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Title                   : Brownian Emotions (Complevel 9)
Filename                : BrownianEmotions.WAD
Advanced engine needed  : PrBoom+ at least. 
Primary purpose         : Single play only
Author                  : apichatpong
Email Address           : 
Misc. Author Info       : 

Description             : NOT intended with Freelook, jump or crouch. Freelook may break at least one "adventure" in the map.
Tested with prboom+ 2.5.1.5
Tried also with GZDoom but, for some reasons I can't do some (non-mandatory) jumps on this port that I manage to do on prboom... (skill issues)



Here is a (long) map that I made between January and April 2025 (plus multiple modifications between may and June) . It started as a large playground to learn how to use actions in Slade3 but ended as an exploration though not heavily non-linear map.
It is pretty lenient combatwise. Don’t expect a real challenge if you are a good Doom player.
I tried to develop atmosphere more than combat because… I’m not that good at combat and wanted to be able to beat the map on UV without limited saves. 
On the last iteration of the map, I modified two fights which became « savescumming necessary » for me, so maybe better players may die a bit there.
There are two Easter eggs, or may I say, non-official secrets because Easter egg refers to something from Pop culture and the big one in the map is only linked to… my mapping history (which is NOT YET (!) Pop culture).

I added two maps as « digestif » :
Map 02 is a 7 seconds joke map (for grindcore fans) 
Map 03 is a stop map.

I used in both map 01 and 03 months old actionless-rooms I built when I wanted to do a Mathematics oriented wad (before discovering Occula or having some « Ribbiks already did it » moments).

To my knowledge, the proper way to reach the big non-official secret is still to be found, it’s quite WH-Wilouesque, tbh.

Q/A :
Are saves needed ? On blind : yeah. 
Is it long ? Yes. Expect blind playthrough to be above 1 hour (without counting potential deaths).  

Here are my personal best :

NoMoSpeed 6m45s
NoMo100s 13m50s
NoMo100s + Easter egg : 16m33s
UVmax (with saves) 47min (+3min if searching for the easter egg)
UVspeed (savescumming) 22min35s 

Are there some potential useless wandering moments ? Maybe, maybe not.
Is it Run&Gun ? No.
Is it adventure ? Yes. But not deeply non-linear.
Is it interconnected ? Yes, but I added teleports to ensure no «I have to take that long route again ».
Is backtracking done ? Between every room, from beginning to end. Every seemingly backing block is only temporary (to prevent « lose yourself moments ». There are short cuts between some area, either by principal route architecture, by secrets or by revealing teleports.
Are there some shortcuts for UVspeed (or HMP, or HNTR/ITYTD) ? Yes, one, but more challenging (you’ll have to count your cells, especially on UV). It leads to a runtime around 30-35 min (when you still try to kill everything facing you), I guess, for better players than me.
How are the secrets ? Rewarding. Really. It makes the map lot easier !
Are they easy to find ? Some yes, others maybe not, but never hardcore. They’re is always an hint (more or less cryptic).
Does exploration is rewarded ? Yes. Not always but I’ll stick to « Yes ».
Is the climbing annoying ? I guess on first run, sorry. In the end, it can be done in 30s.
Are there deathpits ? No (at least not intended). Always something to teleport (even if I must recognize that, in one case, it’s not obvious).
Are there soft locks ? I hope not, at least not intended.
Implementation ? Yes :
ITYTD/HNTR : 300 monsters disappeared compared to UV, some others were changed. It’s more SSG oriented on the first half and this weapon can be used more on the second half.
HMP : 240 monsters disappeared compared to UV, no change of type. The biggest change is on the weapon route : you’ll find heavy weapons and their ammos earlier.
UV : 1141 monsters, SSG oriented on first third then more heavy weapon oriented.
Are there some gimmicks ? In one room, much shorter on last Release candidates
Is it OMG slaughter ? No.
Is it slaughter ? I know some might say yes, but I’ll stick to no. Two big fights in arena but, otherwise, it’s more small intense fights (at least intense for me)(.
Easter egg ? Yes, two (big one : first serious room I draw last year when I was just drawing without actions, small one : just a wink to one of my favourite band)(tell me if you find them).



I wanna thank (hugely and) particularly the post-release playtesters from every forum : whether your demo/video or PM exchanges helped me a LOT, not mentioning the genuine pleasure it was to see so many feedback for a first map.

In alphabetical order :
AskYourDrAboutUVFast (Biz), ByRntStarOEI, Dislogical, joe-ilya, Killer5, Maribo, Nixx, Vile, WH-Wilou84 

Thanks, also to these people who helped me at different moment on technical stuff :
Roofi (to learn how to make some bridges), also Grazza, Stabbey, F0U, JadingTsunami, plums, maxmanium who all answered, at some point, one or more of my silly questions.


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Additional Credits to   : idgames for Doom II game, textures, sprites and sounds.

                          Eric Heberling for the midi of Map 01 (Elder Scrolls Arena : Dungeon 4)
                          Napalm Death for the midi of map 02 (you suffer)
                          Lee Jackson for the midi of map 03 (Plasma)
                          Titlepic music : Musica ricercata 2 (Ligeti)(midi rendition)
                          Intermission : Vice et versa (Bourdon, Campan, Legitimus)

Thanks to creators of the following wads/maps where I learned technical stuff or took some evasive inspiration : BoomEdit.wad, Necromantic Thirst, Flesharmonic, Sunlust, Combat Shock 2, Chocolate Pain from Eternal Slumber Party, Slaughtermax map 32.


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* Information *

Game                    : DOOM2
Map #                   : Map01-03
Single Player           : Yes
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : Yes (only 1 black sky texture, otherwise, full Doom II stock textures)
New Music               : Yes 
Dehacked/BEX Patch      : Yes
Demos Replaced          : None

* Construction *

Base                    : New level from scratch
Build Time              : 3 months and a half
Editor(s) used          : Slade3
Known Bugs              : Some misaligned textures I plan to correct after a short (needed) break. Two secrets may not activate depending on your speed or orientation when finding them, I'll have to work on that..
May Not Run With        : Anything that doesn't support Boom


* Copyright / Permissions *

Authors MAY use this level as a base to build additional
levels.  


You MAY distribute this WAD, provided you include this 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.


* Where to get this WAD *

FTP sites:

Websites:

Other:
