===========================================================================
Advanced engine needed	: Boom
Primary purpose	        : Single play
===========================================================================

Title	                : Old Still Life.
Filename                : OLD STILL LIFE.WAD.
Release date	        : 5/oct/2021.

Author                  : Rednov.
Email Address	        : rednov90@gmail.com.
Other files by author   : A few with other nickname.
Other author info.      : From Spain.

Description             : Old Still Life is a wad with 11 boom-compatible
			  maps for Doom 2. The purpose is non-lineal maps
			  furnished with almost the whole Doom 2 textures.
			  A few of them were replaced by the same textures
			  but with other palette. It doesn't change a lot,
			  so you can use a patch for restore the original
			  textures and other stuff (see "patches").

			  There are maps which contain puzzles, some of
			  them easy, some of them hard. Not all the game
			  is killing and killing, though there are
			  delicious slaughter fights too.

			  (Sorry for my english mistakes, I'm still
			  learning).

Additional credits to   : ID Software for creating Doom and all the
			  inspirations for this wad (see "credits").

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

* What is included? *

New levels    	        : 11.
Sounds                  : Yes (included).
Music                   : Yes (included).
Graphics                : Yes (included).
Dehacked/BEX patch      : Yes (included).
Demos                   : No.
Other                   : None of them necessary (see "patches"):
			  OSL_textures (all the original textures);
			  OSL_music (music from Doom, Heretic and Duke);
			  OSL_esp (translation to Spain).
Other files required    : None.

* Play information *

Game                    : Doom 2.
Map #                   : 01-11.
Single player           : Yes (designed for).
Cooperative 2-4	player	: Yes (not tested).
Deathmatch 2-4 player	: Yes (not tested).
Other game styles       : None.
Difficulty settings     : Yes (HNTR/HMP/UV, see "play notes").

* Construction *

Base                    : Just my imagination.
Build time		: 3 years (2018-2021) (see "story").
Editor(s) used          : Doom Builder 2.1.2.1553, SlumpEd, Doom Writer
			  v2.0.0, Slade 3.1.6.
Known bugs              : Some HOMs in the sky, many of them annoying.
May not run with        : Not tested ports.
Tested with             : PrBoom+ 2.5.1.4, GlBoom+ 2.5.1.4, ZDoom 2.8.1,
			  GZDoom 4.1.3.

* Copyright / Permissions *

The aim of this wad is contributing to the huge Doom community, so I
authorize to distribute it for free, as long as it's accompanied by this
archive. It can be used for the base of other maps, but never can be
modificated. Any suggestion or other things: rednov90@gmail.com.

<a rel="license" href="http://creativecommons.org/licenses/by-nc-sa/4.0/">
<img alt="Licencia de Creative Commons" style="border-width:0" src="https:
//i.creativecommons.org/l/by-nc-sa/4.0/80x15.png" /></a><br /><span xmlns:
dct="http://purl.org/dc/terms/" property="dct:title">Old Still Nature
</span> by <span xmlns:cc="http://creativecommons.org/ns#" property="cc:
attributionName">Rednov</span> is licensed under a <a rel="license" href
="http://creativecommons.org/licenses/by-nc-sa/4.0/">Creative Commons 
Reconocimiento-NoComercial-CompartirIgual 4.0 Internacional License</a>.

===========================================================================
INFORMATION
===========================================================================

============
Play notes
============

- All the maps designed for pistol-start.

- Not allowed jumping or crouching. Recommended up-down mouselook in some
  moments, but not necessary.

- Recommended to play in HNTR or HMP at the first play. UV is an
 experimental version which can change the maps dynamics.

- There are NOT much ammo generally. You should use it wisely. Explore
  and find secrets.

- Some puzzles need atention and a previous study of the switches.

========
Patches
========

None of them is necessary for playing!

- OSL_textures: all the Doom 2 original textures, because this wad
  is entirely compatible with them or within them.
- OSL_music: only MIDIs from Doom, Heretic and Duke Nukem 3D if you
  want to play this wad like in 90s with OPL2, etc. or if you prefer
  a more classic ambience.
- OSL_esp: translation to Spanish (map names, intermission texts and
  "pick-ups").

=====
Maps
=====

- MAP01: "System failure".
- MAP02: "Phantom Loop".
- MAP03: "Chambers of the damned".
- MAP04: "Mount of the two faces".
- MAP05: "Vertigo in Pandemonium".
- MAP06: "Lunar mining station".
- MAP07: "The mudding flow".
- MAP08: "Separate reality".
- MAP09: "Babel keep".
- MAP10: "Ixelon".
- MAP11: "Presbyterium".
- MAP12: "Beyond eternity" (without enemies nor exit).

