
[=============================================================================]
[-        ====  PERSIAN.WAD  ====  DOOM2.WAD  ====  COMPLEVEL 9  ====        -]
[=============================================================================]
[-  MAP                                  BUILD    MUSIC                      -]
[==|---|================================|-----|==|-----|======================]
[-  01: Doctored Photographs             10 hr    "Wood Chuck Could Chuck"   -]
[-  02: Grouse House                     14 hr    "Grack in Action"          -]
[-  03: Due To Budgetary Constraints...  18 hr    "Wapestry Aperture"        -]
[-  04: Breathing Your Oxygen            42 hr    "Vague Transmissions"      -]
[=============================================================================]
[-  GFX: classict, misctex, lemon, dvii, PERS* assets by GoS                 -]
[-       CWILVs from c.eev.ee/doom-text-generator                            -]
[-  SFX: plasma sound (you know the one)                                     -]
[-  ETC: thanks to Benjogami for playtesting                                 -]
[=============================================================================]

[=============================================================================]
[-                              VERSION HISTORY                              -]
[=============================================================================]

v1.1 - Jul 3 2026
v1.0 - Jul 1 2026

[=============================================================================]
[-                                   MAP01                                   -]
[=============================================================================]

This map was made in June 2025, when I opened Doombuilder for the first time
in ages to oblige a half-serious prompt from GoS to make an e1 techbase map.
It wandered a bit off script but overall is an earnest effort at using classic
textures to make something I thought was interesting. In terms of map geometry
it's still channeling the offkilter-but-precise style I've been into recently.

[=============================================================================]
[-                                   MAP02                                   -]
[=============================================================================]

While map01 was being made I was also compiling a small collection of midi
files that I intended to post as a sequel to the "lov_*.mid" tracks I made
a few years ago. I got the idea that this wad should function as an 'EP'
for the music and thus needed to be 4 maps, one for each midi.

[=============================================================================]
[-                                   MAP03                                   -]
[=============================================================================]

The only idea I had when opening the editor to start this one was that I wanted
a sprocket-like room of one-way doors that could only be traversed clockwise.
I don't remember why. So the pentagonal starting area came first and the rest
of the layout was formed by grafting other shapes onto it. Pretty small map but
I think it punches above its weight in routing, with several viable routes
through it.

[=============================================================================]
[-                                   MAP04                                   -]
[=============================================================================]

I knew how I wanted the opening shot of the final map to look, which ultimately
required a larger scale than the previous three. As such this one took longer
to come together and went a bit off the rails in its own way. It also wound up
somewhat of a dumping ground for boom mechanisms I'd previously prototyped but
never managed to use into a proper map. Some "preoccupied with could, didn't
stop to think of should" energy going on here.
