I broke it up into dozens of smaller rooms and made it a series of smaller fights, rather than one big one. (At this point I also hit the Boom line limit and had to delete some floor detailing from the entrance hall.)

The final fight also, originally, had 20 Arch Viles in it. But the cover I'd put in wasn't nearly enough. I knew when I saw a player as good as Nevanos struggle, I'd overdone it, so I deleted the vast majority of them. 


Resource Credits	: Music - Simple Solutions by Mark Klem. (Originally from Strain.wad) Additional textures once again by the great Ukiro and one small one by me.

Testers			: Bemused, Nevanos, Bridgeburner 

*Map18*

The Singing Void

Map Notes		: Originally titled 'The Screaming Void', I originally planned the entrance to be a great skull hanging in the void, it’s mouth open wide. After messing around for a few hours with some custom textures, I abandoned the idea and decided that perhaps floating skulls might be a bit too tricky as a motif for the map. 

I then briefly toyed with the idea of calling it ‘The Blooming Void’ and using plant style patterns, but the strange metal building came to me before I got anywhere with that idea, and it stuck. The new theme also didn’t fit the original name, so I swapped ‘Screaming’ for ‘Singing’.

(Spoilers ahead!)
I decided on the void leading to differently themed areas. The tudor style area and the metal/tv area came to me pretty quickly. While deciding on what to do for the third area, TheMisterCat offered to model/animate my sketch of my old Hive Mother idea. I was amazed he’d offer to produce so much work for me, so I happily excepted. Two and a half days later, she was mostly complete.

Because of the work I decided to make the third are a Hive Mother throw-back and populate it with the new monster. During this area I began to realise I was going to run out of lines. I cleaned up a fair bit of superfluous detail around the map, but quickly realised the hive area wasn’t going to quite live up to what I had in mind, so that was disappointing.  


Resource Credits	: Music - Plasma by Lee Jackson (Duke 3D). Additional textures from Otex by Ukiro. New Sign/Crate textures by me. Hive Mother monster modelling/texturing/animation/rendering by TheMisterCat. (Done in Sculptris/Blender.) (Based on a digital sketch by me.) Blood animations on death and muzzle flash animations by me. (Drawn over the top of TheMisterCat's work.) Various sounds from freesound.org for idle/death states. Alert voice sound by Major Arlene, edited by me. Original ZScript work by TheMisterCat, conversion to DeHacked by Antares.

Testers			: Bemused, Nevanos, Bridgeburner, NoReason 

*Map19*

City at the Mouth of Ire

Map Notes		: The original map concept started as a giant dam like wall. I wanted fleshy holes in it that the player would eventually travel into. Inside they would explore a nest of flesh, blood and other horrible stuff. It was to be titled 'The Brooding Cavity'. Once I'd built my big wall I realised that perhaps instead of holes, a giant mouth of sorts might provide an easier to make and more dramatic entrance. (I wouldn't have to worry about all sorts of weird mid-tex tricks to get it to work.)

I then built a giant 'guard tower' that I had planned the player would need to travel through to open the mouth and get inside the nest. With that roughed in, I figured the player should probably start from an elevated position to see the great wall, it's mouth and the distant tower. (This is currently the platform you start on.) I then added in stairs and lifts for the player to slowly descend to the bottom and then some roads at ground level.

At some point I found myself adding in more and more buildings and decided I would probably scrap the original idea and make it a city. I soon edited the window texture which is prominent around the map. (And yes, it's fairly Silent Hill inspired.) I later figured if I had the lines left over once the city was complete, I would make the fleshy tunnels the final part/fight of the map. If not, it could just be the exit. Unsurprisngly, it was the latter.

I eventually ran out of lines while detailng the final section (which ironically was around the first part of the map I had built) which was disappointing. I might go back and find some areas of detail to cull in the future, but for now, minus any bugs, I feel the map is complete. 

Resource Credits	: Music - Outer Darkness by John Weekley (PRIMEVAL). Additional textures from: Otex (by Ukiro), Gothictx (by Anthony Czerwonka), Various textures from Magnolia/Stardate 20x6/Stardate 20x7 (by NiGHTMARE, FuzzballFox, 40oz, Esselfortium), Window texture edited by me (original from Bauhaus by Didy, Didy's source unclear), Malice Texture Pack (Nick Baker/Malice Team), Ancient Aliens textures (too many authors to list), (big art-deco frankenstein textures by me. New swamp tree sprites by shtbag667.

Testers			: Archviler, Nevanos, NoReason, Scotty, Dubzz

*Map 20*

Beneath the Waves of Styx

Map Notes		: Many years ago I wanted to do a big crypt map. I had a simple texture theme in my head - the green bodies texture, some grey stone and some sharp green highlights. Nothing more. I wrote down the map name 'The Jade Ossuary and didn't think much about it.

Once I did get to the map slot, however, I had a few other ideas swimming about. My first attempt of the map involved me making a sort of river out of bone textures, with plans to dot structures around it's outer edges. I couldn't get the initial river looking nice, however, so I abanoned that map. I then had an idea of some great piled grave structures from Beksinski paintings as well as from the Dark Souls series'. (Especially some of the environments from the third game.) So I went about to making some little grave stone textures to litter across the map. I'd also recently fallen in love with the texture sets Makkon had been making. Quickly the map became more of a sort of valley with great crypt like structures in it. I also briefly toyed with having a black sky, but felt the classic orange sky was more striking after making some edits.

I was also a great deal more confident with voodoo dolls at this stage and made a lot of what I felt were fairly ambitious fight designs. The amount of control sector work and voodoo stuff drove me crazy, but I did eventually manage to get it all working with a fair bit of help from other people more experienced at that sort of thing.

Originally the map had a very different ending room. I had a concept of a giant timed fight you had to route before a great deal of viles would be released. However the room was so big, even with an obnoxious amount of viles, it was still possible to circumvent the trap. I then swapped it to a voodoo doll, but could not make the layout I had feel fun or make it look as nice as I would have liked. (I was out of lines again.) I was deeply frustrated and after spending months on end toying with it, I eventually scrapped it for the room now in the map.

Resource Credits	: Music - Based on racharacharach by Ribbiks (from Wormwood). Edited by me and Jimmy. Additional textures by Makkon (some palette conversions/edits done by Tango), Sonny666, as well as some franken edits by me. Additional thanks to NineInchHeels for helping me get the teleport group of monsters to room x fight to work. Thanks to all the other people who helped me with the complex voodoo doll scripting, sorry if I can't remember who you all are.

Testers			: Nirvana, NoReason, Nevanos, Scotty

*Map 21*

The Leviathan's Arteries

Map Notes: I had this map idea a LONG time ago. The original version was a bit different than what I ended up with. The giant ‘arteries’ were always a part of it, but the structures I had picture around it were going to be made from wood, rather than the white and black stone textures. The health starvation part of the map was an idea Bemused suggested so long ago, that it may have been while Abandon was still in the works.

Eventually it evolved into the huge map it is now, and brushed up against the line limit many, many times. Lots of detailing had to be deleted or consolidated. This meant compromising on some things, like in the womb inspired section. I’d originally wanted it so that, when an enemy walked over a W1 teleport line, a wedge of the teleporter would lower and change brightness/colour to indicated that had been used. But the sheer amount of lines that would have taken made that impossible. (And it wouldn’t really impact the fight much.)

I also wanted to detail a few areas, like the Race Fight and the surrounding area more.

Another big thing I had to rethink was the final Garden fight – originally the flowers were going to move in a snake like pattern around the arena. Taviow would suggest the current iteration – having them slowly fill it up instead, which I think I prefer anyway. 

And lastly, the murals you see of the ‘Crimson Valkyries’ are something I didn’t quite have the energy to finish. They started out as a you see now – just a warrior in armour, but in my head now they’re vastly more insect like with almost entirely red bodies. Maybe one day I’ll finish painting over the current murals.

Resource Credits	: Music by Cammy - "They Named Him Gashadokuro". Most new textures by Makkon, palette conversions by me. New red vine textures and obsidian textures (labelled GAZOBSID and GAZOBSIG) made by me from scratch, with additional flower textures from textures.org. Additional thanks to msx2plus/em for finding and giving me the silent hill 1 fence/grate textures which came in handy.

Testers			: Lucky_Edie, Crusador560, Taviow, STXVile and Benjogami. 

*Map 31*

House of Corrosion

Map Notes		: Long ago, I had an image in my head of a giant bright green cube that the player would enter. They would travel up a giant pile of smaller cubes inside the larger cube, into a long series of cube themed rooms, with green being the dominate colour. After drawing in my rough, giant green cube, I realised the stacks of cubes I had in my head, didn't look all that great. I made a bunch of new green textures in an attempt to make the idea work, but eventually settled on the weird bridge present in the final map and made the entrance a lot lower in the giant cube than I'd originally envisioned. It didn't take me long to start detailing and abandon my old 'cube' shaped rooms and theme, going for the theme now seen in the map. 

The map came together very quickly, and bug wise, was probably the one which was the easiest to fix. (As always, I'm sure people will find things me and my testers missed.) I had at one point thought about removing the current mountains/outdoor detailing and redoing it, but no one made any negative comments about them, so I decided to leave them as they were. That said, the original 'Cube' building exterior used to be extremely simple. Only one person didn't like the simple design of it, but I decided to go back and detail it a bit more anyway. 

Resource Credits	: Music from 'The Mucus Flow' (CC2), with music by the map maker himself, B.P.R.D. New textures from OTEX and some by me. The new flat green texture used in the floating cubes at the end is by Benjogami.

Testers			: Bemused, Nirvana, Scotty, Loveless, MrZzul, Nevanos, Bloodite Krypto

*Map 32*

The Harlot's Garden

Map Notes		: This map was originally going to be for the Map 17 slot. I had pictured a big multi-tired garden structure around some sort of mansion. As mapping progressed, however, things began to change greatly from what I had originally had in mind. Suddenly I found myself making trees, putting in grass... it wasn't feeling like a traditional Sunder map. Eventually things grew so hyper-detailed and silly, I realised this would be a perfect idea for my Map32 slot - a slot, even after years of coming up with map ideas, hadn't really been filled. It slowly grew into the beast you currently see, with some absurdly over the top fights, even by my standards. Because hey, what's a map in the super secret slot without some ridiculous fights? 

I was also going to keep the map a lot more brown initially, and decorate the mansion grounds with dying vines etc, but with only green vines in OTEX and the like to play with, I largely stuck to green. Later on WereKnight put his hand up and offered me some great tree textures/sprites. 

Also, as a big thanks to my testers and other contributors, I asked people who had tested, given me music, textures and so on, to send me pictures of paintings they liked to hang around the mansion. So if you're wondering what the paintings are for - that's why :) With the exception of the strange horse painting (that painting is by me, done for an art class many years ago), most of the people who have appeared in the credits got a painting. (And if you want to use my horse painting for anything, please contact me first!)

Resource Credits	: Music by Eris for Panophobia titled "Aorta". Textures from Quake 1, sourced from Q1TEX. Other red mansion textures from Hell Ground (HG.wad) by Deadall, possibly sourced from American McGee's Alice. (His credit list isn't clear.) Custom creepy tree textures by WereKnight. Grass, lilypads and stair bannisters by Elend. (Elend's work is currently available in the 'Post your doom textures!' thread on Doomworld.) Keyflat texture from DVII by Huy Pham. Some OTEX assets by Ukiro as well.

Testers			: Bemused, Nirvana, Scotty, Loveless, Nevanos, Bloodite Krypto