=========
Prologue
=========

////////////////////////////////////////////////////////////////////////
Contact has been lost with a scientific-military complex at the far Tei
Tenga moon, where iron oxide is extracted and secret experiments are
made. A military spaceship with eight marines aboard has been sent to
Tei Tenga for supervising (very original).

Suddenly, the ship Artificial Inteligence discovers something weird
near to the moon: there is NOT any moon in the coordinates. And what's
more, the spaceship has suffered a instability problem at the dark
matter reactor when it was near to the (former) orbit, so it's adrift
in the space (twenty-two century advanced technoly which always breaks
down...).

Because of that, the AI begins to wake up to the eight marines,
sleeping in their hypersleep capsules. Another problem appears: two of
the capsules has suffered damage. While you were temporary leave, the
other six marines have been doing things, like deploying manually the
radar to get in touch with Earth and trying to fix the reactor by
external computing. Nothing was successful.

You wake up late. It seems anybody is alive at the ship except you,
at least of your specie!
///////////////////////////////////////////////////////////////////////

======
Story
======

The project began in November 1st, 2018. It was going to be just a few
maps for Halloween: the first one was the current map 02. After that,
maps 01, 04, 05 and 07 were built, and later the same with the other
maps. The only exception was the map 03, which was built between
February and April 2018, rescued from a previous failed project. The
last maps built were 09 and 11 in three days each one. Except map 02,
all the maps were created with at least one map at the same time.
Finally, the wad was finished in summer 2021, so I spent three years
for creating this wad. However, I alternated periods of doing a lot of
building with periods of doing absolutely nothing.

This wad was intended for some simbolic story, but it was discarded.

Map 01: there are two puzzles, one of them required to continue, so pay
attention to the numbers. This map can be a little claustrophobic, because
corridors are very narrow. My inspiration was the Nostromo spaceship, from
Alien 1. I give you the auto-map at the beginning because the marine is
supposed to know the spaceship before the journey and because reaching the
exit it's a bit special, so I think it's important the player knows what's
his goal in this map as fast as possible.

Map 02: the beginning of OSL. It was intended for releasing it in 24 hours,
for Halloween, but I decided to add two other maps, and then more maps, and
more maps... At all Halloweens before the release date, I had been thinking
about releasing this map as a Halloween demo for the wad. It hasn't puzzles,
but you have to pay attention to the switches. My inspiration was a
nightmare.

Map 03: it belonged to a previous project (from February 2018), with great
amounts of ammo. I rearranged it for OSL because it was ugly. My inspirations
for this map was Sunlust last map and Quake episode 3. PIPE and BRICK
textures are the original ones but more "toasted".

Map 04: it's a hard map, specially at pistol-start. It's because sometimes
you have to face enemies in very hostile stages and with a appropriate
weapon... My inspirations were Doom 2 hell and "The nameless city" from
Lovecraft.

Map 05: it was born from the same idea as map 04, but in the opposite side:
if the previous map is at the subterranean, this map is at the heights.
This map is less obvious than others, and I recommend the up-down view for
this map, but it's not necessary.

Map 06: I was clear that this would be a map inspired by map e1m7 from
Doom episode 1, but bigger and more detailed and varied, and with some
puzzle. Another inspiration was System Shock. I built it relatively fast.

Map 07: this was inspired by a nightmare too, like map 02. It's a hellish
seaport in a hellish beach. Note: all the procedure is similar to the
Doom 2 one. When I finished it, I arranged it for deathmatch.

Map 08: Building this map was very difficult to me, and I was very slowly
for it: hours within ideas for continue which made me think I was never
going to finish it. I think building a city with Doom 2 engine is a hard
task, because you can be repetitive. Or maybe I was never born for being
urban engineer. My idea was creating a lovecraftian village after map 07.
My inspiration was map 04 from "Dimension of the Boomed" by Urthar, but 
giving it more inspiration by hellish cities from Doom 2, with more weird
and surrealist mixtures (the metal-green zones or the red-hellish crypt).
Another inspiration was Silent Hill, at least in the "no-monsters" stages.
I finished it in April 2021. I called it "Witch Swamp" firstly, but I
decided to give it a less explicit name. A curiosity is that the north
green zone used to be a courtyard where you face a lot of demons and
finally you obtain a key, but it was discarded because there were seven
keys. After that, that courtyard was going to be rearranged for an 
alternative exit where you face million enemies and the prize was
finishing the map with all the weapons, but it was discarded too because
the next map idea is for pistol-start above all, so the zone remained
for decoration.

