===========================================================================
IWAD required           : DOOM 2
Advanced engine needed  : Boom-compatible
Primary purpose         : Single play
===========================================================================
Title                   : Breakpoint Zero
Filename                : bp-zero.wad
Release date            : 2026 Mar 27
Author                  : QJ_kent
Email Address           : [REDACTED]

Description             : Single-map PWAD made for "2 Decades of Dooming" mapping contest
                          (https://www.doomworld.com/forum/topic/157542-2-decades-of-dooming-mapping-contest)
                          
                          
                          While technically not my first foray into Doom
                          mapping, as I was previously making either test
                          maps, proof-of-concepts or other stuff, very few of
                          which I only shown to a handful of my friends (and
                          my younger bro), this is the first Doom map that I
                          actually got to release, after I decided to sharpen
                          my Doom mapping skills for once.
                          	
                          The idea of the map came after randomly listening
                          to Descent OST, of which one track I ended up using
                          for this map. Thematically, it's an inside of a
                          hell-infested computer, I guess, and Doomguy does a
                          "full-presence" debugging... Yeah, go guess how
                          that works. 
                          	
                          Inspired by Speed of Doom MAP31 (1010011010),
                          mainly by similar theme of cybernetic landscape and 
                          restricted monster variety (even though I deviated 
                          from the blueprint by adding a lot of flesh and few... 
                          puking computers), and, I guess, a little bit by 
                          CC2 MAP24 (The Mucus Flow), judging by how common 
                          the green color ended up in this map.

                          As for how I would describe the map itself...

                          This is probably what debugging of an experimental 
                          UAC "full-presence" mainframe looks like.
                          
                          

Additional Credits to   : Virtue, LilWhiteMouse (I hope I got their name
                          right) - Cyber-Imp sprite edits (can be found on
                          realm667.com, Doom style beastiary [sic]
                          repository)
                          
                          Williams Entertainment/Midway - Doom PSX/64 Imp sounds
===========================================================================
* What is included *

New levels              : Single level
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : No
Other                   : No
Other files required    : None


* Play Information *

Game                    : Doom 2
Map #                   : MAP01
Single Player           : Designed for
Cooperative 2-4 Player  : Player starts only
Deathmatch 2-4 Player   : No
Other game styles       : None
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch
Build Time              : 8 days
Editor(s) used          : Ultimate Doom Builder, SLADE 3, Paint.net
Known Bugs              : The middle textures at lines 6231, 6298-6301 and 6306-6309
                          are rendered inconsistently across tested source ports. 
Tested With             : DSDA-Doom, UZDoom, Eternity Engine


* Custom assets included *

Music                   : D_RUNNIN - Descent OST - Level 2: Lunar Scilab
                          (obtained from `https://www.karlsitretro.com/game-midi-dos-d/`)
                          Note: The MIDI from this site has an incorrect BPM.
                          It was fixed for this map.)

Sounds                  : DSPISTOL, DSBG****, DSSKLDTH - Doom 64	
Sprites                 : TROO**** - CyberImp (realm667.com)
Textures                : MIDBARS4 - Edited MIDBARS3
                          RSKY* - Edited METAL1 + SKINFACE
                          TEKFLAT2 - Edited TEKWALL4 to be used as a flat
                          COMP_F* - COMPSPAN was used as a base to be used as a flat
                          CONS1_3 - Mirrorred CONS1_7
                          SHAWN_F1/2 - SHAWN2 was used as a base to be used as a flat
                          FIREBLU3/4 - Edited FIREBLU1/2 to be used as a flat
                          ALLBLACK/F_BLACK - New from scratch 
                              (I mean, these are just 64x64 black boxes,
                              that anyone can generate in any graphics editor)

===========================================================================
* Additional Info *

COMPLVL support         : Yes
Jumping                 : No
Crouching               : No
Freelook                : Optional (As per selected source port defaults)
Difficulty              : Medium-Hard
Time to complete        : First playthrough on UV will probably take 20-25 minutes.
	                  With the benefit of foresight - 12-15 minutes.


* Changes introduced by DeHackEd *

    Cyber-Imp replaces Imp
    Cyber-Imp's health is set to 80 HP
    Cyber-Imp fires arachnotron plasma (technically, a modified imp fireball)
	
    Spectral Cyber-Imp replaces an unused Doom thing (DeadLostSoul),
        otherwise identical to regular Cyber-Imp
	
    Pistol's damage is doubled
    Pistol has no spread penalty for continuous fire (i.e. perfect accuracy)
    Pistol's firing speed is slightly lowered
    Pistol spends 2 bullets on firing
	
    Chaingun's firing speed is slightly increased
	
    Max bullet ammo increased (300/600)
    Bullet ammo from pickups increased (20/100)


* Note for (G/U)ZDoom and Eternity Engine users *

    This WAD uses DECORATE/EDF to define a custom monster type
    (Spectral Cyber-Imp, replaces `DeadLostSoul`) on top of DEHACKED definition.
    These are used to give them custom obituaries.


===========================================================================
* Copyright / Permissions *

This work is licensed under the Creative Commons
Attribution-NonCommercial-NoDerivatives 4.0 International License. To view a
copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/

You are free to copy and redistribute the material in any medium or format.
If you do so, you must give appropriate credit, provide a link to the
license, and indicate if changes were made. You may do so in any reasonable
manner, but not in any way that suggests the licensor endorses you or your
use. You may not use the material for commercial purposes. If you remix,
transform, or build upon the material, you may not distribute the modified
material.


* Where to get this WAD *

Probably, when after the contest is over, it can be downloaded from
where the contest is hosted or other places as a part of the full package.
