               
		        _____ _____ _____ ___   _   _ _   _ _____ 
	 	       |_   _|  ___|_   _/ _ \ | \ | | | | /  ___|
 			 | | | |__   | |/ /_\ \|  \| | | | \ `--. 
 			 | | |  __|  | ||  _  || . ` | | | |`--. \
 			 | | | |___  | || | | || |\  | |_| /\__/ /
 			 \_/ \____/  \_/\_| |_/\_| \_/\___/\____/   
                                
      ======================================================================
                    =   10 vanilla-compatible maps for Doom 2   =
      ======================================================================

--------------
0. CONTENTS:
--------------

1.  OVERVIEW

2.  INFORMATION
    2.1 Summary
    2.2 Maplist
    2.3 Compatibility
    2.4 Multiplayer
    2.5	Resources used
    2.6 Additional resources
    2.7 TTNS_RC1.deh
    2.8 Demos

3.  STORY

4.  LEVEL INFORMATION

5.  AUTHOR INFORMATION

6.  LEGAL STUFF


--------------
1. OVERVIEW
--------------

Title         : Tetanus

File name     : TTNS.wad

Release Date  : 02/03/2023

Authors       : AD_79
		Bobby (lolmcswagger)
                Egg Boy
		myolden
                Skronkidonk
                T.Will
		uber
		Yugiboy85
                ZeMystic
                   
         
--------------
2. INFORMATION
--------------

[2.1 Summary]

Tetanus is a vanilla compatible episode for Doom 2, centered around
clean, easily readable level design, with visuals inspired by 
"orange-box" designs from various source engine games, as well as
Super Mario Odyssey's "Steam Gardens."

[2.2 Maplist]

Map01 - Infiltrate         | Egg Boy    
Map02 - Rush               | ZeMystic
Map03 - Rust               | myolden             
Map04 - Asphyxiate         | T.Will
Map05 - Salvage            | AD_79    
Map06 - Dehydrate          | ZeMystic
Map07 - Corrode            | Yugiboy85
Map08 - Desaturate         | uber
Map09 - Circulate          | Skronkidonk        
Map10 - Engorge            | Bobby

[2.3 Compatibiliy]

Tetanus was designed to run in Chocolate Doom and DSDA-Doom in
Complevel 2. The wad should be completely playable in your favorite 
source port. However, please ensure things like jumping, crouching, 
and mouselook are disabled.

[2.4 Multiplayer]

Tetanus was not designed with multiplayer in mind, some maps have 
cooperative starts, but most do not have cooperative monster placement, 
and were not tested for it.

[2.5 Resources Used]

Tetanus uses resources from the following:

Anomaly Report
Elend
Makkon
OTEX
Smouths' Textures

[2.6 Additional Resources]

Titlepic/Interpic, M_DOOM, HUD elements by uber

Title screen midi "Girth Quake" by ZeMystic

Intermission midi "Rusty" by ZeMystic

Text screen midi "Tread Lightly" by ZeMystic

Thank you midi "Everybody" by Backstreet Boys

Options lump by T.Will

[2.7 TTNS_RC1.deh]

Tetanus' dehacked contains automap names, and story text. 
There is a copy inside the wad and one outside, to load the one inside in 
Chocolate Doom use the command "-dehlump."

[2.8 Demos]

Tetanus includes 3 demos internally, recorded by Maribo. A demo pack is
also included with demos by various speedrunners. More information can
be found in "TTNS_DEMOPACK.txt"


--------------
3. STORY
--------------

Under a bright blue sky, with the scent of sea salt in the air, a
monument to humanity's worst tendencies rots. Hubris, cruelty, using lead
in paint, at last sentenced to death beneath the sun's radiant judgement.
As decades turn to centuries, life infests the bloated corpse of the
corroded facility. What was it used for? Hubris? probably. Cruelty?
Definitely. Did they use lead in the paint? Don't lick the walls.
  

---------------------
4. LEVEL INFORMATION
---------------------

Map01
Level name          : Infiltrate
Author(s)           : Egg Boy
Midi                : "Scratch and Sniff" by ZeMystic
Author's comments   : After a several month long mapping block, I was 
		      finally able to make a full map one week before a 
                      previous deadline (I'm sure its been superseded 
                      once or twice since). The map features the primary 
                      concept of the wad, the highly telegraphed encounters 
                      and level design via specific textures and flats. 
                      This map serves to introduce this concept, but 
                      besides this, functions less as a map01, and more 
                      as a punchy, interconnected layout that will 
                      hopefully stand as "pretty good" even outside of 
                      its category of first maps. 

                      I want to give special attention to the 2 key 
                      encounters which are conceptually fairly similar, 
                      the player unleashes monsters, and finds the 
                      escape route has been changed, forcing them to 
                      take the long way back to their destination, 
                      introducing complications therein. This similarity 
                      ties the map together and makes it feel complete in
                      a way, while still retaining variety through enemy 
                      placement, and the wild card that is the staircase 
                      room, proving to be the most difficult encounter 
                      in the map. I would also like to mention the bridge
                      that divides the map between the red key and blue 
                      key areas. I thought implementing this landmark 
                      while simultaneously keeping visplanes and 
                      drawsegs low would be incredibly difficult, but 
                      truthfully I barely thought about it while mapping.

                      ZeMystic Provided the perfect accompanying track,
		      a little number called "Scratch and Sniff" that
                      gets the beat'em up vibe I wanted for the music
                      across really well.

                                                           -Egg Boy

Map02
Level name          : Rush
Author(s)           : ZeMystic
Midi                : "Asbestos" by Egg Boy
Author's comments   : This map was a speed map, hence the name, finished
                      within 24 hours of the resource being dropped. I 
                      felt the resource at the time was very similar to 
                      Moonlit District's resource, so I aimed to make a 
                      map with that classic squonker feel. I had a few 
                      inspirations for the areas in the map. The tube 
                      like L-structure which is the primary structure 
                      of the map is inspired by Breeze from the game 
                      Valorant. The structure I took inspiration from 
                      is usually called "Rusty Condom" by the people I 
                      play with. I also took inspiration from the Halo 3
                      map, Last Resort, which is a hydro-electric 
                      facility on a beach. I really liked the lush greenery 
                      that was included in the resource, so I enjoyed 
                      playing with that to form natural areas. The MIDI 
                      is "Asbestos" by Egg Boy (Definitely my favorite of
                      his midi's so far.)

                                                           -ZeMystic

Map03
Level name          : Rust
Author(s)           : myolden
Midi                : "Divine Bloodline" from "Castlevania: Rondo of Blood"
Author's comments   : My debut Squonker map. The texture set was more 
		      limited than I'm used to, and I have little 
                      experience mapping under vanilla limits, so making
                      this map was sort of a learning experience for me. 
                      But it was also a fun experience. By the end I came
                      to embrace those limitations as part of the 
                      experience and found a new appreciation for them.

                      As far as the map itself goes, I'm pleased with 
                      the visuals but feel the layout could be a bit 
                      better. The door to the SSG is kind of easy to 
                      miss and the whole thing came out a bit too 
                      orthogonal, but we can blame that on nerves from 
                      this being my introduction to the team. I am fond 
                      of the rocket launcher fight being one of those
                      close quarters lock in deals. The red key fight 
                      was actually inspired by the red key fight in 
                      map 01 of the original Squonker 3 set, though 
                      amped up a bit with the inclusion of the Archvile.

                                                           -myolden

Map04
Level name          : Asphyxiate
Author(s)           : T.WILL
Midi                : "Chokejerkers Anonymous" by AD_79
Author's comments   : When we were given this texture set and mapping rules, 
                      I became be excited and nervous. The rules allowed for a
                      change of pace that’s been needed, but the original 
                      texture set was limited with the idea of everything
                      being boxy and square. It was a bit too limiting 
                      in fact. I was having a bit of a hard time coming up 
                      with a satisfying layout with these original rules. 

                      Eventually the textures were expanded by AD and the
                      boxy design was loosened. Even then I had a hard time
                      of deciding what I wanted to do. So I fell back on
                      going “monkey mode” i.e. bullshitting until I like it. 

                      The last room became a little contentious mainly due 
                      to whether or not it should have a blue armor or a
                      megasphere. The megasphere won out, but the fight 
                      should still be challenging enough to be a final 
                      encounter.

                      Detailing is not as finessed as some of the other maps,
                      but it’s punchy encounters make it very fun to play.

                      Side note, try playing the map with co-op monsters 
                      for some true chaos ;) 

                                                           -T.WILL

Map05
Level name          : Salvage
Author(s)           : AD_79
Midi                : "Wavelengths" by AD_79
Author's comments   : A map that grew larger than intended; a constant 
                      for my 2022 output. For various reasons, making 
                      a small map remains a challenge, which is something
                      that has to change going forward. The resources 
                      for Tetanus were initially very limited, which is 
                      generally the intent when it comes to Squonker 
                      projects, but they needed more variance in 
                      colour. As a result, large chunks of "Salvage" 
                      are aggressively blue.

                      Uber handled the difficulty settings, which 
                      I massively appreciate.

                                                           -AD_79


Map06
Level name          : Dehydrate
Author(s)           : ZeMystic
Midi                : "Dry World Dancin'" by ZeMystic
Author's comments   : This map took a good amount of time to be finished.
                      I wanted to make stuff with the extended texture 
                      resource that AD_79 provided and I figured I had 
                      more than enough time to make a second map for 
                      the project since the squonker presses were slowing
                      down. Thanks to the extended resource, I was able 
                      to create an arid desert-like map. I like to think
                      it's a dried-up lake or something. I had a bit more
                      fun playing with the rules that Egg Boy provided, 
                      laying down more traps than my first map. I was 
                      also told by AD_79 that it felt like the goal 
                      should be to find water, so I added a small little 
                      lake near the end. For the longest time, I didn't 
                      know what to do with the thing placing, so it sat 
                      in my folders for a bit. I had a few ideas for 
                      spots, but just couldn't be bothered with the 
                      process. After weeks of trying to pawn the placing
                      off to AD_79 nothing in particular, I sucked it
                      up and got it done. The MIDI is a quick speed midi 
                      called Dry World Dancin'. 

                                                           -ZeMystic


Map07
Level name          : Corrode
Author(s)           : Yugiboy85
Midi                : "Rustacean" by AD_79
Author's comments   : Second vanilla map ever (also, first vanilla map 
                      released lol). I had ideas to make this map take 
                      some inspirations from the game starwars droidworks
                      since the texture set kinda reminded me of that 
                      but, unfortunately, I couldn't come up with anything.

                      Overall, I'm quite pleased with how the map turned
                      out (specially the opening shot). It's not that 
                      hard but, it does go from 0 to 100 in the main fight 
                      so, dont be fooled I guess. 

                      There is an optional key that leads to something 
                      nice. The overall weapon pickup is actually pretty
                      unorthodox, I guess (minus the start to shotgun). 
                      There's an optional little route for a weapon. 

                                                           -Yugiboy85


Map08
Level name          : Desaturate
Author(s)           : uber
Midi                : "Kuiper Belt" by AD_79
Author's comments   : My first finished map. Despite technically dating back to 
                      October, it went through so many restarts it barely 
                      resembles my original concept — the current iteration 
                      having been started right after New Year's.

                      The goal was to make a simple map revolving around lots of
                      explosives and fodder, as a "momentum builder" right 
                      before the tail end of the wad. AD (who also provided the 
                      midi) suggested leaning more on the gray textures after 
                      seeing the initial area, which gave me the idea to set the
                      right wing of the map in a dark void to mix up the scenery
                      a bit.

                      Although I'm not fully satisfied with the end result, I'm
                      incredibly proud of having completed a map — not to mention
                      it having been a blast to work with the Squonker crew on 
                      the project.

