SUBMISSION INFO 
Map Name: Kako Klubhaus
Author: Rykzeon
IWAD: Doom 2 IWAD
Intended Source Ports: DSDA Doom
Map Format: MBF21 -cl 21
MIDI Details: Hitfloor.mid by Music Media Design, based on Energizer (Cyber Space mix) by Hit the Floor (aka Dieter Bohlen 
From DWANGO5 
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GAMEPLAY DETAILS 
Jump: No
Crouch: No
Freelook: No 
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ADDITIONAL COMMENTS 
Description:
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. 
Cut parts:
– More warehouse content (the music doesn't match with warehouse exploring anyways);
– Underground parking area (boring). 
Bugs:
– Slime trails in few areas;
– West bar table has rendering issues;
– And many more! 
Resources:
*Included in zip*
Credits:
– Id software
– Freedoom team 
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