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| | | |                                         (_)      
| |_| |_   _ _ __  _ __   __ _  __ _  ___   __ _ _  __ _ 
|  _  | | | | '_ \| '_ \ / _` |/ _` |/ _ \ / _` | |/ _` |
| | | | |_| | |_) | | | | (_| | (_| | (_) | (_| | | (_| |
\_| |_/\__, | .__/|_| |_|\__,_|\__, |\___/ \__, |_|\__,_|
        __/ | |                 __/ |       __/ |        
       |___/|_|                |___/       |___/  
 
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0. CONTENTS:
--------------

1.  STORY

2.  FULL CREDITS

3.  RELEVANT DEHACKED INFORMATION

3.  LEVEL INFORMATION + AUTHOR COMMENTARY

4.  LEGAL STUFF

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1. STORY
--------------

You suddenly wake up in an unfamiliar place... is this a dream? or is this actually happening? 
You couldn't have stepped into a slipgate while you were sleepwalking were you? you've been 
fighting for so long that you can't even tell what's even real anymore, the only thing you 
remember is that you weren't here yesterday and that you want to escape from this nightmare.

--------------
2. FULL CREDITS
--------------

Most textures were taken from 32in24-15texv2 and Gothicx. Flowers were taken from Lost Civilization.
Sky was taken from Mek's Box O' Skies (edit of PURPLSKY)
Lost Soul sprite: "Forgotten One" by Captain Toenail (taken from Realm667)
Plasma Gun SFX from Doom III

M_DOOM by uber
Texture editing by fefor and uber
PLAYPAL by fefor
ENDOOM by fefor

Playtesters: gabuch2, ivymagnapinna, OverflowingMocha, Maribo, midoripeach, ZeMystic
Special thanks to Meowgi for troubleshooting MAP01 and teaching me how to make better voodoo closets.

Titlescreen MIDI: False Awakening by AD_79
Intermission MIDI: Melatonin by AD_79
Text Screen MIDI: Breeze by stewboy 

See Level Information for the rest of the soundtrack.

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3. RELEVANT DEHACKED INFORMATION
--------------

Hypnagogia's dehacked contains:

50 HP Lost Souls (half of their original health)
Modified width for the Arachnotron (same width as the Mancubus now)

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

Map01
Level name          : Hypersleep
Author              : fefor
Midi                : Alien Ship by stewboy
Author's comments   : My first time making an introduction map, I wanted to try doing something 
                      reasonably short with compact layout and combat.
					  
                      This map went through many modifications, it originally  was very tight on 
                      resources on UV but I ended up deciding that that it could be a bit harsh to have
                      a resource management map on the first of the set.
                      I noticed some of my playtesters had more trouble than what I hoped for 
                      so it was revised to have enough resources to be more comfortable.
                      					  
                      I'm mostly happy with the map, bit insecure about the Keycard fight thinking I could have
                      come up with something better for that room, but I do enjoy playing it. The other pet peeve
                      I have with the map is that I couldn't figure out how to connect that room with the door that
                      lets you loop back to the main area after grabbing the Keycard so instead I used a teleport
                      exit for that room, oh well.
                      
Map02
Level name          : Cryptic Garden
Author              : Mango
Midi                : Grotto by stewboy
Author's comments   : Originally this map had no direction whatsoever. Having no ideas to build off of, I looked to 
                      the supplied MIDIs and was immediately drawn to stewboy's "Grotto". I built a little test room
                      in about an hour and recorded it with the midi, with fefor's and my own approval, we'd had a theme
                      that I liked. The rest of the map was assembled room by room with improv off of the test room, 
                      which admittedly is a horrid idea. Despite this plan of attack, I think the map turned out wonderfully!
                      I pushed myself to make more deliberately fun encounters, and I hope that panned out.

Map03
Level name          : Forlorn Hamlet
Author              : fefor
Midi                : MUYSHORT by Zan-zan-zawa-veia
Author's comments   : I'm much happier with how this one turned out compared to the previous one. 
                      The idea was to try doing a non linear map for the first time since every map 
                      I've made before had only one path for progression. I'd like to explore 
                      non linearity much more in the future but for now I'm starting with the very 
                      basics: being able to choose which key and weapon you'll get first.
                 
                      Going for the Rocket Launcher/Skullkey fight allows easier and faster cleanup 
                      later on, while going for the Plasma Gun/Keycard path makes the RL fight easier
                      which is in my opinion the hardest of the two. I personally like going for the
                      RL/SK path first.

Map04
Level name          : Hypnagogia
Author              : fefor
Midi                : Imaginarium by stewboy
Author's comments   : My longest map so far and probably my best effort when it comes to visuals.
                      As for the gameplay I still struggle to come up with interesting ideas for 
                      arenas or small skirmishes, so I'm mostly rehasing what I've done in all of 
                      my previous maps. 
                      
                      That aside I think it has a pretty cool concept that I'm happy with. I wanted to
                      expand on the previous map and do 3 paths instead of 2, whenever each path is 
                      completed there is a visual cue for it and building the exit/hub was very fun.
                      Oh, the map doesn't have any keys since they were replaced with a different
                      objective that ties thematically with the exit.
                      
                      My previous two maps for this wad were done in early/mid 2024, I then took a near
                      year long break from mapping and came back to build this one in 2025. One of my 
                      main reasons to come back was that I really *really* wanted to include Imaginarium
                      in the wad, plus I'd get the chance to play with the tan and purple marble textures. 
                      
                      Lastly I'd like to thank AD_79 for helping me with the creation of the map, they
                      taught me how to rotate the buildings in the main hub and PL path, as well as 
                      providing thingplacing ideas for that fight, the gameplay on the first iteration
                      of the arena was kind of boring, now it's still not perfect but its better than
                      before thanks to AD's suggestions.
                      
Map05
Level name          : Celestial Well 
Author(s)           : uber
Midi                : Satellites for Lunch by AD_79
Author's comments   : This map delayed the project's release by a whole year.

                      Although the general structure and theme were something I decided on all the way back in August 2024, 
                      I've gone through and scrapped probably another two maps' worth of iterations over the following couple 
                      of months before practically giving up on it around June. By that point, the two main weapon setpieces along 
                      with the starting island were already built and I had a general idea of how the rest of the map would come together, 
                      but all my attempts to actually realize those concepts felt improper, and I considered the layout unsalvageable as a result.

                      Come October, we agreed that I couldn't hold the wad hostage like this and so I tried my hardest to actually complete the map. 
                      On the first of November I set a (soft) deadline for the 15th and got to work, managing to finish roughly the remaining two-thirds 
                      by the 19th.

                      As for the map itself, I tried to keep the instakill floors fairly non-threatening and the vast majority of the monsters as fodder to 
                      (hopefully) make it feel more intense and/or challenging than it really is. All the main setpieces aren't particularly innovative in 
                      terms of mechanics, but I think there's some value in straightforward pseudo-slaughter where you can turn your brain off and just 
                      hold down the fire button for a bit.

Map06
Level name          : Moonflower
Author(s)           : AD_79
Midi                : Day of Mourning by stewboy
Author's comments   : None (AD would rather the map speak for itself)
  
Map07
Level name          : N/A (Credits)
Author(s)           : fefor
Midi                : Escher's Garden by stewboy
Author's comments   : This map has a little "puzzle" if you can call it that, difficulty 
                      settings allow for different thingplacing so if you can't figure out 
                      how to progress on UV, switch to Hurt Me Plenty for a hint. 
                      And if you still can't progress on HMP, load it on Hey Not Too Rough 
                      to completely skip the challenge and access the actual credits room.
                     
---------------
4. 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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