                                                           -uber


Map09
Level name          : Circulate
Author(s)           : Skronkidonk
Midi                : "Eruyt Village" from Final Fantasy XII 
                       sequenced by Thomas Christensen
Author's comments   : I played BTSX for the first time this year, and when
                      making this Tetanus map I tried to reflect some of the 
                      map designs and architecture on my own map. This is 
                      probably one of the biggest maps I've made ESPECIALLY for 
                      the squonker team and I'm really happy how it came out. 
                      Surprisingly I didn't have many issues when it came to 
                      the vanilla limitations, and the biggest issues I had was 
                      the mapping rules because my dumbass forgot about all of 
                      them. Luckily T.Will helped me out and fixed some stuff 
                      for me. Not much else to say about this map but I'm happy
                      the squonker team is back and making maps for the doom 
                      community. This map was also heavily inspired by Studio from
                      Call of Duty: Black Ops 2.

                                                           -Skronkidonk


Map10
Level name          : Engorge
Author(s)           : Bobby
Midi                : "Pattern 32" by Korp
Author's comments   : After a year of zero solo mapping contributions 
                      to Squonker, I had to get my drive back to finish 
                      something for once. I only fiddled with some stuff
                      for the project a bit until winter break, where 
                      intermittedly between getting sick again and again 
                      and meeting some family, I was working on a map
                      concept. This map, despite being that original 
                      file, has nothing from the original map, and that's
                      a good thing. I am shocked with how explosive and 
                      vertical this map came out, even with over half of
                      the map being completed within the last week, and 
                      the thing placing done in one day. If I stuck with
                      the original and mothered it, the map would be a 
                      bloated mess. This couldn't be farther from that.
                      
                      The mapping idea I made at the last second is all
                      about using the RL and PR for contrasting purposes.
                      The way I play is to use RL is used for those 
                      pinpoint targets, while the PR is your go-to crowd 
                      control against the mid-tiers. To get this idea
                      further pushed, outside of easy you have no 
                      shotgun weapons, meaning you have to get comfy with
                      good spacing and moving around like a maniac. 
                      Visuals were something that I had to rush like a 
                      mf, but  the areas really benefited from a 
                      clutterless, vertical horizon to contrast how 
                      flat the playable geometry can be.

                      Music for the map is "Pattern 32" by Korp, a midi 
                      originally intended for my scrapped What Remains 
                      map, but now finally has a home in something that 
                      can really shine with it.

                                                           -Bobby


----------------------
5. AUTHOR INFORMATION
----------------------

Author              : AD_79
Contributions       : Music, Map05
Other files by me   : 

Author              : Bobby (lolmcswagger)
Contributions       : Map10
Other files by me   : Various Speedmaps/Speedmidis, ASS, Pagodia, Vigor

Author              : Egg Boy
Contributions       : Graphics, Music, Map01
Other files by me   : Cold Front, Mayan Reynolds, Pagodia, Moonlit District, 
                      Squonker 3, Vigor, What Remains

Author              : myolden
Contributions       : Map03
Other files by me   : Altars of Madness, Nostalgia

Author              : Skronkidonk
Contributions       : Map09
Other files by me   : BlueAge, Mayan Reynolds, Moonlit District, Pagodia,
                      Squonker 3, Vigor, What Remains

Author              : T.WILL
Contributions       : Map04
Other files by me   : Soaked in Blood, Mayan Reynolds, Moonlit District, Pagodia,
                      Squonker 3, Vigor, What Remains

Author              : uber
Contributions       : Graphics, Map08
Other files by me   : "nothing yet"

Author              : Yugiboy85
Contributions       : Map07
Other files by me   : Man on the Moon, Traveling to the Moon

Author              : ZeMystic
Contributions       : Music, Map02, Map06
Other files by me   : Bing Bong Blippo, Mayan Reynolds, Moonlit District,
                      OOPS: All Techbase, Pagodia, Squonker 3, Vicarious,
                      Vigor


---------------
6. LEGAL STUFF
---------------

Authors may NOT use the contents of this file as a base for modification or
reuse.  Permissions have been obtained from original authors for any of
their resources modified or included in this file.

You MAY distribute this file, provided you include this text
file, with no modifications.  You may distribute this file in any
electronic format (BBS, Diskette, CD, etc) as long as you include
this file intact.  I have received permission from the original
authors of any modified or included content in this file to allow
further distribution.


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