Map name:	OPERATION BAPTIZE SINNERS: KAKO KLUBHAUS
Par time:	15:00
Freelook:	No
Jumping:	No
Crouching:	No

A MBF21 map. No difficulties implemented, Single player only, not deathmatch map. Playtested in DSDA-Doom 0.29.4. Few graphics are from Freedoom assets. Musics are from DWANGO5 (Hitfloor.mid by Music Media Design, based on Energizer (Cyber Space mix) by Hit the Floor (aka Dieter Bohlen)) with the duration shortened. Map made by Rykzeon. Previous names are Rykz and Rycuz.

Story:
You are part of Doom UAC Police. Your team is on Operation Baptize Sinners. The UAC Police suspected that Kako Klubhaus hosted illegal activites, such as Imping, Cyberdemonizing, and Undead Exploitation (poor zombies :<). Your team arrived at the scene and quickly deployed police barriers while exchanged shots. As you step outside from your police car, you thought your team already fully eliminated the threat outside... Now you understand why you are assigned to this team and not any else.

Features:
- Breakable windows†. Once you break the window, the monsters inside can be alerted from outside;
- Bushes slow your speed;
- Now, besides the usual doors which opens vertical, there are doors which swing open towards to where you facing! Some of them are locked with keys. Bonus: horizontal-opening doors‡;
- There's a locked horizontal door which opens automatically if you own the key and you are near the door;
- Glass tables†! Somehow, they won't break even rockets exploded them multiple times. Maybe the demons bought military-grade glass tables;
- Breakable objects. Not all of them, though. More precisely, some screens are breakable;
- If you open a door which leads to darker room, the brighter room will shines the darker room until the door closed;
- 3D layout;
- You can enter the main building from backstage, if you know how. Probably bad idea though.

† = No breaking sound and more elaborate eyecandies because time constraint. I also don't know how to find the sfx.
‡ = Swing-open doors and horizontal-open doors can't be closed because there's no time to implement additional logic. Other problem is how any entity behind the door should be pushed or crushed, and testing it worked properly.

Ideas not realized:
- No sprite like Hell Knight with butler clothing, or Caco with tuxedo hat;
- No additional sound effect;
- No more police cars. There's no time to adjust those many sectors;
- Areas near river are less detailed.

Cut parts:
- More warehouse content (the music doesn't match with warehouse exploring anyways);
- Underground parking area (boring).

Bugs:
- Slime trail in vent that connects the clubhouse and warehouse;
- Slime trail in west bar table. If "RYKZ" is removed from the table, somehow entities that on top of it at height: 16px;
- And many more!