Map 09: a short map to add variety to the wad. The previous maps (at least
07 and 08) are big maps with a lot of monsters, and the next one (map 10)
is the biggest map of the serie and the one with the higher amount of
monsters with thousands, so map 09 was intended for give "rest" or "peace"
to the player. However, there are not any rest or peace in here, actually.
Certainly, it's one of the hardest OSL maps. But the playability is
completely different: there are a few enemies ambushing you, and you don't
have weapons for face them, so you have to move wisely in the stage and
interact with the elements. I consider this the "survival horror" of the
wad. About the aesthetics, it's an evolution of the previous map, which
is a village with surreal parts. Map 09 looks like a building in a village,
but very abstract: if at map 08 you always know where are you (a flat, a
sewer, a castle, a crypt, a graveyard...), at map 09 you absolutely don't
know  vwhere the fuck you are, even though there are no hellish or surreal
textures. I built this map in 3 days, one of them only for the final
puzzle.

Map 10: the biggest OSL map. My inspiration was "Stardate 20x6" and "20x7",
and map27 of Japanese Community Project. However, I assume the architecture
of this map hasn't the quality of the mentioned wads. I use the dark places
for give a hellish look, but for cover the imperfections too. There is a
relatively complex puzzle. It's easy, but maybe you won't understand it at
the first look.  It toke me a lot of time. This was the map I was building
during the Covid-19 lockdown. There is a problem with this map: it's
possible it couldn't be run in Gzdoom in the best conditions.

Map 11: a short map built in 2 days at summer of 2021. It was intended for
give to the player a short map after a bigger one like map10 and for the
intermission text. It's a geometrical mixture of metal, brick, wood and
acid with no-sense. It will be an easy ending map, unless you do
pistol-start...

9th July 2021 I finished polishing all the maps except map10. It was
because when I modified map10 for polish it, it crashed. I finally fixed
it deleting some problematic sectors, but if this error had never happened,
the wad could have been released at August 2021.

==========
Versions
==========

1.0 (current version)

I would like to set up maps 07 and 12 for deathmatch at future versions.

===========================================================================
CREDITS
===========================================================================

======
Music
======

- 01: D_DDTBLU de "Rock it! Electronic Edition" by Mr. Chris.
- 02: "Apostate" from The Binding of Isaac arranged by Ribbiks.
- 03: "Retribution Dawns" by Aubrey Hodges for PSX Doom arranged by Jay
      Reichard (silentzorah).
- 04: "Aorta" by Tristan Clark.
- 05: "Mist" from Heretic.
- 06: "Night Run" by James Paddock.
- 07: "Sinister" from Doom.
- 08: "They're Going To Get You" from Doom.
- 09: "Rock The Building" by Jamie Robertson.
- 10: D_DDTBL2 de "Rock it! Electronic Edition" by Mr. Chris.
- 11: "Atcoty" from Heretic.
- 12: "A warm place" by Nine Inch Nails MIDI, extracted from "Cabro's
      Legacy".

- Title: "Sign of Evil" from Doom.
- Ended map: "Recycle" by Psychedelic Eyeball (music.themaxproject.com).
- Ended episode: "The End of Doom" from Doom.

=========
Graphics
=========

- Hellish sky: "Mek's Box 'o Skies! - v3" by Mechadon.
- Space sky: "Dark Resolution 2008".
- Status Bar: "TNT: Revilution".
- Titlepic: Still Life with a Skull and a Writing Quill, by Pieter Claesz
  in 1628.
- Interpic: http://www.dicyt.com/viewItem.php?itemId=41173.
- Some sprites from Heretic.
- Some textures from "Community Chest 4" and "Struggle" by Antares.

=======
Sounds
=======

- DSGETPOW: PROTECT from Quake.
- DSSECRET: SECRET from Quake.
- DSBOSSIT: BELLRNG from Hexen.

======
Other
======

- The stranded boat in map 07 is a modified copy of the same from map 02
  of "Stardate 20x7" by Ribbiks.
- The map 10 spirals were copied from map 27 of "Japanese Community 
  Project", changing the colour texture and expanding them.
- Id Software staff in 1993-1994: John Romero, Sandy Petersen, American
  McGee, Shawn Green, John Carmack, Dave Taylor, Adrian Carmack, Kevin 
  Cloud, Tom Hall, Robert Prince.