General format for this text document formed from sunlust_extra_info.txt, Map Commentary formatted from DVII-1i.txt.

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Extra info:
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Bespoke maps made for the quarterly Doomed Index Competitions.
Designed for UV-Max demo gameplay. Special thanks to Raven
for helping organize the competition format.

SLADE was used for wad resource management.

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Map Commentary:
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===================================================
MAP01:                                	    Hebonky
===================================================                          
Level Name              : Brackenheart
Build Time              : Like a day and a few hours
Editor Used             : UDB
Finished                : April 17th, 2026

Music			: "LOL2-10.mid" from Lands of Lore 2

Inspiration             : Crumpets 2 Map06

Comments                : Was initially shooting for a more combat focused map
			  but I realized that was kind of uninteresting for
			  fairweather so now you get a resource starvation map.

===================================================
MAP02:                                	    JackDBS
===================================================                      
Level Name              : Festival of the Star Vega
Build Time              : ~18 hours
Editor Used             : UDB
Finished                : April 15th, 2026

Music			: "Sunshine Coastline" by Takahiro Unisuga [from Ys VIII, MIDI arrange]

Inspiration             : Antaresian Reliquary MAP02
			  Struggle MAP25
			  AV MAP05
			  Combat Shock 2 MAP06
			  Sunlust MAP04
			  Zephyr

Comments                : I wanted to make a rather pretty map set in a castle
                          with some watery horizons, and maybe an outside courtyard.
			  After my first draft of the map that went nowhere, I
			  scrapped most of the indoor content and just decided to
			  focus on a central outside area that gets more and more
			  chaotic as the map progresses.
						  
			  The idea of the dusk setting was because Alien Vendetta
			  was on the mind, and I think Jacek Bourne said in a VC
			  that he thought the stock marble textures were ugly,
			  so I wanted to use them.
						  
			  The red skull key fight is a remake of a fight in my first
			  megawad, in Devilbuster Dreams' MAP14, but I think this
			  remake plays a lot better.
						  
			  Originally there was gonna be a fight after the now final
			  fight, but I think this finale works as a fine climax.
						  
			  Also a lot of design decisions were made in consideration
			  for speedrunners, and I'm pretty excited to see if anyone
			  will run this map into the ground.

===================================================
MAP03:                                	 El Inferno
===================================================
Level Name              : Red Nightmare VII: Bowser's Castle
Build Time              : 5 days, spent more time on testing than actually mapping
Editor Used             : UDB
Finished                : April 17th, 2026

Music			: "Gnomus" from Pictures at an Exhibition by Mussorgsky

Inspiration             : First two fights were somewhat inspired by raindrop

Comments                : None

===================================================
MAP04:                                	Monsieur E.
===================================================
Level Name              : Abzu
Build Time              : ~15 hours
Editor Used             : UDB
Finished                : July 16th, 2026

Music			: "Fault Zone" (FM-Synth) from Ecco 2: Tides of Time, sequenced by Martin Skog

Inspiration             : Alien Vendetta Map23, Chord3

Comments                : My primary motive here was to make a map that gives people a
			  variety of options to approach it, to mix and match routes to
			  determine their ideal (and the fastest) way to play it. Theming
			  came together at the very end, early stages imagined a predominance
			  of lava which was superseded by blood leading to the tentative title
			  "Ager Sanguinisis", at some point I was conflicted between blood and
			  nukage for the predominant accent; then taviow suggested blue as a
			  joke but water worked really well xddx. So, that brought together
			  the thematic elements of the map into an imagined abandoned outpost,
			  remnants of mankind's attempts to penetrate the primordial waters,
			  invaded by demons.

===================================================
MAP05:                                	    eater29
===================================================
Level Name              : Verdant Haze of Yesterday
Build Time              : ~16 days
Editor Used             : UDB
Finished                : July 12th, 2026

Music			: "Don't Believe" by lpad, originally from Blues Brothers 2025

Inspiration             : Sunlust Map28

Comments                : I was in a bit of a sunlust/20x6 mood while making this since I was
			  planning to make a map in the 2013 slot for Thru Da Years (that I never
			  ended up making, lol) so I ended up picking a few textures that I 
			  associate with sunlust and rolled with it. The goal was to make something
			  reminiscent of Sunlust MAP28's theme and setting but with aspects of more
			  recent challenge stuff I like (semi-nonlinearity, funky shapes for
			  interiors, combat setups etc.) and it ended up being the influence for
			  the map's title, since it's vaguely reminiscent of now slightly older
			  maps in the genre with its texture theme.

			  The map ended up being bigger than I initially planned and would have
			  likely been even longer if I didn't rein myself in. The area south of
			  the YK stairs was going to be the RK fight with the current RK fight
			  being a filler fight to get back to the spawn point. Given the right
			  route I've been able to reduce my time to about 18 minutes and I'm
			  interested in seeing how much further that time can be brought down.

			  Most of the map was done over some night shifts on a new laptop. The
			  complete lack of anything else happening turned out to be good for me
			  as this ended up being one of my most productive single periods of
			  mapping ever. Worth the sleep deprivation.

			  Side note: I hate copilot so much man. I wanted to use the ctrl+shift+c
			  shortcut to copy linedef properties and it OPENED COPILOT AND I CANNOT
			  CHANGE THIS SHORTCUT. So I ended up uninstalling it. Then a few days
			  later I used the shortcut and copilot opened AGAIN. It reinstalled
			  itself! I'm going insane!

===================================================
MAP06:                                	    Phoenyx
===================================================
Level Name              : Of Consequence
Build Time              : [Left Blank]
Editor Used             : UDB
Finished                : July 17th, 2026

Music			: "N.I.G.H.T.M.A.R.E" by ToneX

Inspiration             : None

Comments                : Wanted to make something freaky and kinda fuckmappy. I haven't
			  really done low resources gameplay much, if at all, so I wanted
			  that to be the focus for at least the majority of the map, which
			  I think I succeded in. Hopefully this is fun and challenging,
			  and people think it looks cool. Moreso worried about the former
			  than the latter.

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Other Miscellaneous Crap:
-------------------------

- Dexcom 2 came together in its last week before release.
- Dexcom 3 added little monetary rewards for the top 5!

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Additional Credits:
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=== 32in24-15_tex_v2 textures
=== CC4 textures
=== Deus Vult II
=== GothicTX
=== LIVTex
=== Mercurial Dregs (BLDTLE2 flat, I also turned it into a texture)
=== OTEX 1.1
=== M_DOOM, TITLEPIC, INTERPIC, CREDITS, M_SKULL graphics by Kinetic
=== "Pro Lamina" font by CabreraTypo, used on INTERPIC
=== "Airstrike" by Iconian Fonts, used in M_DOOM and TITLEPIC graphics
=== Intermission Music: "Hit!" from Lufia 2: Rise of the Sinistrals
=== Title Music: "Main Title" from Secret of Evermore
=== NoSp3 Plasma Sound

Main playtesters: Dheta, Kinetic, taviow

Thanks for reading dexcom2026_extra_info.txt.
