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| MIDNIGHT RUST EXTRAS |
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Do you love reading? well thats horrible news, i suck at writing just as much
as i suck at making maps
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=================
CREDITS
=================
= LOR and ID Vault Graphics, sounds, Dehacked work, etc... - folks at ID Software
                                                                      Nightdive Studios
                                                                      MachineGames
(icon of sin voice line replacement is a jakob voice line taken from DUSK)
(map 7s firesky is from psx doom, though taken from realm667s psx firesky pack)

= Music - Jim "Aku" Brimstone (Made almost all midi covers, with following exceptions)
          Bobby Prince (made the unused midi i reused for the intermission screen)
          Whoever made this [https://bitmidi.com/bad-to-the-bone-mid] for map31s midi

= Playtesters - primarily me and NumsOic, additionally some other kind people from 
                The Entryway and The Crispy Chicken Chillzone discord servers as
                one off playtesters for specific maps.

==================
DESCRIPTION
==================

Midnight Rust is an 8 map episode (sort of) continuation of Legacy Of Rust.
This mapset was mostly made as a sort of test drive, it is my first time doing
a deep dive into doom mapping however it ended up being a bit more serious than
i had originally intended.

The intention behind the wad was for me to learn something new from each and every
map i made, gradually getting better and better throughout. The result is a wad
that showcases my (i guess) evolution as a mapper (though in the end im still very
much not good at it lmao, but im better than when the wad started and it shows i think).

Because of the whole idea of this wad, i tried not to alter any of my previously
finished maps during the development of the wad, unless it is for the sake of bug
fixing or general balance/basic quality control (such as unpegging doortraks that were
previously pegged). Though of course some maps could not escape the wrath of the neuter,
though only for a couple of fights, as i seemed to have been high on something when i
was making some of them and made them way too difficult.

Am i happy with the result? eh? i couldve definitely done plenty of things better,
though there are a handful of maps in there that i personally enjoy, ill single
them out in the next segment, however overall, considering this is my first wad,
i think its fine, like alright at best, its positives definitely dont outweigh the
vast array of negatives though, but if you like shit like nova or something, then you
might find some sort of enjoyment out of this.
Though i did learn a lot about myself during the development process, mostly on the
doom side of things, from what kind of levels i enjoy, what kind of levels i dislike,
and it overall made me a better doom player as i got to understand the engine on a
deeper level, so if you asked me if it was worth it, yes, very much so, will i do
it again? maybe, just wait and see, i might have something planned.

==================
MAP DETAILS
==================

Titlepic taken from the ID Vault
Title screen midi: Megadeth - Use The Man
Intermission midi: UN121.MID by Bobby Prince from the ID Vault

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E3M1 (MAP01): Night Shift
MIDI: Raven - Lambs To The Slaughter
Notes: They say put your best foot forward, unfortunately that goes against
       the nature of this wad. This is The first non-UDMF map i made, which means
       i actually attempted to make something visually appealing for the first time.
       Its nothing special, gray tech base that you can knock out in under 5 minutes.
------------------------------------

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E3M2 (MAP02): Neck Deep In Darkness
MIDI: Gojira - In The Forest
Notes: Tried playing around with lighting in this one, and by playing around with
       lighting i mean making everything dark as hell, yeah i confess it is not
       the greatest and the original version had plenty of misalligned textures
       (so did map01 but i fixed those later on for basic quality control).
       the dark room fight couldve definitely been executed better but it is what
       it is, it would go against the spirit of the wad for me to make too meaningful
       changes to the older levels. Also i for some reason thought backtracking for
       no reason was good level design, awesome.
-------------------------------------

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E3M3 (MAP03): Fireworks In The Night Sky
MIDI: Sadist - Tribe
Notes: I wanted to make a level with this midi specifically so i pretty much designed
       it around the midi. This map is kind of a divisive one for me, ive grown to
       love it but love to hate it, the gameplay can be fun at times but frustrating
       at others (this was also one of the few maps to be majorly neutered in terms
       of difficulty, as originally the last fight was absolutely abhorrent), the
       visuals really arent that appealing, even compared to the maps before it,
       i didnt know how to do large open areas back then (and i still dont, please
       someone give me tips or something, they never look good when i make them).
       theres things to be loved and things to be disliked about this map, everytime
       i think about it i honestly cant tell what side im on more.
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E3M4 (MAP04): Dark Sludge Facility
MIDI: Alice In Chains - Sludge Factory
Notes: The only map where the final midi wasnt the one i used originally, still dont
       know if it fits but i guess it works. I struggled to figure out a set theme
       for this map so i ended up using it as an excuse to learn how to do 3d bridges
       (yes they are vanilla bridges with self referencing sectors and not fake floors,
       despite the wad using mbf21), and honestly, im happy with the result, this is
       one of the few maps where i honestly think it stands up on its own quite well.
       The visuals are clean (due to the LOR tc textures, thanks xaser), the gameplay
       is balanced and not too challenging (i originally wanted to make a bit of a
       breather after map 3). Also recycled map 2 motif, it wont be the last time
       you see it, i just really like the enemy silhouette effect!
-----------------------------------

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E3M5 (MAP05): The Everflowing Fortress
MIDI: Fear Factory - Ressurection
Notes: This map was originally going to be very different, i was going to make a
       long and winding dark castle labyrinth, then i thought to switch to a tech base
       in a large open cavern similar to Speed Of Dooms map 6, however i just couldnt
       make either theme work, so what did i do? i decided to use something i havent
       used yet - the icon of sin objects!
       and so i made this, two rooms, one large blue and black cavern full of enemies,
       and your goal: survive. I love this map, i can definitely see how and why a lot
       of people might end up hating this map, but it ended up being one of my
       personal favorites, it can be a ball buster however the satisfaction from
       enduring the hell is so good, i know im glazing my own creation and like 99%
       of the enemy placements arent even my own but i dont care, i just love this
       level too much, endurance tests are probably my favorite type of combat
       arenas (which you will see more of later).
       Oh right, this level has the secret exit, keen eyed players mightve been able
       to spot a couple hidden switches, theres 4 total, 3 requiring keys, have
       fun finding them (or dont, theres always IDCLEV31, i wouldnt blame you, i
       do the same).
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E3M6 (MAP06): A Death To Fracture Space And Time
MIDI: Tool - Schism
      Morbid Angel - Sworn To The Black
Notes: Every mapset has a dud, that one map that nobody likes, this is it. i know its
       quite the 180 from me glazing the previous map i made but i HATE map 6.
       This map took me a whole month, the longest out of any of these other maps to
       to make by a mile. The original idea for the map was to make something akin
       to M.C. Escher, or more specifically the Escher labs from DUSK, with winding
       corridors and a warped reality type thing, but i couldnt for the life of me
       figure out how to make my idea a reality, i couldnt think of a way to make
       it into an actually visually appealing and enjoyable map, i sat on this idea
       for a month before i said FUCK IT, sat down and just cooked up random nonsense
       while fiddling around with booms silent teleporters. I put every ounce of
       frustration and resentment for myself and this map directly into the gameplay.
       of course i later went back to this level after completing the wad to balance
       things out a bit, however considering its a penultimate map you cant ask for
       something too easy.
       You can enter the final fight with only one key and one firearm, however
       without foreknowledge of the entire fight you wont be able to beat it
       underequipped unless you have a really keen eye. just get both keys, get
       the adequate equipment and go do battle.
       I dont expect anyone to enjoy this level, because it wasnt made to be enjoyed,
       only beaten, and then have you questioning why you even did, IDCLEV07.
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E3M7 (MAP07): The Taste Of Rust
MIDI: Megadeth - The Last Note
Notes: I definitely was not planning to end my wad on the same note as map 6, if
       im ending it im ending it in a challenge and a blaze of glory (kind of, i mean
       i still didnt know what i was doing while making this lmao, i tried ok).
       I would call this a sort of magnum opus, however i would struggle to compare
       it to other maps that are labeled the same, its very linear, the grandness
       only really comes from the opening shot.
       I dont know if you could tell, however during the time of making this level
       in specific i was all in on ribbiks wads, stardate 20x6, swim with the whales
       (believe it or not, no, map 5 was not inspired by swim with the whales, i dont
       even think i knew who ribbiks was while making it lmao), and of course sunlust,
       which is kind of my main inspiration for this level, and this is pretty much
       the only level where i had a sort of specific wad inspiration (aside for map 5
       which was mostly inspired by speed of doom). this map has a large focus on
       combat puzzles and endurance tests, i got the idea for the archvile shotgunner
       arena after i was playing a wad and saw a chaingunner hit a gun switch, and
       it was at that moment i realized "thats neat, i should make a fight out of
       this", so i did. its a bit scuffed but i just wanted to get this wad out lmao,
       similarly with the fight following it which is the bridge fight, which funnily
       enough, partially inspired by plants vs zombies, dont ask me how, not sure
       how the idea came up but im kind of happy with the result, even if its
       execution came out very scuffed and maybe a bit hard to digest.
       Though i think you could tell i was itching to give the player a bfg and have
       them go balls to the wall with the enemies in the starting room, i thought it
       would be a very nice pallette cleanser and stress reliever after the last
       two major fights, and its definitely very needed for the final fight, which
       i am still very proud of, it can be a tad bit of a ballbuster but man is it
       satisfying to beat and i am so unimaginably happy with how the intro to that
       fight turned out. also the final fight is partially inspired by Junkfood map 8,
       i think you can see the influence.
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E3M8 (MAP31): Welcome To The Underground
MIDI: George Thorogood & The Destroyers - Bad To The Bone
Notes: How was the fall?
       Yeah its a joke speedmap, i made it after map 5 while trying to figure out
       what to do with map 6, only took a couple days to finish, everything but the
       flat textures are boneheads (i guess you could argue pain elementals dont
       count but they spawn literal bone heads so uhhh im right youre wrong i have
       depicted you as the lowly soyjak and me as the chad).
       barely playtested, barely even made to be fun, you just bfg a bunch of 
       skeletal enemies and have your ears blasted the moment you start. Truly
       the map of all time.
       You know i lied, map 7 isnt my magnum opus, this is.
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